The armor in ME2 was modular, and there were about 10 to 11 unique stats. You could mix and match about 5 or 6 armor sets worth of stuff.
There were around 20 to 26 weapons in ME2 (depending on how much DLC you own). It included 6 sub-classes and they were somewhat restricted by character class. They all had a lot of stats, but they didn't show them to you. Damage, RoF, Max Ammo, Clip Size, +vs. Shields, +vs. Barrier, +vs. Armor, Accuracy (spread), and Recoil.
There were 6 character classes, each with 1 unique power and 5 extra powers, plus 1 bonus power you could personally 'equip' once you earned it. There were between 20 and 25 normal powers (depending on whether you count the different versions of Mastery powers), and 14 more powers you could earn in the game to equip and customize your Shepard. Within powers were dozens of additional bonuses, effects, and synergistic combos.
The stats are there. There is numerical depth and theorycrafting there. Is it just that you needed to see all the stats? Do you want an RPG toggle that shows you all the numbers? You can mod your weapons now in ME3, so you'll not only be able to see those numbers but mess with them. What more do you want to do with your weapons? How many more stats do you want on them?
Is it that you want more of all that stuff? Just more of everything? They're promising us more. Or is it just that you want piles and piles of crap with different numbers to look through? Is it that you enjoy item management 'mini-games' that require you to sort, delete, and sell useless crap that you will never actually use?
Is it just the random number generator? Please tell me it's not just the random number generator. When the first table top games adopted using dice from even older, non-RPG games like Craps and Backgammon, it was because it was the cheapest and most effective method of simulating chances of success and failure while playing an imaginary role at the dinner table. Now that technology has advanced to the point where computers can simulate and render my ability to point a gun at a Collector's head through a joystick, why would we want to introduce randomness to it? Why would anyone spend millions of dollars and develop all this technology to simulate what it
feels like to fill the
role of a space marine saving the galaxy just to build the core mechanic around playing dice?
What's the threshold that makes it an RPG again?
Modifié par nexworks, 01 juillet 2011 - 01:04 .