konfeta wrote...
Very peculiar. By that definition, any game where you are playing an insert-style player character is an RPG (half life = best RPG EVER - so many possible motivations for Dr. Freeman!).
That conclusion is not supported by my statement.
Any game that defines what your character is for you is then less of an RPG because of it. What's your view on game developer provided character dialogue choices? On one hand, they allow you to choose how your character acts. On the other hand, they railroad your character into a set of predetermined responses. A very blurry line, don't you think?
Not at all. Until we started to see cinematic presentation comined with a voiced protagonist, the delivery and content of the selected lines was implicit, and thus mutable as the player saw fit.
See, I am asking these questions because I am suddenly very interested as to why you elected to adopt an inherently restrictive medium as your past time. You want "RPGs", not "games." Yet, Bioware, and many others are in the business of making games. While Bioware does more than most in terms of allowing you to define the character you are playing as, they are still essentially about forcing the player into a set of their own plot lines. In Mass Effect you are playing as Commander Sheppard - a mostly determined character. There are 2-3 types of responses beyond expeditionary investigation options, there are some choices you make to influence/direct the story of the game, but by far and large you are adopting a certain predefined role as opposed to making your own, you are following a predefined story as opposed to making your own.
That can't possibly be true. The player can only play a role if he has perfect knowledge of what that role is. Otherwise, how do you choose one option over another?
If Shepard's role is predetermined, then the player would need to be provided with an incredibly detailed personality profiile to follow (or a set of the supported personalities). And he isn't.
As such, the player is choosing blind, and could - at any moment - have all of his previously selected actions and motivations contradicted by the game. If this supposedly predetermined character can act effectively randomly, then he's not much of a character. He's not even a caricature. He's just nonsensical.
That should be a complete anathema to you. If anything, you should be more interested in sandbox games ala Just Cause or Prototype or Elder Scrolls. (player vs. role played character skills question aside).
I think role-playing is also incompatible with twitch-based action combat.
Luckily, ME doesn't have twitch-based action combat either.
Not exactly true. Yes, ME1 was a crappy shooter, but it was a shooter never the less. "Cone of Death" is exists in every modern shooter to simulate recoil/accuracy. ME1 just exaggerated to the point of making Sheppard look like an imbecile early game. But as you rapidly upgraded your guns and upped your weapon skill, guns became hyper accurate and only limited by the range at which bullets got deleted by the game
I wondered about that. The sniper rifle had exactly the same maximum effective range as the Mako's main cannon. That always struck me as weird.
Existence of the aim-while-pause function was effectively a shoddy auto-aim aid, the use of which slowed you down instead of helping once you had higher level accuracy boosts.
Slowing the game down is helping me. Frantic action is the opposite of fun.
Bioware obviously agrees with this point, as ME2 focused the combat mechanics into making a stronger shooter.
If that is not enough to classify something as a shooter in your eyes, I have to ask as to what a "shooter" actually is in your mind.
A shooter rewards player skill (all "games" do this) and penalises the lack thereof. Mass Effect didn't do this, unless we expand "skill" to include competent operation of the interface. But that's more a barrier to entry than a measure of gameplay success.