Gatt9 wrote...
Because a game that is aimed at "Mass Market" generally has a number of characteristic features removed, because the new target audience finds them unappealing.
Heh, I'll just quote my original post here to show how self-contradictive your post is:
Phaedon wrote...
I'll just post this here instead of making a triple post... What is with sticking the term "generic" to games liked by the "masses"?
I personally find it a bit funny, because you know, I thought that the argument was that "ME1-3 are not RPGs unless they have the following elements of the RPG formula" and that they would rather see "ME3 play like KOTOR or DA:O".
And well, aren't BG1 and 2, and KOTOR and NWN, and DA:O, etcetera etcetera, liked by the masses? Does that make them generic or mainstream? Or that they are dumbed down?
I googled "generic" and that's the closest definition to your own that I have found:
c[/i] :[/b] having no particularly distinctive quality or application
Let's see now, is the so called, very debatable removal of elements that makes generic games, or is it to create a game based on a specific features on a formula?
I'll answer this question for you.
At least pure RPGs that are watered down are different than their predecessors because they have in fact change.
You have compiled a very narrow list of features than a game must have to be an RPG, leaving room for creativity only over story (and that's still debatable). Not only do WCRPGs have offered little to no innovation gameplay-wise in the past few years, but their stories are essentially copy/pastes, all based on an epic quest, and a journey from drags to riches. With some exceptions of course.
For an RPG, the first thing to go is pretty consistently the "To hit" roll. Because the masses have a long standing tendency to not understand the concepts of dodging and deflection. Usually the next thing to go is diplomacy skills, because the masses don't understand why their options for talking should be limited by the Character's qualities. From there, you generally end up with Bethseda, remove anything that even remotely resembles an RPG mechanic.
Is that from your factbook again? Because it is baseless.
Most games don't just have a DPS stat, they also have either an ACC or AGI stat, or both at the same time, which create the "MISS MISS MISS MISS" effect.
You think that those don't exist on shooters, but you are wrong.
Although the agility of the character tends to be set to a regular standard for balance purposes in some shooters, the accuracy stat is not. It changes according to your weapon, or your "stance".
If you attempt to set your crosshair over a target, and fire, you will still get the "MISS MISS MISS MISS" effect due to the accuracy modifier (crouch, sprint, etc) as well as the accuracy stat of every weapon.
It's not limited to RPG's though. You'll find it in Strategy, where turn-based thinking style is rapidly axed for RTS "Click as fast as you can! And just aim a large mob at the other guy!" style. You'll see it in FPS/TPS where health packs, and limited ammo are removed. Every genre has it to a degree.
What you end up with is "Generic". Anything with any complexity is removed to reduce the game to only it's most fundamental characteristics.
It's most fundamental characteristics? For whom? You?
TBSs and RTSs are two different sub-genres, with different mechanics.
To me it looks like you don't like RTSs, because you suck at macro and micromanagement, when you do them at the same time.
And for your information, the strategy games that are considered by most to require most skill are RTSs.
ME2 and maybe 3 fit that bill. ME2 had most of the RPG elements axed (All IMO), Exploration, Loot, complicated things like areas that weren't a straight corridor, grenades, it avoided implementing ammo in a sensical way. It was reduced to the most fundamental characteristics, all complexity completely eliminated, such that it was really nothing more than a straight TPS with dialogue.
Exploration is an RPG element? You surprise me, Gatt. In any case, you still did sidequests and mined planets, during which you could discover anomalies.
Loot? Such as what, finding things such as Minerals, upgrades, armour parts and weapons in random places? Whoops.
You are losing me from there on.
"complicated things like areas that weren't a straight corridor, grenades, it avoided implementing ammo in a sensical way"
Grenades make true RPGs!
Complexity completely eliminated? That's funny.
I don't think that anyone thought that ME1's inventory or loot was complex. Just annoying. It definitely didn't require intelligence. Unlike ME2's, where all of the weapons had their pros and cons. ME1's inventory essentially had one stat that changed progressively.
Straight TPS with dialogue?
Heh, you are obviously not the old DnD player then.
You do realize that the only real difference between the original DnD models and Chainmail, a strategy game is the interactive storytelling, right?
There's a reason why they're not common, they're bad design. The premise behind them is inherently flawed. All you have is an FPS/TPS with it's UI intentionally crippled to tack on a "Leveling system". All the system does is progressively decrease the crippled UI to full FPS/TPS. Once the player has "Leveled" enough, they can overcome the handicap, and the entire leveling system is rendered completely redundant.
ME2 didn't have that problem though, it wasn't a hybrid. It was a straight up TPS, as the leveling system was completely redundant from the word "Go". As I've said, you kill a YMIR at level 2, and he's equivalent to any and every "Big boss" in the game, so since you can kill him, you can kill all of them, which is a characteristic of a Shooter.
ME3 remains to be seen.
Exactly. ME2 did the exact opposite.
Instead of crippling the player learning/skill curve, it rewarded you through upgrades, which could only be bought once. Sounds familiar.
Modifié par Phaedon, 13 juillet 2011 - 09:44 .