[quote]Sarevok Synder wrote...
The game-play is shooter based. So I play soldier. Of course other classes must be so difficult; you know with the five or six options to level. There is even a Strategy and Builds forum!? I don't know how you people playing other classes manage! You're obviously sooooo much smarter than I am.

[/quote]
The game is shooter-based? Damn.
And I wondered what those dialogue and skill trees were. Along with the powers. Along with the loot and the inventory.
Nice job discrediting yourself, though. The soldier can be played without powers. Awesome discovery.
[quote]Gatt9 wrote...
My post isn't at all contradictive, the problem is that you're trying to pull semantics by googling a term and using whatever definition fits the outcome you want.[/quote]
Words like generic and dumbed down are sure impressive, but they make you look bad when you don't know how to use them.
A game is either generic or it isn't.
A game that has no unique elements of it's own, but repeats a formula, is generic. That's exactly what you want.
[quote]When you remove all characteristic elements from something to distill it down to it's most basic components, you end up with "Generic", which is exactly what ME2 did. Every genre has characteristic elements that define them, when you have only those elements and nothing more, you've hit the "Generic" range. Which pretty much describes ME2.[/quote]
Characteristic elements and basic components are not the same thing?
Let's take a look at that very nice list of what a "tru arr pee gee" is about:
Inventory? Mass Effect 2 has one. You can select your weapons during combat, as well as change your load out in specific locations. And unlike ME1, it's weapons are actually different from one another, they don't rely on a single stat.
Loot? Like picking up weapons, minerals, armour parts and credits from crates and other locations? Gotcha.
Statistical progression? Like assigning points to specific skills? Very well.
Powers? Hmm...they are there, aren't they?
Claiming that it is distilled down to basic components is actually quite interesting. Anything that is pure fat needs to be trimmed, no? Which gameplay element that made ME1 good is missing from ME2, other than extensive squad armour customization?
[quote]If I go out and put a Corvette badge on a Chrysler, is that now what a Corvette is? If I write a computer game that plays like Checkers, and I call it Chess, is Checkers now Chess?
No?[/quote]BioWare made a car out of Corvette and Chrystler parts and called it a hybrid.
They never called it a pure Corvette.
You instead, look at it, and call it a Chrystler, because true Corvettes have more Corvette parts. You completely forget that ME2 was never supposed to be an RPG with some shooter elements.
It is supposed to be a RPG/shooter hybrid, combining the best of both worlds.
[quote]A cRPG is an emulation of a PnP RPG. Changing it into an Adventure game or a TPS doesn't change what an RPG is, because it's still the PnP RPG. What I've listed, time and again, is the definitive features that every PnP RPG share.[/quote]
This must be the greatest inaccuracy posted on this thread.
Not only do you butcher the definition of adventure games, but you claim that all RPGs are emulating PnP RPGs, while core mechanics actually go against them.
Also, JRPGs don't exist.
[quote]So I mean honestly, you really need to ask yourself what it is you're hellbent on defending. You keep trying to define Checkers as Chess, and there's gotta be some personal reason for it there. I'd wager a very large amount of money we're nowhere near the reason why you vehemently insist ME2 is an RPG.[/quote]
Bet all the money you want, you are still embarassing your argument by compiling a list of features that make a true RPG, forget that ME2 has them, and claim that shooters require no skill at all.
[quote]I'm getting tired of this. Go read Gamasutra, go read Dev interviews like Tim Cain, JE Sawyer, and Fearus. Go educate yourself on the subject before you claim I'm "Baseless". Because this has been stated time and time again for years, over a decade now. Because you choose not to actually learn about the subject doesn't make it wrong.[/quote]You do realize that Gamasutra is not a factbook, right?

Stop stating your opinion and the opinion of others as facts. Especially when you manage to contradict yourself half of the time.
"Dev interviews"?
I've got Casey Hudson's interview right here. He worked on BG, KOTOR and all ME games. But no, only the opinions of those who agree with you, value. Typical.
[quote]You're also dead wrong about what causes Misses. Once again, you really should read up on how To Hit bonuses work, which, incidentally, you also just proved my point. You don't understand how and why it works, and you're raging against it.[/quote]
The Misses are caused by a combination of stats. Not just bonuses. There are several ways to simulate missing on a target and that has purely to do with game design, not RPGs.
[quote]Please, it's a fixed circle of variability present in only some games. Most of them it's just the gait animation.[/quote]
Fixed circle? Sounds like stats in RPGs to me.
That "fixed" circle, is also based on stats and has the same effect. Try again.
[quote]Nice try. [/quote]
It's a shame I can't say the same for you. Showing off your e-peen by admitting on having bought classics games that a good part of gaming fans have, is not exactly a compelling argument.
Both genres require a different kind of skill.
Turn-based games require predicting your enemy's next move, whereas RTSs are about coming up with a tactic, and deploying it within seconds, I would argue that it takes more brains to do that, but that's not important.
How about you ask around which strategy game is considered the most difficult one? The one that requires more skill?
On the other hand, considering that your entire argument is based on the fact that you dislike that direction and come up with excuses to degrade the amount of strategical thinking required in RTSs, you might as well just drop it.
[quote]Now you're trying to change the meaning of my words. Go back, reread what you quoted, please note the use of the punctuation mark "," in between RPG elements and everything else you just tried to make sound different.[/quote]And you should try replying to my points first.
Anyway, Grenades? ME1 doesn't have conventional grenades. You can call them charges, if you must. While vanilla ME2 has no grenades, it does have heavy weapons. Anyway, considering the "grenades" of ME1 as a good "shooter element" must be a bad joke.
Ammo in sensical manner? I suppose that the system that 95% of all shooters use makes no sense, sorry.

[quote]I own nearly every D&D book printed, most of them in first edition runs.
You might want to reference your copies, and notice how very little emphasis the books place on storytelling. You may also want to pick up a copy of Gears of War, and notice how eerily familiar the gameplay is.[/quote]
Try again.
You claim that D&D is not about interactive storytelling in comparison to other tabletop games?
I like how your refer to authorities as always, and yet you ignore what Wizards of the Coast have to say about DnD.

As for GoW? Yeaah, I remember your argument last time.

"It has a third person camera, and you can hide behind chest-high cover"
And then cover-based TPSs were discovered.
[quote]You speak as if the "Upgrades" did something. At level 2 you kill a YMIR. At level 30, it'll still be the hardest thing you're fighting. None of those "Upgrades" were needed. You could've beat the game at level 2 without them.
[/quote]
Upgrades do upgrade your stats, therefore count as statistical progression.
While difficulty is not entirely consinstent in ME2, it does get more difficult as you progress further in the game.
You start by fighting mere mechs, then go on to fight the big mech and the FENRIS mechs, and go on shooting up Geth, Collectors, husks, etc.
.
Modifié par Phaedon, 14 juillet 2011 - 12:14 .