[quote]crsoadd wrote...
Care to elaborate? In what ways is it an adventure game? It isn't the dialog, since the dialog has stat checks. So how is it like an adventure game? [/quote]
Dialogue. We went through this. Most dialogue is not stat-based, which is contrary to your claim. There are more than a few instances of conversation where dialogue occurs without stat checks. The argument only works if every dialogue is stat-based, which it is not. And even there, we still have the issue that the role of stats is very limited in dialogue.
Choices would be another area. Ex: Choosing to leave Morte on the pillar of skulls.
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Really? How are they any more stat driven than what you find in any of those action games I listed? Because you can upgrade them? You can do that in the action games I listed also. So how are they stat driven? Are there rolls to determine there effectiveness? No, there isn't. Can you think of anything? Because I really can't. [/quote]
And we can say those action games have RPG elements. You have the ability to improve your powers, much like in Mass Effect. With the sequel, duration, strength, and range of my powers is entirely affected by stats. The primary difference between ME and ME2 is the number of skills, number of ranks, and that Mass Effect has some character based skill incorporated into its shooting gameplay.
My primary point is that Mass Effect really isn't on a much higher tier of RPG than ME2. The original still had player-based skill, through grenades, shooting/aiming, sprinting, cover system, etc. ME2 only reduced your number of skills and character-based aiming. And I suppose the inventory, but that was an abomination (imo).
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And could you give me a definition of RPG-lite? Its a term I've seen used only recently in the last few years and I can't for the life of me think of what would fall under it that isn't either already considered an Action RPG or just isn't an RPG at all. It just sounds like some kind of buzz word, and it reminds me of dumb lite beer commercials. lol. [/quote]
"RPG lite" isnt really a definition. It's more of a threshold. Alot of gamers consider Mass Effect to be an RPG-lite, because of the larger emphasis on player-based skill, especially in comparison to past Bioware games. Depending on whom you speak with, Mass Effect 2 is called the same or a tps with "RPG elements".
Basically, it's an issue of how stat-heavy a game chooses to be. Mass Effect is light on stats. Compare that to Dungeons and Dragons, which has race options, which impact your attributes. Attributes which impact your skills. Skills which impact your feats. All of which is based around your class. But you get the idea. Action RPGs, as you mention, are another example.
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But these things are often never a main focus of the game and are something extra that is added in. Sometimes it isn't required to participate in to progress through the game. [/quote]
But that's not the point. You're still applying the threshold. You just described racing as not being a main focus. You again acknowledged the threshhold with that statement. KotOR can be considered an RPG because emphasizes turn/stat-based gameplay over racing elements. Planescape might be looked on as an Adventure Game (or even a hybrid), because of the heavy emphasis on dialogue, choice, and interactive narrative.
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There is no stat driven dialog anymore, [/quote]
Charm and intimidate still exist, which are based on how high your respective score is. That sounds like a stat.
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and the combat is virtually entirely player based instead of character based. [/quote]
So was Mass Effect's, which only incorporated a small amount of character-based aiming. That's the only difference between them. You still have to aim your gun, sprint, dive into cover, throw grenades, etc, which is all player-based.
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As in, you aim and shoot at something then you hit it. Has nothing to do with how well your character aims. [/quote]
ME was again the same. I aim the gun in Mass Effect while enemies move around. That is the definition of player-based. What is character-based is that when leveling up I can also alter the accuracy of the targeting reticule.
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Thus not an RPG component. The powers are not much more an RPG mechanic than those found in action games such as Devil May Cry, God of War, etc. [/quote]
Which was (yet again) the case with Mass Effect. The problem is not your conclusion that ME2 is mostly a tps. The problem is mainly your conclusion that ME was an RPG, when the only alteration was that there is no character-based skill while aiming a gun.
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Yes, I am. I never claimed all dialog was stat driven. Should there be a die roll when replying to a simple yes or no question in the game? No, of course not. That would be ridiculous. [/quote]
Then it's an Adventure Game element. Again, replay old Bioware games. How much stat-based dialogue is there? Outside of persuade checks, very little. Speaking with Carth in the Taris Apartments, learning about Bastila's back story, speaking to your companions on the Ebon Hawk, learning that you are Revan. From my recollection, not a single one of these moments requires any sort of stat check and there are many more besides them. Almost all dialogue in a Bioware game is not stat-driven, so I'm not really seeing how it can be considered an RPG element.
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Really? If there are no stat checks than why is that you need to have a stat to meet or exceed a certain level in the game to
"pass" dialog? Is it because there is a stat check that probably looks something like this: If WIS >= 20 then dialog pass, If WIS < 20 then fail. What would that be? That would be a stat check. And at any time where the stat of Wisdom is used in conversation something like this is done. Regardless of whether or not you have a high enough stat, it keeps checking through out the entire game. [/quote]
Either way, we're arguing semantics. But a "check" as I've always heard the term used refers to a die roll. Ex: A persuade check means d20 + appropriate modifier. Planescape does not do that, hence why I continue pointing out that there are not "stat checks". But this isn't really either of our main points.
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Choosing to focus on one element of a game and ingoring other elements does not make it a hybrid. [/quote]
Yes it does, especially when the game offers a substantial means of avoiding a gameplay element. Planescape provides me a method of playing the game almost entirely through dialogue, which offers a completely different (and purposely not stat-heavy) style than combat. That sounds like a hybrid.
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It does not magically change the code with in the game. You are just playing a game with strict rules that you the player has implemented yourself to make the game come across as something it is not. It's like watching a comedy and putting your hands over your ears every time there is a joke and then calling the movie a drama or something other than a comedy. It doesn't work, just like your argument. [/quote]
Completely different scenarios, comparing two entirely different mediums. If I'm watching a comedy, the director purposely placed that joke to be heard. If I choose to ignore the joke, that''s my fault. It's an example of designer intent. The developers of Planescape purposely placed different methods of approaching conflict, not all of them stat-focused. If I play the game in a manner which is dialogue-heavy, it's because they allowed it. I didn't contradict designer intent.
If you want another example, if someone makes an action/thriller film, I cannot avoid the action while enjoying the thriller, because as the viewer I am intended to embrace the whole experience.
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Also, I specifically mentioned that combat is more stat driven because simulating combat is more complex, which is why there are more rolls involved. All I've ever claimed is that there are stats involved in dialog... there are. Which makes dialog stat driven, it is. Sorry for the caps earlier, was getting frustrated over some miscomunication between us.
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Is it really so much more complex though? Even if I were to accept your conclusion, it still raises the issue that dialogue has been reduced to a single inequality (Wis > 20 = pass), where combat is a complex series of stat mechanics. Even there, you run into problems because using combat Planescape is a much more stat-heavy RPG than dialogue, where it relies entirely on what you call stat checks. A much more complex stat system could be designed for dialogue as well, but there I suspect most players would be less interested.
As I said, it's still nowhere near the same scale.
Modifié par Il Divo, 12 août 2011 - 04:16 .