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ME3 Interview with Casey Hudson - NowGamer.com


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#51
JetsoverEverything

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Boiny Bunny wrote...

For the Wii U perhaps. Seeing as it's hardware will be far more powerful than that of a 360 or PS3 (well, from all reports so far - no actual details yet), I don't see why not. Nintendo and EA have already announced a massive partnership to go ahead on the Wii U, and it looks like it will be getting all multiplatform games to come.

I think the real test will be whether Nintendo force companies to make use of its special features like it did with the Wii. If they do, the games will probably bomb.


it was confirmed to be only 50% stronger than a ps3 and xbox 360

#52
LGTX

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Not that I didn't respect Bioware before, but after Casey's elaboration on the RPG question, I absolutely idolize them. That's a competent game company right there. Way to go!

#53
Varen Spectre

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Il Divo wrote...

I don't think it's a question of Fallout being unable to tell an engaging story, but that Bioware has always put interaction, characters, and choices above RPG mechanics, based on their game design.


Well, I was mostly curious what Fallout games Savber100 meant, because there are big differences between them and some of them have pretty good stories with some of the craziest and most unique characters I have ever seen.

I was also curious why he (she) thinks that Fallout games should be used as examples of games the developers of which did not focus on engaging story first and other aspects later but the other way around.:huh: I mean, the fact that some studio does not focus on characters, dialugues, etc. as much as Bioware does not necessarily  mean that these aspects are still not the most important part of their game... Especially since the term Fallout includes 1 and 2 which were excellent in these departments.

As for the relationship between implementation of various RPG mechanics and quality of the story, characters, dialogues, choices, etc... Well, I don't see any. IMO, the fact that Bioware's games have excellent stories, interactions, characters, choices, etc. is more a testament to an excellent job done by Bioware's writers, cinematic designers, voiceactors, etc. than a result of focus or lack of focus on other game mechanics. I think that these aspects are practically independent of each other and a game can have both of them developed pretty well.

Of course, as Savber100 pointed out in his (her) second post, the question whether such game will be considered good and entertaining by consumers is another thing... 

Savber100 wrote...

I'm not saying that RPG mechanics hinder the story but it DOES drive away potential fans... -snip- 


I agree practically with everything. From the perspective of developer of course. But still, my own preferences force me to hope that CDP Red will be abandoning traditional RPG mechanics as slowly as possible.:pinched::lol: But I will most likely buy TW 3 anyway...

Modifié par Varen Spectre, 03 août 2011 - 11:27 .


#54
Gatt9

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Savber100 wrote...

javierabegazo wrote...

Mass Effect 3 Interview: BioWare Talks Shepard, Kinect, RPGs - NowGamer

A segment

What do you see as the current holy grail for RPGs right now?

To be honest, I don’t know.  I never consider myself an RPG developer, and
I don’t really worry about traditional genre conventions other than our
own goals for making a great game.
Typically our goals - creating
interactive story, compelling progression, intense combat, and
exploration -result in games that are classified as RPGs. But my
intention is always to make the best possible story-driven games,
and
for me and my team, the next great design that we’re excited about is
what we’re doing with ME3.



BINGO. 

This is what the RPG community has never understood about Bioware. Unlike the old school RPG developers, Bioware's goal and purpose has ALWAYS been to create an engaging story over making true pure RPGs like Fallout etc. Writing was to be ABOVE anything else and Bioware was and is willing to sacrifice RPG mechanics to create a more compelling narrative. 

To be honest, that's the Bioware I like. It has always been the stories and always been the characters that both Bioware and I valued beyond the stats and beyond the D&D number crunching. If anything, Bioware doesn't really make RPGs, they're making cinematic interactive narratives with the player playing a role in the story.  


Actually,  you're dead wrong,  and Casey's being disingenious.  It's very,  very easy to prove.

Baldur's Gate - D&D
Baldur's Gate 2 - D&D
Neverwinter Nights - D&D
Knights of the Old Republic - D20 (D&D)
Dragon Age Origins - Modified D&D 3.x system

Not only have the majority of their games been RPG's,  but they also spent a ton of money to license the rights to RPG settings.  When you make RPGs,  and you pay someone else to use their RPG system,  you're an RPG developer.  Truth is,  they even broke with Interplay to sign with Atari,  just to use the D&D rules system.

So you're being revisionist at best,  and Casey's dodging the question since he works at a studio that's rode the coatheels of D&D for the majority of it's projects.

You also might want to avoid the word Cinematic,  it doesn't actually mean anything in the context of a game.  They're not doing anything that hasn't been done for decades,  a dialogue scene is a dialogue scene,  been in use for an easy 20 years or so.  It's right up there with "Immersive" in terms of completely meaningless PR speak.  It's an old adventure game dialogue style with prettier graphics.  The only new thing they managed to bring to the table was the nonsensical interrupts where morality is now a function of how fast you pull a trigger.

#55
Gatt9

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Savber100 wrote...

Il Divo wrote...

Varen Spectre wrote...

Savber100 wrote...

This is what the RPG community has never understood about Bioware. Unlike the old school RPG developers, Bioware's goal and purpose has ALWAYS been to create an engaging story over making true pure RPGs like Fallout etc.


Mmm, I don't have a desire to derail the thread or start any long discussion, but two questions... What Fallout are you talking about and which Fallout's features, which you considered pure RPG features, in your opinion, hindered its (ability to tell an engaging) story?:huh:


I don't think it's a question of Fallout being unable to tell an engaging story, but that Bioware has always put interaction, characters, and choices above RPG mechanics, based on their game design.


Basically what Divo just said...

I'm not saying that RPG mechanics hinder the story but it DOES drive away potential fans that don't care much about role-playing to the exact detail of whether he wants his character to be trained in swimming or be a badass lockpicker.

To Bioware, there's a current audience that wants to roleplay in the STORY rather than the character itself. Bioware wants to create the ultimate Chose-My-Own-Adventure story without all the complex RPG mechanics from the DnD era which is a huge timesink for those that just wanted to roleplay in the story.


No there isn't.  Roleplayers are few and far between.  You can't even fill a server with Roleplayers in an MMO,  you can't fill a room with LARPsers in real life unless you live in New York or LA.  People here don't want to Roleplay,  they want to self-insert.  They've no intention of taking on a Role,  because if they did they'd be playing RPGs and defining characters.  They want the "Role" to be all about them,  not about a Role.  They don't want any constraints,  they don't want a defined Role,  they just want to do whatever they want,  whenever,  without consequence or reaction.

That isn't Roleplaying,  a Role is never defined or assumed.  Claiming it is just leads you to Super Mario Bros being Roleplaying,  because he's a plumber and you're "Becoming the plumber!".

What people actually want is a Story and interaction in their Shooter or Adventure Game,  which is a completely different matter. 

But trust and believe,  99% of the people here will laugh hysterically if you try to get them to pick up a fake shield and fake sword and "Roleplay" the way you're describing it.  They will not do it.  Which is why LARPS conventions are so empty.

#56
Il Divo

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Gatt9 wrote...

Actually,  you're dead wrong,  and Casey's being disingenious.  It's very,  very easy to prove.

Baldur's Gate - D&D
Baldur's Gate 2 - D&D
Neverwinter Nights - D&D
Knights of the Old Republic - D20 (D&D)
Dragon Age Origins - Modified D&D 3.x system

Not only have the majority of their games been RPG's,  but they also spent a ton of money to license the rights to RPG settings.  When you make RPGs,  and you pay someone else to use their RPG system,  you're an RPG developer.  Truth is,  they even broke with Interplay to sign with Atari,  just to use the D&D rules system.

So you're being revisionist at best,  and Casey's dodging the question since he works at a studio that's rode the coatheels of D&D for the majority of it's projects.


Or perhaps what he considers important as a Bioware developer is completely different from what you might consider important. Sure, Bioware in the past made use of mechanics typically found in RPGs. Yet since BG1, all their games have also placed a heavy emphasis on interactive story, dialogue, and choices. Hence why they might not see themselves as merely an "RPG developer". 

At this point it's clear that Bioware cares more about choices, interaction, and storytelling given that's what their games still have, while all stat-based mechanics have been slowly phased out. It's better this way, as this shows how Bioware views itself.

You also might want to avoid the word Cinematic,  it doesn't actually mean anything in the context of a game.  They're not doing anything that hasn't been done for decades,  a dialogue scene is a dialogue scene,  been in use for an easy 20 years or so.  It's right up there with "Immersive" in terms of completely meaningless PR speak.  It's an old adventure game dialogue style with prettier graphics.  The only new thing they managed to bring to the table was the nonsensical interrupts where morality is now a function of how fast you pull a trigger.


Perhaps you didn't play Mass Effect? Last I checked, that fits in pretty well with the definition of 'cinematic', especially in comparison to Baldur's Gate or Neverwinter Nights. So no, it's not merely a buzz word, despite your attempts at reducing it to one. Dialogue/character interactions play out more in the style of a movie, especially in the case of ME2. That fits the bill of 'cinematic'.

Edit: I should also point out that 'immersive' is not merely a buzzword, as fps games like Bioshock, Half-Life 2, and The Darkness al demonstrate.

Modifié par Il Divo, 03 août 2011 - 11:43 .


#57
SpEcIaLRyAn

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RocketManSR2 wrote...

Warning: Argument developing over what is/isn't an RPG

Just stop. Anyway, everyone dying will be one of the endings. ME2 had it, and the stakes are even higher in 3. There has to be an ending where Shepard lives, or any DLC produced would be worthless, as an earlier poster pointed out.

Edit- Didn't I hear that we'll be able to fly around and complete SQs after completing 3? I could have sworn a dev said 3 will be like 2 in that regard.


That doesn't necessarily mean Shepard can't die it just means that that you'll be able to play after the credits have rolled. They might treat it as, in the event Shepard does die, as your completing these missions before the ending of the game. Who knows right now thats the only way I can see them developing the DLC.

#58
Gatt9

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Il Divo wrote...

Gatt9 wrote...

Actually,  you're dead wrong,  and Casey's being disingenious.  It's very,  very easy to prove.

Baldur's Gate - D&D
Baldur's Gate 2 - D&D
Neverwinter Nights - D&D
Knights of the Old Republic - D20 (D&D)
Dragon Age Origins - Modified D&D 3.x system

Not only have the majority of their games been RPG's,  but they also spent a ton of money to license the rights to RPG settings.  When you make RPGs,  and you pay someone else to use their RPG system,  you're an RPG developer.  Truth is,  they even broke with Interplay to sign with Atari,  just to use the D&D rules system.

So you're being revisionist at best,  and Casey's dodging the question since he works at a studio that's rode the coatheels of D&D for the majority of it's projects.


Or perhaps what he considers important as a Bioware developer is completely different from what you might consider important. Sure, Bioware in the past made use of mechanics typically found in RPGs. Yet since BG1, all their games have also placed a heavy emphasis on interactive story, dialogue, and choices. Hence why they might not see themselves as merely an "RPG developer". 

At this point it's clear that Bioware cares more about choices, interaction, and storytelling given that's what their games still have, while all stat-based mechanics have been slowly phased out. It's better this way, as this shows how Bioware views itself.


You've got multiple problems in there il.

1.  Doesn't matter what he considers important when the company has spent the better part of it's life leasing a RPG rules set to make RPGs.  That's like saying Michael Bay isn't an Action movie director,  he's a comedy director,  because his movies had comedy lines in them and he feels like it makes him a comedy director.

2.  "In the past" was as recent as about 2 years ago.

3.  Heavy emphasis on interactive story?  BG2,  no.  KotOR only superficially at the end.  ME2,  not at all,  because with one or two exceptions,  no matter what you did,  everyone had the same outcomes. 

4.  Heavy emphasis on dialogue?  Not really,  every NPC has 6 conversations in every Bioware game.  Every female character romance is pretty much identical "Oh...I'm so strong...but you melt me with 3 kind sentences and now I'm weak to you!!!".  Your choices are now limited to "Good,  neutral,  bad" with no deviation.  Contrast that to Fallout or Planescape.

5.  Choices?  I was 100% paragon in ME2,  my friend 100% renegade,  and we both had the same companions who all liked us exactly the same,  same missions,  same general outcomes,  etc.  What choice?  Listen to dialogue A or dialogue B and get same result?

6.  Interaction?  As I said,  everyone has 6 dialogues and then that's it.  No one changes direction,  they're all one-dimensional,  everyone gets the same end results.  All you're doing is listening to a different dialogue to get the exact same thing as everyone else.

7.  Seriously.  Quit trying to pretend like there's some long trend here.  DAO was 2 years ago.  ME2's the only game they've made without heavy RPG emphasis,  and it was extremely weak as far as the gameplay went,  corridor runs,  AI from the 90's.  You act like there's a decade of a different type of game development,  it was one game!.  Even DA2 had significant RPG elements.

8.  It's also important to note that it was the first game they made under EA,  with DA2 being the second.  It's a much better way to showing how EA views itself. 

You also might want to avoid the word Cinematic,  it doesn't actually mean anything in the context of a game.  They're not doing anything that hasn't been done for decades,  a dialogue scene is a dialogue scene,  been in use for an easy 20 years or so.  It's right up there with "Immersive" in terms of completely meaningless PR speak.  It's an old adventure game dialogue style with prettier graphics.  The only new thing they managed to bring to the table was the nonsensical interrupts where morality is now a function of how fast you pull a trigger.


Perhaps you didn't play Mass Effect? Last I checked, that fits in pretty well with the definition of 'cinematic', especially in comparison to Baldur's Gate or Neverwinter Nights. So no, it's not merely a buzz word, despite your attempts at reducing it to one. Dialogue/character interactions play out more in the style of a movie, especially in the case of ME2. That fits the bill of 'cinematic'.

Edit: I should also point out that 'immersive' is not merely a buzzword, as fps games like Bioshock, Half-Life 2, and The Darkness al demonstrate.


Yes,  it is a buzz word.  It's a dialogue cutscene,  click a button hear a voice,  Adventure games were doing this in the 90's.  Once again,  you act as if Bioware suddenly discovered dialogue,  it's been around for decades,  zooming the camera angle out slightly doesn't make it suddenly different,  or new.

Nor do the dialogue/character interactions "Play out more like a movie",  whatever that's supposed to mean.  They play out the same way they've played out for around 15 years.  People really need to research the industry before drinking the kool-aid.  I'd suggest looking into Gabriel Knight and other Adventure Games.

I should also point out,  "Immersive" is completely impossible when you're staring at a screen  a couple feet wide,  with a wall or desk behind it,  and the real world in the rest of your vision.  It's a buzzword,  it's physical impossible for you to be "Immersed" (Fully enveloped by) a video game without a holodeck.  No game with the word "Immersive" on it is going to transform a room into another world,  it's going to put pictures on a screen in front of you that occupies about 25% of your field of vision at best.

I can load up those games for you,  take pictures of my game room once their loaded,  pretty sure the walls aren't going to change though.

#59
squee365

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So you're bitter about the direction Mass Effect is going in, we get it.. Can we actually talk about what Casey said rather than use bullet points to make someone feel stupid?

#60
TheKillerAngel

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THIS DISCUSSION.

AGAIN.

#61
ThePwener

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TheKillerAngel wrote...

THIS DISCUSSION.

AGAIN.


THIS POST.

AGAIN.

#62
Beerfish

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"Contrast that to Fallout or Planescape."

That's all that needs to be taken from Mr. Gatt.  The ole Fallout/Planescape gambit.  PST is one of my fav games of all time but you can't possibly pound the rpg criticism on some of the BioWare games you mention when pst has some of the rpg 'flaws' that you are beaking off about.  A Codexer in good standing no doubt.

#63
Il Divo

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Gatt9 wrote...

You've got multiple problems in there il.

1.  Doesn't matter what he considers important when the company has spent the better part of it's life leasing a RPG rules set to make RPGs.  That's like saying Michael Bay isn't an Action movie director,  he's a comedy director,  because his movies had comedy lines in them and he feels like it makes him a comedy director.


And that died with Jade Empire. Again, what you consider important in a Bioware game is not necessarily what they consider important. You think it's the rulesets that matter. Bioware chose otherwise. You misinterpreted their intentions and focus. You took their "rpg" mechanics as being the key, when they (and many fans) claimed otherwise.


3.  Heavy emphasis on interactive story?  BG2,  no.  KotOR only superficially at the end.  ME2,  not at all,  because with one or two exceptions,  no matter what you did,  everyone had the same outcomes.  


When you first open up Baldur's Gate, you're talking to Gorion. When you close KotOR, you're talking to Malak. When your character asks a question, you are talking.This is an "interactive story". If the story were non-interactive, it would simply be a cut-scene, where I have no impart on the actual events. In a Bioware game, every step of the way I (the player) am treated as a character in the story.

Emphasis on dialogue?  Not really,  every NPC has 6 conversations in every Bioware game.  Every female character romance is pretty much identical "Oh...I'm so strong...but you melt me with 3 kind sentences and now I'm weak to you!!!".  Your choices are now limited to "Good,  neutral,  bad" with no deviation.  Contrast that to Fallout or Planescape.


So you're criticizing Bioware dialogue? Fair enough.  It doesn't change the dialogue emphasis. This isn't Final Fantasy where dialogue is non-existent. Bioware games since BG have been built on the Player having input through their words. Whether you think the dialogue is weak is irrelevant.

Dialogue, character romances, plot, etc, collectively occupy a substantial portion of the Bioware experience than you are attempting to give credit. If you think it's so badly done, make a thread and see how fans would react if Bioware limited themselves to only RPG mechanics, with no dialogue or choices. I doubt responses would be kind.

5.  Choices?  I was 100% paragon in ME2,  my friend 100% renegade,  and we both had the same companions who all liked us exactly the same,  same missions,  same general outcomes,  etc.  What choice?  Listen to dialogue A or dialogue B and get same result?


Did you let Cerberus take Veetor? Did you destroy the genophage data? Did you rewrite the Geth? Did you spare the Cerberus base? Did you keep Samara? Did you let Garrus kill Sidonis? These are all choices.

6.  Interaction?  As I said,  everyone has 6 dialogues and then that's it.  No one changes direction,  they're all one-dimensional,  everyone gets the same end results.  All you're doing is listening to a different dialogue to get the exact same thing as everyone else.


Again, your subjective critique on whether the interactions are good or not is irrelevant. You are interacting with the characters in the story on a very frequent basis, hence heavy emphasis on "interaction".

Compare this to Halo, or Gears, or even a JRPG, where you control the character in combat, with little else.

7.  Seriously.  Quit trying to pretend like there's some long trend here.  DAO was 2 years ago.  ME2's the only game they've made without heavy RPG emphasis,  and it was extremely weak as far as the gameplay went,  corridor runs,  AI from the 90's.  You act like there's a decade of a different type of game development,  it was one game!.  Even DA2 had significant RPG elements.


Pretend nothing. Mass Effect 1 and Jade Empire were already heavily favoring a different kind of game development. Their extremely limited RPG mechanics were a clear demonstration of this, while they kept all the other Bioware elements, which I've listed repeatedly.

You want the facts? Here they are.

Every Bioware game has featured dialogue. Every Bioware game has featured interaction. Every Bioware game has attempted to make the player to feel like they have some effect in the narrative. Is it limited? Yes, which is a result of the game being unable to predict every possible outcome a player might choose, contrary to pen and paper. Is it still an enjoyable part of the experience? Well, based on your respones, I'm guessing no, in which case I'm wondering why you have stuck with Bioware for so long.

8.  It's also important to note that it was the first game they made under EA,  with DA2 being the second.  It's a much better way to showing how EA views itself. 


I think Jade Empire and Mass Effect already were indicators of how Bioware viewed itself. Neither featured a heavy emphasis on RPG mechanics. Both games were rpg-lite, with a heavy emphasis on everything else you'd find in a Bioware game, except rpg mechanics. ME2 simply took that a step further.  

Yes,  it is a buzz word.  It's a dialogue cutscene,  click a button hear a voice,  Adventure games were doing this in the 90's.  Once again,  you act as if Bioware suddenly discovered dialogue,  it's been around for decades,  zooming the camera angle out slightly doesn't make it suddenly different,  or new.


If you think cinematography is limited to zooming a camera in or out, then it's clear why you consider it a buzzword.

Nor do the dialogue/character interactions "Play out more like a movie",  whatever that's supposed to mean.  They play out the same way they've played out for around 15 years.  People really need to research the industry before drinking the kool-aid.  I'd suggest looking into Gabriel Knight and other Adventure Games.


Cinematic means characters do not simply stand around in one location during "conversations". It means that when I speak to a character, the camera is doing more than cutting between two separate images of our two heads in conversation. That is why Mass Effect is more cinematic. You want an example? Shepard hiding behind the wall while speaking with Saren. Shepard speaking with Thane, where the characters actually move around. These are all examples of cinematic character interactions, because the camera is actually being used to a much greater extent. Hence, it is similar to a movie.

You want the opposite scenario? Go back to pre-Mass Effect. Go back to KotOR, JE, BG, and NwN. Characters stand in one spot and the camera does nothing. That is why cinematic is not a buzz word, as it's being applied.

I should also point out,  "Immersive" is completely impossible when you're staring at a screen  a couple feet wide,  with a wall or desk behind it,  and the real world in the rest of your vision.  It's a buzzword,  it's physical impossible for you to be "Immersed" (Fully enveloped by) a video game without a holodeck.  No game with the word "Immersive" on it is going to transform a room into another world,  it's going to put pictures on a screen in front of you that occupies about 25% of your field of vision at best.


Is that a fact? Perhaps games will never be able to completely simulate the alternate reality for the player. But the notion that it is impossible to significantly alter the player's connection to the experience is a false one.

That's why Valve has never employed cut-scenes in Half-Life. It increases the feeling that you are the character. When playing Half-Life, you (the player) never exist separately from Gordon Freeman. You experience everything from his point of view, as events happen. This is the case with Bioshock. And to a lesser extent, the Darkness. Compare this to Halo, or any fps, where the player is constantly thrown from the role of Master Chief every time a cut-scene appears. 
 

Modifié par Il Divo, 04 août 2011 - 02:40 .


#64
Fast Jimmy

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There's so much I want to comment on here, but we are way off topic, so I'll just keep it simple.

Gatt9 wrote...

I should also point out,  "Immersive" is completely impossible when you're staring at a screen  a couple feet wide,  with a wall or desk behind it,  and the real world in the rest of your vision.  It's a buzzword,  it's physical impossible for you to be "Immersed" (Fully enveloped by) a video game without a holodeck. 


Playing SIlent Hill 2 on PS2, you could have convinced me otherwise. I was scared as ****e walking around some foggy demon possesed town, as far as I was concerned.

Also, anyone who has watched Stephen King's "It" and had nightmares or fears about clowns, anyone who watched "Glory" and felt inspired by the nobility of man but also horrified at the nature of war and anyone who can watch Memento and be caught up in the confusion and intrigue that comes with having memory loss are all guilty of being "immersed." Reading a book, the lowest form of technology that is the furthest away from a "holodeck" is probably the most immersive form of entertainment media out there.

Any form of story telling or interactivity that makes you forget, ever so shortly, that the characters you are dealing with aren't real, the peril you face isn't imminent or the emotions they evoke aren't valid is "Immersive." Your definition doesn't even remotely cover all aspects of the word as per Websters.

Modifié par Fast Jimmy, 04 août 2011 - 02:34 .


#65
Savber100

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Gatt9 wrote...

Actually,  you're dead wrong,  and Casey's being disingenious.  It's very,  very easy to prove.

Baldur's Gate - D&D
Baldur's Gate 2 - D&D
Neverwinter Nights - D&D
Knights of the Old Republic - D20 (D&D)
Dragon Age Origins - Modified D&D 3.x system

Not only have the majority of their games been RPG's,  but they also spent a ton of money to license the rights to RPG settings.  When you make RPGs,  and you pay someone else to use their RPG system,  you're an RPG developer.  Truth is,  they even broke with Interplay to sign with Atari,  just to use the D&D rules system.

So you're being revisionist at best,  and Casey's dodging the question since he works at a studio that's rode the coatheels of D&D for the majority of it's projects.

You also might want to avoid the word Cinematic,  it doesn't actually mean anything in the context of a game.  They're not doing anything that hasn't been done for decades,  a dialogue scene is a dialogue scene,  been in use for an easy 20 years or so.  It's right up there with "Immersive" in terms of completely meaningless PR speak.  It's an old adventure game dialogue style with prettier graphics.  The only new thing they managed to bring to the table was the nonsensical interrupts where morality is now a function of how fast you pull a trigger.


Lol, I was actually waiting how long you were going to post your opinion, Gatt :P.

To me, Bioware has always aimed for creating a well-written story above making a RPG with millions of choices and endings and was willing to use any mechanics to gain an audience.

Back in late 90s, it was the DnD ruleset which gave players the maximum immersion in creating their own characters and forming their own stories. After all, Dungeons and Dragons is the granddaddy of RPGs and I'm sure many Bioware fans and employees have enjoyed a late night venture into the Forbidden Realm. So Bioware adopted this familiar system as a platform to tell their stories. However, over the past decade, Bioware realized something. Many of there fans have played Bioware games for their stories and their characters not because their games have deep character role-playing in adding numerous stats for "stealth" or "melee". If anything, these numbers were driving away many newcomers of the gaming industry (thanks to the emergence of consoles). To Bioware, this was unacceptable and begin to make games that will best hide the "dice rolling" of their previous games. KOTOR was released and was vastly "consolized" and had simplified stats. The result? Bioware solidified her status as a devoloper among the upper echelons of gaming.

After massive success of KOTOR, Bioware saw this as a confirmation that there's an audience out there that simply wants a great story that varies upon your story choices. They created Jade Empire and followed it with Mass Effect where they took a further step by making gameplay REAL-TIME. They begin to step away from the classical RPGs of number-crunching and stats and focused on what they believe is more important: deep story and interesting characters.

So Bioware began to focus on a what I'll coin "cinematic action RPGs" long before EA came along. With the current tech, Bioware wanted to create a truly immersive experience through visual and real-time actions. The big success of ME2 just further proves to Bioware that they're nearing the perfect formula of both action gameplay and RPG elements.

So that is Bioware. A company that is willing to hybridize the best of mechanics not just from RPGs but from other gaming genres. For this, they'll be hated because they're playing with a group that's full of compromises. Pure RPG-lovers will probably find it hard to like ME2 while action gamers dismiss them among better action games out there. Hence, why there's been an angry cry among RPG fans as they watch Bioware slowly reveal what they've been their ultimate goal:

Making a well-written game, filled with interesting characters in an immersive world, and unshackled by the trappings of old-school games for maximum accessability.

Modifié par Savber100, 04 août 2011 - 02:45 .


#66
ThePwener

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Fast Jimmy wrote...

There's so much I want to comment on here, but we are way off topic, so I'll just keep it simple.

Gatt9 wrote...

I should also point out,  "Immersive" is completely impossible when you're staring at a screen  a couple feet wide,  with a wall or desk behind it,  and the real world in the rest of your vision.  It's a buzzword,  it's physical impossible for you to be "Immersed" (Fully enveloped by) a video game without a holodeck. 


Playing SIlent Hill 2 on PS2, you could have convinced me otherwise. I was scared as ****e walking around some foggy demon possesed town, as far as I was concerned.

Also, anyone who has watched Stephen King's "It" and had nightmares or fears about clowns, anyone who watched "Glory" and felt inspired by the nobility of man but also horrified at the nature of war and anyone who can watch Memento and be caught up in the confusion and intrigue that comes with having memory loss are all guilty of being "immersed." Reading a book, the lowest form of technology that is the furthest away from a "holodeck" is probably the most immersive form of entertainment media out there.

Any form of story telling or interactivity that makes you forget, ever so shortly, that the characters you are dealing with aren't real, the peril you face isn't imminent or the emotions they evoke aren't valid is "Immersive." Your definition doesn't even remotely cover all aspects of the word as per Websters.


I agree. I get so into the game world that I feel like Im talking to the person in Fallout 3. One's person experience does not speak for everyone's.

#67
Guest_Catch This Fade_*

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crsoadd wrote...
I'd really appreciate it if they stopped calling their games rpg's then. That way I'm not disappointed when I play their game, expecting some sort of RPG.

It's not their fault that their games are classified as RPGs, they just make them that way.

#68
Savber100

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Varen Spectre wrote...

Il Divo wrote...

I don't think it's a question of Fallout being unable to tell an engaging story, but that Bioware has always put interaction, characters, and choices above RPG mechanics, based on their game design.


Well, I was mostly curious what Fallout games Savber100 meant, because there are big differences between them and some of them have pretty good stories with some of the craziest and most unique characters I have ever seen.

I was also curious why he (she) thinks that Fallout games should be used as examples of games the developers of which did not focus on engaging story first and other aspects later but the other way around.:huh: I mean, the fact that some studio does not focus on characters, dialugues, etc. as much as Bioware does not necessarily  mean that these aspects are still not the most important part of their game... Especially since the term Fallout includes 1 and 2 which were excellent in these departments.


lol. I'm a guy for future note. :happy:

To further answer your questions which I feel I sorta missed in my previous posts,

I agree with what you said. Planescape Torment to Fallout 1 had more interesting characters than almost any games since they  were released. However, because of burdensome mechanics, people that don't have as much time would never meet people like Harold from Fallout or freaking Morte from PT.

By no means do classical RPGs have bad stories (I point at PT again) but they have unintuitive layouts and overly complex systems that do more than scare off a fair share of potential gamers that would have otherwise loved these games. I believe Bioware realizes this and have therefore taken serious steps in departing from these mechanics (much to the ire of the old-school gamers). To Bioware, it's story and characters above all else while allowing as much as interactivity as possible. Of course, it's difficult to create a compelling story with soo many variables (CDPR said as much) so Bioware have taken a stump here and there (DA2 and JE) but for a company that strives to make the best cinematic RPGs (and I'm using RPG loosely), I think they have done decently. 

Modifié par Savber100, 04 août 2011 - 03:00 .


#69
Il Divo

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jreezy wrote...

crsoadd wrote...
I'd really appreciate it if they stopped calling their games rpg's then. That way I'm not disappointed when I play their game, expecting some sort of RPG.

It's not their fault that their games are classified as RPGs, they just make them that way.


It also doesn't help that our dear community never agrees what we want an RPG to be. Hudson claims he doesn't see himself as an RPG developer (without actually defining RPG), which I'm perfectly comfortable with. But for those who thrive on genre labels, it might not be so simple. But as long as Bioware continues to put what I love in their games, they will have my money.  

Modifié par Il Divo, 04 août 2011 - 03:02 .


#70
crsoadd

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jreezy wrote...

crsoadd wrote...
I'd really appreciate it if they stopped calling their games rpg's then. That way I'm not disappointed when I play their game, expecting some sort of RPG.

It's not their fault that their games are classified as RPGs, they just make them that way.



They are also advertised that way.

#71
ThePwener

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crsoadd wrote...

They are also advertised that way.


Im not surprised that Casey says stuff like that. That guy is VERY bad in interviews and camera.

He said that the biotic melee attack in ME3 was a "Biotic Punch" and it's actually a Palm Strike. Innacuracies are a-plenty when he's on the hot seat.

#72
redneckwonderland

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ThePwener wrote...

SomeKindaEnigma wrote...

Watch them pull a Halo and announce a second trilogy to continue Shepard's story involving something bigger than the Reapers the day ME3 is released.


Image IPB


What is this from?

EDIT: anyone??? i can read the word PURGE but nothing else?

Modifié par redneckwonderland, 04 août 2011 - 04:00 .


#73
Massadonious1

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Well, they certainly don't stick it on the game boxes themselves, and most if not all mentions of it in the media are usually PR nonsense and/or done by shills like Silverman. Not to mention that reviewers and websites need to classify it as something, even if it doesn't fit the supposed "traditional" definition.

And besides, it's still an RPG in a sense, it just has less or simplified versions of the sometimes bloated statistical elements that many people feel define the genre.

#74
Varen Spectre

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Savber100 wrote...

lol. I'm a guy for future note. :happy:

To further answer your questions which I feel I sorta missed in my previous posts,

I agree with what you said. Planescape Torment to Fallout 1 had more interesting characters than almost any games since they  were released. However, because of burdensome mechanics, people that don't have as much time would never meet people like Harold from Fallout or freaking Morte from PT.

By no means do classical RPGs have bad stories (I point at PT again) but they have unintuitive layouts and overly complex systems that do more than scare off a fair share of potential gamers that would have otherwise loved these games. I believe Bioware realizes this and have therefore taken serious steps in departing from these mechanics (much to the ire of the old-school gamers). To Bioware, it's story and characters above all else while allowing as much as interactivity as possible. Of course, it's difficult to create a compelling story with soo many variables (CDPR said as much) so Bioware have taken a stump here and there (DA2 and JE) but for a company that strives to make the best cinematic RPGs (and I'm using RPG loosely), I think they have done decently. 


Well, I agree with this post and with previous one as well... 

It's just the formulas like  "Bioware puts / places / focuses on story, characters, dialogues, cutscenes, choices etc. over/ above RPG or any other gameplay mechanics" that I find tricky, because some people (like me:pinched:^_^) may interpret them as if all those stories, characters, dialogues, cutscenes, choices, etc. were in some kind of opposition to RPG or any other mechanics - i.e. as if having them both would not have been possible. And that is most likely not true... Like you said, it's game's accessiblity / intuitiveness that is (might be) in opposition to them.

So,... yup, I guess that if you have written something like "Bioware remains extremely focused on stories, characters, choices and consequences, dialogues, etc. but places / starts to place accesibility / popular streamlined mechanics over traditional / pure / true RPG features, unlike developers of more traditional RPGs such as Fallout, I would have most likely jumped to another post without noticing anything unusual.^_^

#75
Boiny Bunny

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JetsoverEverything wrote...

Boiny Bunny wrote...

For the Wii U perhaps. Seeing as it's hardware will be far more powerful than that of a 360 or PS3 (well, from all reports so far - no actual details yet), I don't see why not. Nintendo and EA have already announced a massive partnership to go ahead on the Wii U, and it looks like it will be getting all multiplatform games to come.

I think the real test will be whether Nintendo force companies to make use of its special features like it did with the Wii. If they do, the games will probably bomb.


it was confirmed to be only 50% stronger than a ps3 and xbox 360


Do you have a link/any proof?

I've searched the net - and so far, any and all info on the Wii U's technical specs are nothing at all more than speculation and very vague quotes from Nintendo people.