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ME3 Interview with Casey Hudson - NowGamer.com


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#201
Il Divo

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Therefore_I_Am wrote...

crimzontearz wrote...

I almost feel shallow for refusing to play DA 2 because it confined me to kirkwall and did not have NG+ while still putting emphasis on progression

no...wait...I don't


DA2 was bad because the story, characters (with the exception of Varric) and limited enviroment was bad. Nothing to do with the mechanics except maybe the animation.


Eh, despite my large issues with DA2, the story/characters weren't really the problem (ignoring the ending and Anders). Imo, it was no more bad than Origin's was uninspired with the Darkspawn threat.

#202
crsoadd

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lolnoobs wrote...

Therefore_I_Am wrote...

Whoever said that RPG mechanics scare away the majority, they are right. Many people do not want mass effect to revolve around stats, skills and turn based combat like Fallout. It is about interaction, control over your character, and customization. Mass Effect is not just for the geeks anymore.

stats and skills do NOT make an RPG!


Agreed, story and character interaction is what makes an RPG. Stats and skills are boring, who wants to pay attention to a spreadsheed while playing a role playing GAME. It's boring.

Bioware has always been one of the best RPG developers out there. And they still are.



No it doesn't. That is what makes a story, not an RPG. If that were the case then LA Noir and Heavy Rain would be RPGs. Any and all adventure games such as monkey island would then be considered RPGs. Just because you have the attention span of a 5 year old and consider something boring does not mean it is not an essential part of what makes an RPG, a RPG. I'd love to sit here and explain to you what an RPG is and where they came from, but I'm afraid I'd just be waisting my time on you like I have so many many times before. And I have to get ready for work.


Also, you have Hudson in the OP confessing that Bioware does not consider itself an RPG developer, or consider their games to be RPGs.

Modifié par crsoadd, 05 août 2011 - 04:06 .


#203
Il Divo

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crsoadd wrote...

No it doesn't. That is what makes a story, not an RPG. If that were the case then LA Noir and Heavy Rain would be RPGs. Any and all adventure games such as monkey island would then be considered RPGs. Just because you have the attention span of a 5 year old and consider something boring does not mean it is not an essential part of what makes an RPG, a RPG. I'd love to sit here and explain to you what an RPG is and where they came from, but I'm afraid I'd just be waisting my time on you like I have so many many times before. And I have to get ready for work.


Keep in mind that any game's genre is an issue of "threshhold". Many games tend to break into multiple genres, depending on what you are playing. KotOR's swoop-racing might be considered a racing element, yet the game is still considered an RPG by most. In this case, Bioware chose not to label their genre RPG/Adventure game, despite them having many similarities to the latter with emphasis on interaction.

One reason this is such a large issue is that pen and paper allows different groups to emphasize different aspects of the game. I've had sessions which consisted entirely of combat, killing things in turn-based gameplay. And I've had game experiences where the only rolls made were sense motive checks. In the second case, interaction, dialogue, and story took on a larger role.

Modifié par Il Divo, 05 août 2011 - 04:12 .


#204
Therefore_I_Am

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crsoadd wrote...

lolnoobs wrote...

Therefore_I_Am wrote...

Whoever said that RPG mechanics scare away the majority, they are right. Many people do not want mass effect to revolve around stats, skills and turn based combat like Fallout. It is about interaction, control over your character, and customization. Mass Effect is not just for the geeks anymore.

stats and skills do NOT make an RPG!


Agreed, story and character interaction is what makes an RPG. Stats and skills are boring, who wants to pay attention to a spreadsheed while playing a role playing GAME. It's boring.

Bioware has always been one of the best RPG developers out there. And they still are.



No it doesn't. That is what makes a story, not an RPG. If that were the case then LA Noir and Heavy Rain would be RPGs. Any and all adventure games such as monkey island would then be considered RPGs. Just because you have the attention span of a 5 year old and consider something boring does not mean it is not an essential part of what makes an RPG, a RPG. I'd love to sit here and explain to you what an RPG is and where they came from, but I'm afraid I'd just be waisting my time on you like I have so many many times before. And I have to get ready for work.


Also, you have Hudson in the OP confessing that Bioware does not consider itself an RPG developer, or consider their games to be RPGs.


L.A. Noir and monkey island have predefined characters with their own story already set up, almost all of them very linear. In Mass effect you set up your story, and you set up your character. What I am getting at is, spreadsheets with calculated stats alone should not make a console/pc RPG at all. Bioware has broken that mold... ME2 is a non-traditional RPG(an action hybrid if you will), and it pisses off only the table top fanatics.

Modifié par Therefore_I_Am, 05 août 2011 - 04:42 .


#205
didymos1120

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crsoadd wrote...
Also, you have Hudson in the OP confessing that Bioware does not consider itself an RPG developer, or consider their games to be RPGs.


Stop misrepresenting the facts.  He did not say either of those things.  He says he does not consider HIMSELF to be an RPG developer. 

#206
Gatt9

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Il Divo wrote...

Keep in mind that any game's genre is an issue of "threshhold". Many games tend to break into multiple genres, depending on what you are playing. KotOR's swoop-racing might be considered a racing element, yet the game is still considered an RPG by most. In this case, Bioware chose not to label their genre RPG/Adventure game, despite them having many similarities to the latter with emphasis on interaction.

One reason this is such a large issue is that pen and paper allows different groups to emphasize different aspects of the game. I've had sessions which consisted entirely of combat, killing things in turn-based gameplay. And I've had game experiences where the only rolls made were sense motive checks. In the second case, interaction, dialogue, and story took on a larger role.


To a degree,  you're right.  I would define Diablo as an RPG,  and Final Fantasy,  others wouldn't.

But there is a constant,  and you illustrate it,  you've defined your character with some qualities and you're checking his ability to succeed,  not yours.  That's what makes an RPG.

Every game has a story,  that does not make something an RPG.

L.A. Noir and monkey island have predefined characters with their own story already set up, almost all of them very linear. In Mass effect you set up your story, and you set up your character. What I am getting at is, spreadsheets with calculated stats alone should not make a console/pc RPG at all. Bioware has broken that mold... ME2 is a non-traditional RPG(an action hybrid if you will), and it pisses off only the table top fanatics.


1.  Predefined characters have existed in RPG's since the early 1980's with the Dragonlance system,  which spearheaded more than a few modern RPG mechanics.  Prior to that,  it existed in a number of modules for one-time use.

2.  You don't setup your story.  You pick a random blurb that will be referenced once or twice at best,  and never matters in any way.  Picking something only counts if it actually does something.

3.  You don't setup your own character,  everyone uses near-identical weapons with the same skill (Yours),  and uses magical powers (Whether it's making robots out of thin air,  making magic vortexs,  or magically changing the bullets in everyone's gun from 30 yards away).  The class differences are largely superficial and could be described as animation only,  since everyone can use their gun at level 2 to kill the YMIR on the first real mission,  and that's as hard as the enemies get,  effectively nothing else is needed.

4.  Bioware didn't "Break the mold",  they put a story and some interaction into a TPS.  If they'd actually advertised it as a TPS,  one could contend that they advanced that genre.  As far as RPGs go,  nothing's changed.  Putting "RPG" on the box of a TPS doesn't change what an RPG is.

5.  It's not a hybrid,  there's no such thing.  You cannot mix RPG (Character based skill) with Shooter (Player based skill),  you cannot have Character Player based skill,  just like you cannot have real-time-turn-based strategy.  The concepts are polar opposites.  Deus Ex is a fine example,  it's a Shooter with it's UI crippled to force in the concept of levelling,  which does absolutely nothing but reduce the degree of crippling in the interface.  Once the degree is reduced to the point where the Player's skill can overcome the handicap,  it's full-on Shooter.

ME2 doesn't even come that close.  None of the "Skills" matter,  because as I said earlier,  the YMIR you kill at level 2 is as hard as it gets.  You never need the leveling system.  It's a TPS.

6.  Actually,  it annoys RPG fans,  not the faceless "Fanatics" you demonize to justify your preference for shooters over RPGs.  I suspect you'll find after ME3 releases that it annoys quite a bit more people than you think,  especially since I was here for ME2's release and I remember quite clearly the fire-storm that created.

#207
crsoadd

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didymos1120 wrote...

crsoadd wrote...
Also, you have Hudson in the OP confessing that Bioware does not consider itself an RPG developer, or consider their games to be RPGs.


Stop misrepresenting the facts.  He did not say either of those things.  He says he does not consider HIMSELF to be an RPG developer. 


Well here is what he said.

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


Our implies more that just he himself. Although he did go on to mention HIS team. I took it as either him referring to his team or Bioware as a whole, and after DA2 yes I made that assumption.

#208
Jaron Oberyn

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Excellent post Gatt. Keep fighting the good fight.

-Polite

#209
Il Divo

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Gatt9 wrote...

To a degree,  you're right.  I would define Diablo as an RPG,  and Final Fantasy,  others wouldn't.

But there is a constant,  and you illustrate it,  you've defined your character with some qualities and you're checking his ability to succeed,  not yours.  That's what makes an RPG.

Every game has a story,  that does not make something an RPG.


I would also define Diablo as an RPG, although that doesn't make me any more a fan.

The problem we run into with this genre convention is that Bioware simply called their games "role-playing games". So, for a second, let's use your definition regarding RPG and Adventure game. 

Notice that every Bioware game has featured interactive dialogue, player-focused story-telling, etc. And it's become more involved since the original Baldur's Gate. However, not every Bioware game has given the same attention in the RPG department. KotOR abandons the Vancian casting system. Jade Empire was extremely simplified compared to any other Bioware game. Me1 and 2 were hybrids. Yet, these all continued to push the "adventure game" elements. What has Bioware developed all this time? Because by that naming convention, they certainly weren't pure RPGs.  

Edit: Come to think of it, even Planescape falls within this jurisdiction. It's possible to get through the majority of the game simply through dialogue and it's given even more focus than KotOR.

Modifié par Il Divo, 06 août 2011 - 01:39 .


#210
Fhaileas

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jreezy wrote...

MrFob wrote...

Ok, maybe this is not the right thread for this but I have to ask: Why do so many people say that the RPG/Shooter mix was so badly executed in ME1? I thought it was great. You have a couple of weapon types you can train, the more you train the smaller your little aiming circle becomes and basically you know you'll hit what is in that aiming circle (very simplified) -> the more points you put in the skill the more effective you are (and you get a visual indication that tells you how things are at the moment). What's everyone problem with that? Is it a console thing (I only played the PC version) I had trouble with the inventory menu structure but certainly not with the RPG-shooter aspect.
Sorry if this is too much off topic.

The only bad thing about the shooting aspect of ME1 might've been that it was too dependent on stats and not on player skill. 


That's EXACTLY the reason why ME1 gameplay was SUPERIOR to ME2s and why it's heralded as being a true RPG/shooter hybrid. When playing an RPG I want my character's skills rather than my own to be reflected in gameplay. Yes, I dictate Shephard's actions but the degree of impact and consequences of those actions depends on the way I chose to distrubute talent points between various character attributes including gunplay.

Modifié par Fhaileas, 06 août 2011 - 01:55 .


#211
Therefore_I_Am

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Gatt9 wrote...
1.  Predefined characters have existed in RPG's since the early 1980's with the Dragonlance system,  which spearheaded more than a few modern RPG mechanics.  Prior to that,  it existed in a number of modules for one-time use.

2.  You don't setup your story.  You pick a random blurb that will be referenced once or twice at best,  and never matters in any way.  Picking something only counts if it actually does something.

3.  You don't setup your own character,  everyone uses near-identical weapons with the same skill (Yours),  and uses magical powers (Whether it's making robots out of thin air,  making magic vortexs,  or magically changing the bullets in everyone's gun from 30 yards away).  The class differences are largely superficial and could be described as animation only,  since everyone can use their gun at level 2 to kill the YMIR on the first real mission,  and that's as hard as the enemies get,  effectively nothing else is needed.

4.  Bioware didn't "Break the mold",  they put a story and some interaction into a TPS.  If they'd actually advertised it as a TPS,  one could contend that they advanced that genre.  As far as RPGs go,  nothing's changed.  Putting "RPG" on the box of a TPS doesn't change what an RPG is.

5.  It's not a hybrid,  there's no such thing.  You cannot mix RPG (Character based skill) with Shooter (Player based skill),  you cannot have Character Player based skill,  just like you cannot have real-time-turn-based strategy.  The concepts are polar opposites.  Deus Ex is a fine example,  it's a Shooter with it's UI crippled to force in the concept of levelling,  which does absolutely nothing but reduce the degree of crippling in the interface.  Once the degree is reduced to the point where the Player's skill can overcome the handicap,  it's full-on Shooter.

ME2 doesn't even come that close.  None of the "Skills" matter,  because as I said earlier,  the YMIR you kill at level 2 is as hard as it gets.  You never need the leveling system.  It's a TPS.

6.  Actually,  it annoys RPG fans,  not the faceless "Fanatics" you demonize to justify your preference for shooters over RPGs.  I suspect you'll find after ME3 releases that it annoys quite a bit more people than you think,  especially since I was here for ME2's release and I remember quite clearly the fire-storm that created.


The only leveling system is you upgrading your powers, that's all you need. ME & ME2 are still RPGs in their OWN right. It does not matter if the choices are limited, or if the direction of the game is limited. You still have  choices and you still drive your own story with the character that you created. Same thing goes for the Witcher series in terms of player-controlled plot. What ME2 lacks in skill based weapons, it makes up for weapon upgrades and damage. But even that should not make an RPG just based on numbers and the character's skill points. 
Player skill makes it more exciting, Spreadsheet attributes do not. You don't need table top contents to make an RPG. And the part with the YMIR mech can prove a challenge (I assume alot of you here play on Insanity); you have no weapon upgrades and limited powers.
This is not the late 1990's anymore; RPGs for the PC and consoles have changed... Graphics have gotten better, allowing people to be more immersed while cusomtizing their characters. People have always seen the ME series as a player-driven movie. Despite having restrictions (like all rpgs do) ME does fall under the category of RPG with TPS elements. And many people still see it that way.

Modifié par Therefore_I_Am, 06 août 2011 - 02:11 .


#212
Il Divo

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Fhaileas wrote...

That's EXACTLY the reason why ME1 gameplay was SUPERIOR to ME2s and why it's heralded as being a true RPG/shooter hybrid. When playing an RPG I want my character's skills rather than my own to be reflected in gameplay. Yes, I dictate Shephard's actions but the degree of impact and consequences of those actions depends on the way I chose to distrubute talent points between various character attributes including gunplay.


And it's exactly why I regard ME's gameplay as a failure. It was an unholy union of two different genres. Mass Effect did not please me as an RPG fan with its light customization, nor did it please me as a shooter fan with its awkward shooting mechanics. Deus Ex or Bioshock would be much better examples of the hybrid style being pulled off well. As it stands, I'd rather have fluid gameplay, which Mass Effect 2 provided.

Modifié par Il Divo, 06 août 2011 - 04:33 .


#213
crsoadd

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Il Divo wrote...

Gatt9 wrote...

To a degree,  you're right.  I would define Diablo as an RPG,  and Final Fantasy,  others wouldn't.

But there is a constant,  and you illustrate it,  you've defined your character with some qualities and you're checking his ability to succeed,  not yours.  That's what makes an RPG.

Every game has a story,  that does not make something an RPG.


I would also define Diablo as an RPG, although that doesn't make me any more a fan.

The problem we run into with this genre convention is that Bioware simply called their games "role-playing games". So, for a second, let's use your definition regarding RPG and Adventure game. 

Notice that every Bioware game has featured interactive dialogue, player-focused story-telling, etc. And it's become more involved since the original Baldur's Gate. However, not every Bioware game has given the same attention in the RPG department. KotOR abandons the Vancian casting system. Jade Empire was extremely simplified compared to any other Bioware game. Me1 and 2 were hybrids. Yet, these all continued to push the "adventure game" elements. What has Bioware developed all this time? Because by that naming convention, they certainly weren't pure RPGs.  

Edit: Come to think of it, even Planescape falls within this jurisdiction. It's possible to get through the majority of the game simply through dialogue and it's given even more focus than KotOR.


Well I wouldn't consider Diablo to be an RPG. It is a hack and slash dungeon crawler. It may have RPG mechanics for combat but if I remember right, there was really no social interaction or dialog to be had. Much like the game Torchlight. These sorts of games can be addicting for a while but for me personally, I tend to lose interest after a whie with out any story. I think an RPG must have stat driven gameplay for combat and social interactions. Also, in what possible way was planescape not an RPG?

#214
crsoadd

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Il Divo wrote...

Fhaileas wrote...

That's EXACTLY the reason why ME1 gameplay was SUPERIOR to ME2s and why it's heralded as being a true RPG/shooter hybrid. When playing an RPG I want my character's skills rather than my own to be reflected in gameplay. Yes, I dictate Shephard's actions but the degree of impact and consequences of those actions depends on the way I chose to distrubute talent points between various character attributes including gunplay.


And it's exactly why I regard ME's gameplay as a failure. It was an unholy union of two different genres. Mass Effect did not please me as an RPG fan with its light customization, nor did it please me as a shooter fan with its awkward shooting mechanics. Deus Ex or Bioshock would be much better examples of the hybrid style being pulled off well. As it stands, I'd rather have fluid gameplay, which Mass Effect 2 provided.


I actually thought Alpha Protocol handled combat and skills very nicely, something I really enjoyed about that game along with the amazing C&C and non linear story telling.

Modifié par crsoadd, 08 août 2011 - 07:29 .


#215
Terror_K

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Just found this article recently, looking at RPGs and where they're going, particularly Mass Effect, Dragon Age and The Elder Scrolls:-

gamerant.com/skyrim-dragon-age-2-mass-effect-3-rpgs-dying-dyce-68478/

Some interesting points in there, especially about Mass Effect 3. Also interesting is the voting at the end of the article. After voting myself the following seems to show that many RPG fans aren't happy with the way things are going either...

How do you feel about the recent trend in RPG games?[*]I want details, depth and customization in my RPGs. (50%, 1,894 Votes)[*]The genre is becoming so "dumbed down" it's going to be ruined! (27%, 1,032 Votes)[*]I love that they're more accessible and easier to play! (12%, 440 Votes)[*]I'm not really sure. (5%, 174 Votes)[*]I prefer action over RPG elements. (4%, 171 Votes)[*]What's an RPG? (2%, 107 Votes)[/list]Total Voters: 3,819

#216
Phaedon

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I never consider myself an RPG developer,

That segment is interesting, because he has been a dev in two of the biggest RPG hits, BG and KOTOR.

#217
darknoon5

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Terror_K wrote...

Just found this article recently, looking at RPGs and where they're going, particularly Mass Effect, Dragon Age and The Elder Scrolls:-

gamerant.com/skyrim-dragon-age-2-mass-effect-3-rpgs-dying-dyce-68478/

Some interesting points in there, especially about Mass Effect 3. Also interesting is the voting at the end of the article. After voting myself the following seems to show that many RPG fans aren't happy with the way things are going either...

How do you feel about the recent trend in RPG games?[*]I want details, depth and customization in my RPGs. (50%, 1,894 Votes)[*]The genre is becoming so "dumbed down" it's going to be ruined! (27%, 1,032 Votes)[*]I love that they're more accessible and easier to play! (12%, 440 Votes)[*]I'm not really sure. (5%, 174 Votes)[*]I prefer action over RPG elements. (4%, 171 Votes)What's an RPG? (2%, 107 Votes)[/list]Total Voters: 3,819

The thing is, Mass Effect 3, a hybrid has been lumped with what shoudl be pure RPG's. I was dissapointed by the lack of SOME RPG features in DA2, and I'm dissaapointed that from what I hear, classes, attributes, and some skills are gone from Skyrim. That means I'd probably vote option 1. Also, depth, details and customization seem to fit with much of what we've seen of ME3 so far, eg. weapon benches, improved power branching when leveling. I was dissapointed with DA2 and Skyrim (well, in some ways) because I've always viewed them as RPG'S. Mass Effect IS NOT AN RPG. It has RPG elements, but it is a hybrid. Mule isn't a donkey or a horse and all that. You and the author of that article have both made a mistake classifying it as such. They do make some points that I agree with, such as exploration, but their whining about inventory is something I disagree with. As is their classification of the ME games.

We’re not saying one is better than the other, but feel that BioWare
missed a major opportunity. Instead of proving that an RPG could be made
into a cinematic, story-driven adventure game with competent shooting,
the developers simply avoided the task by changing the very nature of
the game.

It was never an RPG with shooting elements, it was a HYBRID. So this part makes no sense.

Also:

An incredibly robust inventory, weapon and armor system allowed
different ammo types to be equipped for dealing with different enemies,
and armor could be upgraded, adapted, bought and sold from different
vendors across the universe.

:o

#218
KevShep

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[quote]darknoon5 wrote...




[*] and I'm dissaapointed that from what I hear, classes, attributes, and some skills are gone from Skyrim..[/quote]:o[/quote]
Iam a TES fan myself and from what I know the classes are not exactly gone. They want to prevent the player from being restricted by only one class so in Skyrim they are giving us the ability to be anything we want when ever we want. As far as the attributes goes they are not gone ether. They are merging some attributes and powers together so they can focuse on making them more varied and more fun to use then in other TES games.in other words they are not simplifying it they are making whats already there more complex.

Modifié par KevShep, 08 août 2011 - 09:30 .


#219
darknoon5

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[quote]KevShep wrote...

[quote]darknoon5 wrote...




[*] and I'm dissaapointed that from what I hear, classes, attributes, and some skills are gone from Skyrim..[/quote]:o[/quote]
Iam a TES fan myself and from what I know the classes are not exactly gone. They want to prevent the player from being restricted by only one class so in Skyrim they are giving us the ability to be anything we want when ever we want. As far as the attributes goes they are not gone ether. They are merging some attributes and powers together so they can focuse on making them more varied and more fun to use then in other TES games.in other words they are not simplifying it they are making whats already there more complex.[/quote]Hmm, sounds decent enough. I prefer Oblivion to Morrowind even though I missed some weapon types, and some skills. Other elements will decide the game, but from what I've seen it isn't too thrilling.

#220
Il Divo

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crsoadd wrote...

Well I wouldn't consider Diablo to be an RPG. It is a hack and slash dungeon crawler. It may have RPG mechanics for combat but if I remember right, there was really no social interaction or dialog to be had. Much like the game Torchlight. These sorts of games can be addicting for a while but for me personally, I tend to lose interest after a whie with out any story. I think an RPG must have stat driven gameplay for combat and social interactions. Also, in what possible way was planescape not an RPG?


Well, this all comes back to the how we define RPG argument, but for me I try to refer back to pen and paper, which has supported both the combat/dungeon focused gameplay and story/narrative driven gameplay. Diablo falls under the former and simply isn't what I look for in my games. But it's like JRPGs, which are often considered role-playing games, without providing control over the character.

The point about Planescape is that Gatt often distinguishes between "adventure game" and "RPG" elements. Planescape is very often praised for the ability to complete the entire game through dialogue, focusing almost entirely on the characters and storyline. Assuming I play the game by that route, by Gatt's definition we have an issue, since I'm not engaging in any meaningful stat-based gameplay.

#221
MrFob

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Il Divo wrote...

Fhaileas wrote...

That's EXACTLY the reason why ME1 gameplay was SUPERIOR to ME2s and why it's heralded as being a true RPG/shooter hybrid. When playing an RPG I want my character's skills rather than my own to be reflected in gameplay. Yes, I dictate Shephard's actions but the degree of impact and consequences of those actions depends on the way I chose to distrubute talent points between various character attributes including gunplay.


And it's exactly why I regard ME's gameplay as a failure. It was an unholy union of two different genres. Mass Effect did not please me as an RPG fan with its light customization, nor did it please me as a shooter fan with its awkward shooting mechanics. Deus Ex or Bioshock would be much better examples of the hybrid style being pulled off well. As it stands, I'd rather have fluid gameplay, which Mass Effect 2 provided.


No see, that's what I don't get. Haven't played Bioshock a lot but Deus Ex did pretty much exactly the same thing as ME1. The more skill points you put in a weapon, the more accurate and effective you were but you still had to aim and shoot yourself (you just could do that better). Someone earlier wrote that ME1s stats just handicap the interface. That is exactly what happens in DX as well.
I understand that some people like these hybrids and others don't but these two examples are both hybrids which do the same thing. Granted the balance of DX was very slightly more biased to the shooter aspect but it was still the same thing.
Alpha Protocol which was even more heavily biased towards the RPG side of things had the same problem = people didn't seem to get the point of the system. I think it is a great combination of feature and I hope despite all the critics we'll see more games like this. I am curious what Deus Ex: HR will have to offer in that regard.

#222
Guest_The PLC_*

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I think of games the same way I think about music. I don't give a **** about genres as long as it's good and I enjoy it. And I'm glad to hear that Casey Hudson doesn't limit himself to the rules within these genres.

#223
Shepard the Leper

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MrFob wrote...

No see, that's what I don't get. Haven't played Bioshock a lot but Deus Ex did pretty much exactly the same thing as ME1. The more skill points you put in a weapon, the more accurate and effective you were but you still had to aim and shoot yourself (you just could do that better). Someone earlier wrote that ME1s stats just handicap the interface. That is exactly what happens in DX as well.



Investing skillpoints to be able to do something has NOTHING to do with role-playing or rpgs.

Role-playing is about, well, playing a certain role. In ideal circumstances this would mean one selects / customizes a character/class/whatever at the start of the game and that's it. You play the game with the tools (skills) selected and try to perfect their use > you're getting into, and are optimizing your character's role.

Skillpoints and leveling are tiresome and boring grinding mechanics only, which usually add little to nothing to actual gameplay. In fact, they mess up / frustrate gameplay most of the time. ME1's shooting mechanics are a perfect example how things should not work - at least with games in which you have direct control over your character. Things would be different if you could not control Shepard yourself, but have to give him/her commands, like attack enemy X using weapon Y or power Z (more like Dragon Age). Then the stats system would simulate combat and the current levels of Y or Z determine how succesful attacks are.

Aiming at someones head and hitting the moon instead (because of the lack of skillpoints) is incredibly dumb - nothing more.

#224
MrFob

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Shepard the Leper wrote...

Investing skillpoints to be able to do something has NOTHING to do with role-playing or rpgs.

Role-playing is about, well, playing a certain role. In ideal circumstances this would mean one selects / customizes a character/class/whatever at the start of the game and that's it. You play the game with the tools (skills) selected and try to perfect their use > you're getting into, and are optimizing your character's role.


Oh calm down, will ya? I am not trying to define an RPG here. I am talking about the validity of a specific gaming mechanic or rather the combination of two gaming mechanics:
1. Align cursor point with another point on the screen and click to hit
2. Use stat points for your character that determine how well you will be able to align those two points
Period!
Happy now? Or would you like to keep arguing about semantics?

Skillpoints and leveling are tiresome and boring grinding mechanics only, which usually add little to nothing to actual gameplay. In fact, they mess up / frustrate gameplay most of the time. ME1's shooting mechanics are a perfect example how things should not work - at least with games in which you have direct control over your character. Things would be different if you could not control Shepard yourself, but have to give him/her commands, like attack enemy X using weapon Y or power Z (more like Dragon Age). Then the stats system would simulate combat and the current levels of Y or Z determine how succesful attacks are.


That is an opinion and I respect that. I have a different one but what you say makes perfect sense. I just got confused with the Deus Ex example, someone used before because it does pretty much the same thing as ME1.

Aiming at someones head and hitting the moon instead (because of the lack of skillpoints) is incredibly dumb - nothing more.


Well, I don't have any training with firearms. If I'd aim at someone's head (not that I would want to do that) and pull the trigger, maybe I would not hit the moon due to ballistic issues but I most certainly would not hit the head either.
I can however very well align a mouse cursor with a point on the monitor which some people who have actually been in a firelight in real life might considder as incredibly dumb - nothing more.
You see, it is a matter of perspective.

#225
Varen Spectre

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Shepard the Leper wrote...

Investing skillpoints to be able to do something has NOTHING to do with role-playing or rpgs.

Role-playing is about, well, playing a certain role. In ideal circumstances this would mean one selects / customizes a character/class/whatever at the start of the game and that's it. You play the game with the tools (skills) selected and try to perfect their use > you're getting into, and are optimizing your character's role.


I have to disagree with the first sentence. Well, not so much from the perspective of personal preferences (such as like skills and therefore I would prefer - insert skill / mechanic / menu - to be considered an element of RPGs ), because people have different opinions and preferences (and I don't want to end up in an argument about them) but from the perspective of what "we" (players, readers of magazines) know about "genres" (including RPGs) on industry level.

Like Il Divo said, the genres are defined as "tresholds" which contain particular amount of characteristic game mechanics, abilities, features, etc. Once the game has "enough" of them, it usually ends up being classified as a game from that genre. Well, unless, it contains even more elements from another genre... Then, it is usually described as a hybrid or simply as a game from the different genre.

From this perspective, skills and skillpoints have been one of the most distinctive elements of "RPG" genre for a very, very long time. Also, bear in mind that "genres" were invented not for academic discussions, but for allowing players (usually readers of various magazines) to focus on those upcoming games, that are supposed to have particular features.

So, No. I will need to see the change of definition of RPGs on industry level (big gaming magazines, publishers, developers and players on world-wide scale) to agree with the bolded quoted sentence. I may or may not like skill systems (I do), but my personal preferences will have little to no effect on what is / will be perceived as RPGs in future.

I admit, the influx of modern "RPG hybrids" makes things really interesting and it seems that it will eventually either cause the redefintion of RPG genre or invention of a new term / (sub) genre. But untill that happens, I am absolutely positive that in general, skillpoints are still considered as important part of RPGs.:?