Wusword77 wrote...
I like complexity in my games, but it's a matter of the RIGHT type of complexity. Having complexity for the sake of complexity is just foolish. Having to go through 40 menus to see all the adjustments equiping your +6 Sword instead of your +5 Sword is not a good form of Complexity, it's a waste of my time. Managing an inventory where your character carries 7 different armors, 18 different weapons, and 40 different accessories isn't complex, it's tedious, pointless, and feels like it breaks character at points (unless you have a bag of holding, which every RPG in the past seemed to have). Having a whole list of 25 "skills" where only 3-5 of them are acutally used in game isn't complex, it's an underhanded way to make players continue to level up to replace the points they put in Underwater Basket Weaving when they should have put it in Persuade for the Pursuade dialog options.
What complexity is being taken out, that isn't there simply for the sake of Complexity? What are we losing that can't be done in a less tedious fashion?
I agree, but you're using hyberbole here (not that I also haven't in arguments before, but still...). My basic point is that while, yes, sometimes things can be unnecessarily complex in an RPG, one shouldn't strip out complexity entirely either. My main issue with people who claim ME2 was merely "streamlined" is that I don't think it was because the idea of streamlining is to make things easier and simpler to use, yet still retain the full functionality, and I don't feel ME2 did that. Complexity and customisation is a good thing, but the point is that you should make it user-friendly and easy, but not actually lose the functionality and complexity in the process. ME2 was too guilty of simply stripping, overautomating and watering down its predecessor's mechanics rather than actually streamlining them.
Things like modding, massive reduction of skills, lack of customisation, focus on purely combat abilities, cutting armour classes, cutting omni-tools and biotic amps, etc. were things that were lost and could have been done better rather than just being cut entirely. I'm sure a bunch of people will scream, "but weapon-modding is coming back!" but I'll still have to say, "Yes, but it should never have gone in the first place."
Beyond that, I actually find we didn't gain much except for maybe a bit less faffing about in ME2, and the fact I personally found it more tedious that the game half-playing itself for me outside of basic combat and dialogue choices and that almost every playthrough is essentially the same. A game can be tedious by not letting you tweak and play with things enough just as much as it can be for making you do it too much unnecessarily.
Considering no one can define what an RPG is and what the stables of the Genre are, what makes you think that YOU "get" what a "RPG" is?
Aside from how long I've been playing them and the many different kinds, the fact that my definition is the one shared by the industry as a whole. Everything that's been labeled as an RPG by the industry and not just by personal opinions is what I consider an RPG. Not because I believe that following their definition is merely the choice we all should make because they do, but because I happen to agree with it. As much as people argue about what an RPG is the simple fact is this: an RPG by definition of the industry as a whole has some form of statistical character progression and ruleset that governs the game and that is the major focus of the game. Baldur's Gate, Fallout, the SSI Gold Box titles, Oblivion, Diablo 2, FF VII, Mass Effect, etc. all have this, and that's what I consider to be an RPG.
Roleplaying a character isn't the defining factor because almost every game does that, and dialogue and choices with impact aren't because plenty of adventure and other non-RPG games do that too. A statistical progression and ruleset is the one factor that
all RPG games, as defined by the industry itself, have. I think too many people are caught up in what
they believe is important to
them as an RPG rather than what
really defines one. Many people really don't care about the statistical side and like the narrative, dialogue and dynamic choice elements that many modern RPGs have chosen to incorporate, but that's merely a common factor to modern RPGs that they like, and not actually the elements that
truly define it. I enjoy these elements a great deal myself, and they're actually why I prefer BioWare RPGs to most others, but I don't define an RPG by these factors because I realise they are secondary, optional factors and not primary ones when it comes to a definition. I define an RPG by what it actually is, not by what I enjoy most about it.
Whats amazing about a company deciding to move in a new direction? Plus having a "voiced" (I'm using the term loosely here) protagonist isn't anything new. Square did this decades ago in the FInal Fantasy games and it's worked out for them. I agree that a silent protagonist isn't a dated mechanic, but it is not something that fits into every RPG (or game for that matter). Something like a silent protagonist should be used based purely on the story the game wants to tell, like when your building a character from the ground up (like in DA:O). A silent protagonist shouldn't be used in a game where the main character has a set back story.
There's nothing wrong with a voiced-protagonist per se. I believe that either method is a tool one can choose to use or not, and agree that it depends on the circumstances as to whether one is better over the other. What I don't agree with is a lead BioWare developer basically saying that this is a false assumption, that the silent protagonist is dated/archaic and one that'll never be used again in future BioWare games in such a stubborn, obtuse manner. Especially in a series that suits it far more than a voiced one (i.e. Dragon Age). But then that series overall has gone from "epic return to our PC, RPG roots and spiritual successor of Baldur's Gate" to "short, generic, console-oriented action RPG made for the mainstream" before the IP barely even took off.
Until people can agree (or even formulate) what makes a game "deep and complex" you are asking for an impossible task to be completed. Take the argument about making companions armor fixxed in ME2. Equipping armor in ME1 was not complex by any stretch, as armor only effected 3 stats. At the end game you only needed 1 type of armor, as it was VASTLY stronger then the rest of them. That isn't complex in anyway.
Complex would be having 3-5 different armors, all close in stats, to chose from where your talents and skills also effect how good your armor preforms, in addition to how the armor affects your character in actual gameplay (like movement, amount of ammo held, use of powers, viability of cover, ect.). That would be complex.
Complex shouldn't mean a game plays and looks like an old title. Complexity in a game should mean that it effects the game in a manner that requires us to think about our decisions and how they would alter the way we play the game.
I largely agree with your statement. But I also have to ask how either ME2 or DA2 brought complexity to the table at all? It's all well and good to say, "ME1 was't terribly complex" but you can't exactly damn one game for trying and failing when its sequel just didn't even seem to try at all, and deliberately so to pretty much avoid all complexity possible.