Gatt9 wrote...
I know it's a gameplay mechanic, I also realize it's epicly idiotic in concept, form, and function. Maybe before you rant next time you should take a moment to consider all of the things blantantly wrong with the system in question, because otherwise you're going to look *really* foolish trying to explain why none of my team can figure out how to put a bullet in a chamber, unless I magically teleport those bullets there from 30 yards away, never mind the fact that they start magically exploding with no alterations to their design. Mind you, we're talking about some highly trained military types...who can't figure out how to put a round in a chamber?
Apologies Gatt, but whenever you choose to rant about Mass Effect 2's ammunition system, it also comes off as foolish. You yourself admit that it's a gameplay mechanic. That should be the end of it. Instead of ranting about how it's all due to EA's new direction, how about you accept that this has been an issue with most Bioware games/RPGs and one which is typically ignored?
There's a general rule of thumb with any form of entertainment, don't take something everyone is familiar with and try to give it unbelievable properties without a explanation that is at least semi-plausible. Teleporting bullets don't fit that.
Neither does Immunity, where I suddenly become immortal to shotgun blasts in the face, nor does a Mage being able to survive being mauled by a dragon while wearing robes. Neither does Shepard never having to put on/take off his armor on screen. I could list a million different moments where this is an issue that you've willfully chosen to ignore. Gameplay-lore segregation means that what is happening on screen is not reflected through the storyline.
You might also want to avoid talking about the health regeneration, since from there we're going to have to discuss the industry's current trend towards making all games as simple as possible so no one has to face any challenges, which ME2 illustrated in spades.
Shall we start discussing Dragon Age: Origins as well, then? Once again, you're turning a discussion of a gameplay mechanic's validity into a rant about simplification. Keep focused.
Using inventory as an example isn't a wise choice either. Once again, you have that because today's Industry easy-modes everything, and doesn't implement limited pack space or encumbrance because too many people complain when you make it reasonable.
It's a perfectly valid choice. The bag of holding is (yet another) accepted aspect of gameplay-lore segregation.
Edit: I should also point out that encumbrance never made sense in any of those games either, despite the weight limits. However strong my character may be, it's not ever made clear where he manages to keep his 50 + great axes, extra suits of heavy armor, or magic wands. It's still segregating lore from gameplay, even with the weight limits.
Modifié par Il Divo, 14 août 2011 - 02:36 .