Vyse_Fina wrote...
That's why Bioware stopped calling 3 a RPG right?
"a" rpg
Vyse_Fina wrote...
That's why Bioware stopped calling 3 a RPG right?
Redcoat wrote...
This is starting to remind me of the old "roll-playing versus role-playing" argument, where you have the "role-players" who insist that character-based skill, stat checks, dice rolls, and such only "get in the way," "aren't immersive," "don't involve actual role-playing," and so on. The "roll-players" then insist that "role-players" ought to stick to LARPing and keep their terrible acting out of their games.
Of course, I would say that "Roll-playing" is the only thing you CAN do in a CRPG, since a computer can't recognise "acting."
Gatt9 wrote...
An RPG is a computer translation of a Pen and Paper experience, and for it to fullfill this criteria, it must be translatable back to PnP. From there the counter-responses are all "But I want them to be like this!", pure attempts to divide RPG offline and RPG online into two completely different catagories.
didymos1120 wrote...
Yep, you're absoultely correct on this score. The Oxford English Dictionary's earliest citation (sorry, it does require a subscription) for the term dates from 1954:Phaedon wrote...
Other than your usual self-contradictive cr@p about LARPs, are you seriosly saying that the term "role-playing game" wasn't coined until DnD ADnD?
1954 H. I. Driver Multiple Counseling vi. 115 The rules of this role-playing game included reversing roles at anytime in the conversation the leader dictated.
Periodic Retreats to Denial Mode: An In Depth Study of Online DebatesPhaedon wrote...Other than your usual self-contradictive cr@p about LARPs, are you seriosly saying that the term "role-playing game" wasn't coined until DnD ADnD?
Get out. Original role-playing games had NOTHING to do with what you call RPG.
If you want to post random links of badly done websites, here is another one: http://www.rpg.net/o...goverview.html.
I could go as far as post a GeoCities site.
Modifié par Varen Spectre, 24 septembre 2011 - 11:51 .
Redcoat wrote...
This is starting to remind me of the old "roll-playing versus role-playing" argument, where you have the "role-players" who insist that character-based skill, stat checks, dice rolls, and such only "get in the way," "aren't immersive," "don't involve actual role-playing," and so on. The "roll-players" then insist that "role-players" ought to stick to LARPing and keep their terrible acting out of their games.
Of course, I would say that "Roll-playing" is the only thing you CAN do in a CRPG, since a computer can't recognise "acting."
Bostur wrote...
Redcoat wrote...
This is starting to remind me of the old "roll-playing versus role-playing" argument, where you have the "role-players" who insist that character-based skill, stat checks, dice rolls, and such only "get in the way," "aren't immersive," "don't involve actual role-playing," and so on. The "roll-players" then insist that "role-players" ought to stick to LARPing and keep their terrible acting out of their games.
Of course, I would say that "Roll-playing" is the only thing you CAN do in a CRPG, since a computer can't recognise "acting."
Thats how I always see it.
Mental excersise: What happens to Roll-playing when you take away the rolling?
Bostur wrote...
Redcoat wrote...
This is starting to remind me of the old "roll-playing versus role-playing" argument, where you have the "role-players" who insist that character-based skill, stat checks, dice rolls, and such only "get in the way," "aren't immersive," "don't involve actual role-playing," and so on. The "roll-players" then insist that "role-players" ought to stick to LARPing and keep their terrible acting out of their games.
Of course, I would say that "Roll-playing" is the only thing you CAN do in a CRPG, since a computer can't recognise "acting."
Thats how I always see it.
Mental excersise: What happens to Roll-playing when you take away the rolling?
Redcoat wrote...
Technically, I can "role-play" in nearly any game. For example, I could "role play" as a drunk driver in Need for Speed: Shift by getting totally hammered before playing, or "role play" as a Shepard with bad aim in ME2 by jiggling the mouse a lot during combat. But in both instances, the "role" exists only in my head, so I saying that a game allows "role-playing" is not sufficient to call it an "RPG."
Redcoat wrote...
Bostur wrote...
Redcoat wrote...
This is starting to remind me of the old "roll-playing versus role-playing" argument, where you have the "role-players" who insist that character-based skill, stat checks, dice rolls, and such only "get in the way," "aren't immersive," "don't involve actual role-playing," and so on. The "roll-players" then insist that "role-players" ought to stick to LARPing and keep their terrible acting out of their games.
Of course, I would say that "Roll-playing" is the only thing you CAN do in a CRPG, since a computer can't recognise "acting."
Thats how I always see it.
Mental excersise: What happens to Roll-playing when you take away the rolling?
Technically, I can "role-play" in nearly any game. For example, I could "role play" as a drunk driver in Need for Speed: Shift by getting totally hammered before playing, or "role play" as a Shepard with bad aim in ME2 by jiggling the mouse a lot during combat. But in both instances, the "role" exists only in my head, so I saying that a game allows "role-playing" is not sufficient to call it an "RPG."
Gatt9 wrote...
Bostur wrote...
Redcoat wrote...
This is starting to remind me of the old "roll-playing versus role-playing" argument, where you have the "role-players" who insist that character-based skill, stat checks, dice rolls, and such only "get in the way," "aren't immersive," "don't involve actual role-playing," and so on. The "roll-players" then insist that "role-players" ought to stick to LARPing and keep their terrible acting out of their games.
Of course, I would say that "Roll-playing" is the only thing you CAN do in a CRPG, since a computer can't recognise "acting."
Thats how I always see it.
Mental excersise: What happens to Roll-playing when you take away the rolling?
That's an easy one, you get Adventure games. Adventure games are RPG's without dice. Offline, known as LARPSing.
Guest_Catch This Fade_*
FlyingWalrus wrote...
Gatt9 wrote...
Bostur wrote...
Redcoat wrote...
This is starting to remind me of the old "roll-playing versus role-playing" argument, where you have the "role-players" who insist that character-based skill, stat checks, dice rolls, and such only "get in the way," "aren't immersive," "don't involve actual role-playing," and so on. The "roll-players" then insist that "role-players" ought to stick to LARPing and keep their terrible acting out of their games.
Of course, I would say that "Roll-playing" is the only thing you CAN do in a CRPG, since a computer can't recognise "acting."
Thats how I always see it.
Mental excersise: What happens to Roll-playing when you take away the rolling?
That's an easy one, you get Adventure games. Adventure games are RPG's without dice. Offline, known as LARPSing.
Diceless RPGs. Checks made on a table rather than with a RNG and a modifier.
Still an RPG.
You can't explain that.
Oh, he can. Or, at least, he can try. In excruciating detail.
Gatt9 wrote...
Oh, he can. Or, at least, he can try. In excruciating detail.
And you wonder why people claim Bioware's chasing after an audience that doesn't want to have to read? If 3-4 paragraphs is too much for you?
Of course, one has to wonder if you make the same complaint about Phaedon's rambling defenses, somehow I doubt it.
Modifié par littlezack, 26 septembre 2011 - 03:22 .
Although I very much doubt that the fact that you always resort to insults when you can't debate with someone doesn't pretty much ultimatelly render you, by itself, as part of the elitist crowd who troll anyone who disagrees with their immature ideas about the world in general, and who think that the best gaming has to offer was in the 90s,but...Gatt9 wrote...
And you wonder why people claim Bioware's chasing after an audience that doesn't want to have to read? If 3-4 paragraphs is too much for you?
Of course, one has to wonder if you make the same complaint about Phaedon's rambling defenses, somehow I doubt it.
Umm...no.Redcoat wrote...
Technically, I can "role-play" in nearly any game. For example, I could "role play" as a drunk driver in Need for Speed: Shift by getting totally hammered before playing, or "role play" as a Shepard with bad aim in ME2 by jiggling the mouse a lot during combat. But in both instances, the "role" exists only in my head, so I saying that a game allows "role-playing" is not sufficient to call it an "RPG."
Modifié par Phaedon, 27 septembre 2011 - 08:10 .
Well, alright.Varen Spectre wrote...
Mmm, I don’t think we have to… and I don’t mean it in any negative way.
Despite that you accuse me of forgetting about the beginning of our discussion, I am convinced that I remember it quite well. You said that in your opinion ME2 had stats several times deeper than ME1. Consequently, I asked you why and you explained yourself – firstly the reasons and later in the discussion, also what you actually mean by deeper.
So, I guess that’s it.
It turned out that by deeper you meant something else than what I originally expected (I thought about the depth of stats purely as indicator of size [scale] of degree to which variables can be modified and alternatively also as
indicator of number of variables which can be modified), so of course your perception of “depth” of ME1’s or ME2’s stats was different than mine… but… that’s O.K. At least for me.
Like I said (and even you in the beginning), I don’t see any fun in discussing the meaning or appropriate use of words (you can see that from many of my previous posts in which I asked [let] you to decide what term should we use in our further discussion), especially those that can have more meanings or uses…
Moreover, I have even said that if I had accepted your definition of depth, I would have most likely come to similar conclusion… that the stats in ME2 are undoubtedly deeper. With one difference though, that I generally prefer little
bit smaller levels, so my perception of what would be perfect balance between size of effects of individual levels (your “= Attributes which allow the player to not just be static, but diverse from State A to State B without causing balance problems =”) and feeling of progression would be somewhat different and as a result, ME2 would be for me little bit “too deep” (too big differences between levels, too fast progression, etc.).
So I don’t think there’s much more to do. Well, except for figuring out what Bioware wanted to accomplish by creating ME1 stat system the way they created it… But that’s already been taken into account in your definition of depth.
We can't tell what kind of progression the game has? What?Well, it’s really hard to presume what developers wanted to accomplish with their game… Also it is by far my least favorite type of discussion – to speak on behalf of other people, especially the developers of one of my favorite games…
Except that it doesn't give you a choice. You have to spend your points somewhere, or you'll continue leveling up and not progressing at all. Not in growth, not in specialization.So I don’t know… but let’s look at what we know or can figure out about ME1:
- Like you said, ME1 provides player with several squadmates who excell at different things, as a result player’s character does not have to be (decently) good at everything but can fully focus on selected few abilities and perfect
them. The combination of specialized Shepard with specialized squadmates then provides room for teamplay and makes game easier. I agree with everything. The question though is, does ME1 encourage specialization or does it enforce it by punishing those who do not pursue it?
Well, it's clear to me then?- Bioware used to be, and at the time of development, definitely were pretty happy with how the level-scaling worked:
“The difficulty scales up to the level of the player perfectly. We do have adjustable difficulties in the options screen for those players who want things to be harder or easier, but the game instinctively keeps things challenging and fun as you play.”
And they weren’t even talking about harder difficulties but probably something in the middle.
Satisfied? You mean that they were satisfied with their system encouraging specialization or DIScouraging it? Because whether BioWare (and BioWare is not one person, even if that person is honest) liked it or not, I can assure you that they were among the few ones that did. Games are not supposed to be played in a way that you never die through them. The challenge is removed. You might as well go ahead and remove the level scaling that was supposedly trying to provide you with a challenge.- As Mass Effect Wikia states, not all enemies scale at the same pace as Shepard on majority of difficulties. That means that player does not have to invest everything to selected few skills to keep up with enemies... And as we have seen, Bioware was saisfied with that… And yes, you can pick hardcore dfficulty as a referential one, but that way you are probably picking the setting with artificially boosted enemies for players who want "things to be harder" than Bioware originally intended as "baseline Mass Effect experience".
Yes, it's called gradual specialization.- Player can’t invest all his (her) skillpoints into the talents he (she) may want to. Not sure if you remember it, but limits to which talents can be developed are being unlocked only gradually as Shepard reaches higher levels (IRC firstly player can invest only 4 talent points into a particular talent, later 8 or something like that, etc. until entire talent is unlocked completely). This means that even if player solely wanted to pursue Shepard’s specialization, he (she) can’t. He (she) has to invest talent points somewhere else or not invest them until the talent is unlocked further.
That is no excuse for failing to provide the necessary challenge for a lot of people. Or mislabelling the difficulty levels.- ME1 was the first game in the series… It’s safe to presume that developers would not want to overdo it with restrictions, limits or punishments in their new game, first in the series …
Yup.So, now I have two options…
… Either to think that Bioware indeed wanted to pursue specialization and “failed to” enforce it by properly setting level scaling system, blocked it / slowed it down by placing talent limits which prevent player to invest skillpoints into one talent and thus truly develop it at faster rate than others, and were so bold with their (unfortunately “badly executed”) specialization system, that they did not care, that many players may fail to understand it and may screw themselves with badly invested skillpoints (not into few specialized talents) in their new game…
There are three problems with this:… Or I can think that Bioware wanted to create a game that would reward specialization (well, relative specialization, since as I have pointed out, there are many restraints) and creative builds, but would not punish those who can’t / won’t make them and thus created a game that allows to develop a character with either evenly developed abilities (with which the game would be playable and player would not be punished, but would not be rewarded in comparison to "specialization" either) - which could in our discussion translate into allowing “growth” (as long as Shepard could still improve at faster rate than majority of his (her) enemies, which should not be that hard to accomplish, on some of the lower / middle difficulties [which were probably mentioned in the interview I posted] or properly picked and (in comparison to other talents relatively) specialized abilities (with which the player will be rewarded by overall more powerful team and easier times during battles) - which should translate into encouraging but not enforcing specialization.
They must have, seeing as a) difficulty, andSince I presume that developers from Bioware are smart guys (Mass Effects are great games after all), the idea that they “failed” so badly with their plan, does not seem plausible to me. IMO it seems more like they were not fully committed to the idea of specialization back then.
squee youtubed
He developed [...] with no stats [incoherence] We had like a leveling system but no real inventory [...] [Essentially playing basketball with trashcan deterimed accuracy of characters]
Squee youtubed and youtube wept.
Most JRPGs are not roleplaying games at all [...statements of this is your opinion as if though that somehow takes away the idiocy of your argument (not you just it) no offense it's just bad reasoning i'm sorry...] A Role Playing game where you fill the shoes of a characte ryou play the role of a character is not what japanese RPGs are about Take FFX for example...
Modifié par darth_lopez, 29 septembre 2011 - 09:22 .
Modifié par SpiffySquee, 29 septembre 2011 - 04:49 .
Modifié par darth_lopez, 29 septembre 2011 - 07:17 .
Modifié par Phaedon, 29 septembre 2011 - 07:48 .