Well, in order for you to say, whether the point which I wanted to highlight by my example (that focusing on measuring individual levels may result in neglecting overall effect which might be larger in the other game) is relevant to Mass Effects’ stats systems or not, you would actually need to know which Mass Effect allows to modify majority of variables to larger overall degree. [/quote]
Err...nope?
You mix a single feature with other features and drawbacks and expect to have something representantive of either games? Or systems?
Your scenarios are 100% manufactured, not representative of either game at all, and are also flawed.
It has absolutely nothing to do about what systems allows for control over more variables.
Even so, you go ahead and call that "deep". I am baffled, because I have been looking up four dictionaries of three different languanges (I am not kidding) for close to half an hour, and there is nothing like that there.
My only logical assumption out of this, is that you label "deep" the system that you enjoy more. Not what is meaningful. Or is literally deep. Which is rather impossible, but whatever.
[quote]If you know that, please tell me and we can end this discussion immediately, because that is (was) my main issue – to not ignore the question, which of the Mass Efffects allows to change majority of variables (damage, health, protection,etc.) to larger degree.
Given though, how you started to compare health boosts from ME1 with damage boosts in ME2, I would probably need to check your comparison for potential mistakes… [/quote]
Umm, I have never ignored that question.
For the zillionth time, you don't have direct access over any actual variables. I repeat. No, direct, access. Unless you are modding the game that is. You are just labelling some attributes that control actual groups of variables. Of course that is fundamentally flawed, because the very system is based on diversity per batches of actual variables, and you are trying to propose the exact opposite.
[quote]I can express my opinion on stats easily (and take some flak for it as I did when I expressed my opinion about “balance” in ME1
[quote]And yet I am convinced that, when you said that stats in ME2 are several times deeper than stats in ME1, not everyone knew (or would know) what you meant by that without your further explanation.[/quote]
Considering that I was not actually carrying any measuring instruments, I do expect people to get a general idea of what I mean, and instead not to throw "deep" around in the same way they would use "derp". There are words with actual meanings.
[quote]But that’s what I did in my previous post with all those “of course… if I agreed that depth means something more than just size (scale)…”.[/quote]And how is what you propose, depth?
Why is not "volume"?
Or "weight"?
Probably not very accurate use of the words either, but hey, I still can't see why you don't want to have a practical definition of depth.
[quote]I don’t think I am contradicting myself,... maybe I haven’t expressed myself clearly enough. So I’ll try again.
Like I said, so far I have only considered “depth” of particular stat (e.g. health) as a size of changes between
unleveled and maxed out variable (e.g. unleveled and maxed out health), in other words, between two marginal states of particular variable.
Why marginal and not any other states? Well I believe that if I have decided to measure anything else than size
of differences between two marginal states, I would ignore the size overall effect of leveling up that variable on gameplay.
In other words, there could be a game which could have larger (more meaningful) individual levels (let’s say + 30% or something relatively big) but if their combined effect (let’s say 4 levels which each adds those 1 30% I mentioned, so in total they add 120%) was smaller than combined effect of levels in other game which would have smaller individual levels (let’s say each level + 10%, but in total they would add 200%), I would not call that particular stat deeper, because the level to which the stat system of that game could influence the gameplay would be smaller (effect of +120% is at least mathematically smaller than effect of +200%).
And I think that if people measured solely this aspect (which game can change [level up / upgrade] variable to larger degree), there would be virtually no room for arguing. Because there wouldn’t be anything to argue about. It would be just a question of comparing which number (either calculated or measured) would be larger.
So, I have dared to call this approach in some of my previous posts as “objective”, but maybe the better names would be exact and neutral. Exact because it’s just a question of size of numbers and neutral because it does not describe my or anyone else’s feelings towards those stat systems (if I wanted to give Bioware feedback and express my opinion about the stats I would most likely do so without using the word deeper at all). [/quote]
I am sorry, but...how does that even come close to making a statistic meaningful?
Is it guaranteed to have more effective changes? Obviously not, probably the opposite.
Is it going to specialize a character in a more meaningful way? Apparently not, since you don't agree that that was the point of the system...
Does it have a more important effect in-game? Not really?
[quote]Now let’s compare it with your conditions of how to measure depth. Firstly you say that the size of overall effect of stats or particular stat (i.e. overall size of how much can be particular variable changed) is not as important in determining its depth as how big are the differences between individual levels.[/quote]
No, I am not saying that it isn't as important.
I am saying that it has absolutely nothing with how meaningful a statistic is, and your assumption that "Bigger overall difference matters even if it is split in dozens of levels" is flawed. I have explained why at least twice already, and I am willing to do so again.
[quote]Until now it would be as objective as my proposal (in terms of arguability) only with different subject of measuring.[/quote]
For starters, I don't think that there is any doubt over what idividual change in each game is more meaningful...
[quote]Of course, even at this point someone could argue that the other game (the one with smaller individual levels but larger total effect) actually emulates all the states (or all the options) of the game with larger individual levels (it
just requires to add two or three skillpoints instead of one) and allows to influence the gameplay further (all those levels that exceed the total effect of levels of the game with larger individual levels), but I guess, the objectivity of this method would be still defendable.[/quote]
It also blocks the option to not specialize, which is a huge plus for me.
[quote]Where you however add subjective aspect is your condition that the size of differences between levels (regardless
of whether individual or maximum and minimum) can’t be so big that they would, according to you, cause balance problems. (…= Attributes which allow as drastic change from State A to State B without causing balance problems = Attributes which allow the player to not just be static, but diverse from State A to State B without causing balance problems =…).[/quote]
If I am getting the gist of what you are saying, no, that's not what I am saying.
Each idividual attribute change in ME2 could have been theoretically game-breaking, yes. Is it? I have yet to see a complaint over ME2's balance.
[quote]And perception of what would or would not cause balance problems is IMO quite subjective. So I have decided to call your approach “subjective”.[/quote]
Um, okay. Let's look at the end result. Which game, objectively carries the most complaints over broken balance?
[quote]Now to the part in which I am, according to you, contradicting myself… I stated that if (and that if is important because it is supposed to express hypothesis) I agreed that depth is something more than just a size (scale), that it is expression of what player considers meaningful, then I would come to similar conclusion as you… Since I used conjunction “if”, I don’t see any contradiction with my previous line of thinking.[/quote]
Yeah well, using the word "depth" to describe "size" is an incorrect use of English. Sorry if I sound too aggressive, but you are either using it as a compliment for the sake of using it, or you are using the word incorrectly. I'd hate to have spent so much effort and money into learning English and being wrong about that, honestly. Surely you agree that words such as:
- Big,
- Small,
- Great,
- Tiny,
- Vast,
- Tall,
- Gigantic,
- Short,
- Wide,
- Enormous,
- Huge.
[quote]I don’t… I said it was my subjective impression and I am not relying on it too much.
I am very aware of the option that the perception of supposedly “more powerful” Shepard might have been a result of other factors such as worse A.I. ,much more exploitable level design, etc. Or… it might have been a result of being able to up-grade / level up Shepard and his equipment to greater degree than in ME2.[/quote]In that case, why are you defending "growth" as a valid progression model in ME1?
[quote]I don’t know… But I have already encouraged anyone to actually calculate, measure and compare in which game the maxed out (maxed out because I want to see maximum effect) weapons, items, armors, abilities (those that are similar) have larger effect in comparison to the most basic ones…
… by saying, that I would accept the exact results (exact comparisons of numbers [either calculated ones - by counting the numbers alleged in game menus / manuals / etc. or measured ones – by actually measuring how much faster can maxed out Shepard kill an enemy, how much damage he [she] can take, etc. – something like this) as a fact.
[/QUOTE]
Yeah, well, I guess it's too bad you can't do that, considering that both games use completely different scales of measuring. For example, you have to do guesswork, yes, guesswork, just to implement ME2 weapons in the same measuring system in ME1, even if you are NOT using ME1's measuring system but one you have created on your own. And I am talking about percentages here, which would have been the only way to achieve something like that.
[quote]In other words, if somebody has shown me that indeed, in Mass Effect 2 the powers can be maxed out to greater degree (they have larger effect) I would thank him and would admit that it must have been worse A.I., bad design, nostalgia or something else that caused, that I misunderstood the actual effects of stats in ME1.
So hopefully, once and for all, I do not want to convince anyone that Shepard at the end of ME1 was more powerful than Shepard at the end of ME2 in comparison to their respective enemies.[/quote]
But you are still using "depth" to define what you explicitly describe as "volume"?
[quote]Well as of now I have taken the “depth of stats” as a size, scale or degree to which variables (powers, abilities, effects of items) can be modified. Because IMO, that reflects the overall degree to which stats can or at least should influence the gameplay (damage + 80% should influence gameplay more than damage + 50%) better. What you are doing is more like comparing (measuring) size of choices… but not entire stat systems – not what is the maximum that player can do with (get out of) those systems. [/quote]
Yeah, stop right there.
I know that it is your opinion, what I am looking for is a basic explanation behind it.
And I am not just looking at the size of choices, I am looking at the depth of changes.
[quote]
Mmm, individual fights with the same type of enemies can (should) be easier with that type of approach. And I for
one don’t think it would be a bad thing, because that was a feature which was, and in many RPGs still is, quite prominent (as the main character levels up, the same types of enemies become weaker and weaker so that player really feels like his character is improving).[/quote]
Back in the lack of scaling days? Or the 90/00s games with the primitive balance and creature creation?
[quote]However, the fact that same type of enemies would be weaker and weaker as the player progresses, does not necessarily mean that game itself has to be easier and easier. The game can throw more enemies at the player, the enemies might be positioned in much more refined way and last but not least, the game can replace the weaker enemies with newer and stronger types (which though can be considered as a variation of level-scaling if the replacing is done according to player’s level [which is not the case of all those colossi and armatures]).[/quote]
Which didn't happen in the case of ME1, and is therefore not relevant to this debate.
[quote]If all these aspects would be combined appropriately, I don’t think there would be many complaints. To the
contrary, I have seen many complaints about level-scaling itself (especially in Morrowind and Oblivion) and the fact that there are mods which disable it only confirms, that there is a group of people who don’t like it to the point that they are willing to spend a lot of time to just change / remove it in games, the developers of which release proper modding tools.[/quote]
I have used some of those "revamp" systems myself, and I didn't like them at all. Do you want to know why people complain about level scaling? Here is a hint: Check the motto of RPG Codex.
The games don't become less challenging at all. They just have actually working learning curves. Don't get me started on complaints over level design...
[quote]However, I don’t think that level-scaling per se is a bad thing. It can be a very useful tool to tweak the difficulty and prevent the situation in which game would become too easy. On the other hand, I don’t like the idea of using it as a method of enforcing specialization and punishing players for diverting from pursuing two / three crucial skills.[/quote]
Not enforcing specialization? In games with branching tech trees?
Sparta or not, this is madness.
[quote]As for Mass Effect 1, maybe I am really in small minority in this, but I think that Mass Effect 1 handled the question
of level-scaling on majority of difficulties quite well. The enemies were getting better and better (e.g. Geth troopers were probably slowly getting stronger and when it seemed no longer viable to level them up, they were replaced by “shock” troopers. The stronger types of enemies [Geth destroyers, juggernauts] were more and more common in later levels, etc.), but not to the point that they would make “Shepard’s growth (improvement)” barely noticeable and I don’t think, that game became easier and easier because of that (late combinations of armatures and hoppers were some of the strongest in entire game IMO). [/quote]
Yes, I am afraid that you are in the minority. There were a lot of complaints about the balance.
[quote]“= Attributes which allow the player to not just be static, but diverse from State A to State B without causing
balance problems =”
I am convinced that question what is or is not balanced and what caused the imbalance could receive many different answers from different people.[/quote]
Okay, well, please, do everyone a favour and don't be.
ME1's (im)balance was regarded as one of the game's biggest issues. Do you see many people complaining about that for ME2? I know I haven't.
And I am not only talking about professional reviewers.
[quote]Just take us for example… I even said that I like ME2 (including its gameplay) more than ME1 and yet I did not have any issues with ME1’s leveling or level-scaling system. Not to mention all those guys who actually like ME1 more than ME2. I have even checked some reviews (both ME1’s to see if somebody thought that its leveling system, level scaling and growth / progression ratio was bad and ME2’s if reviewers thought that these things have been improved) and… I haven’t found much.[/quote]
Then you didn't dig well enough. The analysis of metacritic reviews for ME2 cites several reviews for saying that they were glad for the removal of specific features and enjoy ME2's progression.
[quote]On the other hand, I have even found some guys who actually gave credit ME1 for its leveling system:
"The leveling system works very well, and it does force some tough choices, because all the skills are relatively useful." or "The experience and leveling system is really good and surprisingly easy."
So, I don’t know, maybe ME1’s leveling system indeed was a big problem in certain communities (for example
maybe here on official forums) but in general, I don’t think that it was such a big deal. I also skimmed through some Metacritic and Gamespot user reviews and… I can say that, people were either happy with the game altogether (all those 9/10s and 10/10s), or the most criticzed things were menus (for being too complicated) and A.I. (for being bad). Last but not least there were some 4/10s for “not being faithful to original Bioware’s principles / not being RPGs (I guess there might be something true about that elitism you mentioned) or “sucking at everything”... but no signs of pure dissatisfaction with imbalance or game progression. [/quote]
The level up system? Big problem?
As in that it made people rage? Yes, it did, but that's not the issue here. The issue at hand is the balance.
[quote]Mmm, like I said, I don’t think that it is necessary to even continue this discussion.... I mean, I understand what you are saying, what your principles are and why... and I don’t want you to loosen your definition to find some kind of middle ground with me.[/quote]I can't say I agree. I don't see the point of using words in a different manner than the common vocabulary sets them to be. I don't call ketchup sauce, "mustard".
[quote]After all, unlike me, you have incorporated your preferences in your definition of depth. So it’s more important for you to stick with it than it would be for me to stick with mine. Just out of my curiosity, I’ll probably keep pursuing attributes and methods, which would be independent from personal preferences and hence not contestable… but I would not try to convince anyone that my way is the correct one. [/quote]
My preferrences? Not at all. From where did you deduce that? I have been explicit that I am going to try to use the word for what it is, and not as a shallow compliment.
[quote]Well, it’s quite obvious even from the most basic observations, that ME2 has handled this approach better. But if we have decided to really make some kind of analysis of depths of stats of both games I would still count this aspect in.
My reasons would be:
- I am quite a completionist and I usually try to include as much aspects as possible when I am trying to analyze something.
- The fans of one game or the other (in this case ME2) would not be able to complain that the aspect in which their favorite game excels was not included.
- Supposedly, if the games were equal in all other aspects (or “have won” in equal number of categories) this could tip the final judgment in favor of ME2 (remember, I am not defending ME1, I am “brainstorming” on how to make as objective and conclusive [at least IMO] comparison [analysis] of Mass Effects’ stats as possible.). [/quote]If you insist, by all means include it. This is not a ME1 vs ME2 overall comparison and I don't consider those aspects "better or worse" but different.
[quote]Well, the answer on what is balanced and what is not would again be subjective… Somebody may say that Shepard at level 50 in ME1 was “overpowered”. Somebody else may think that enemies scaled too much and the effects of leveling up were not noticeable at all. The 3rd guy may say that his vision of depth has nothing to do with how much more or less powerful has his Shepard became at the end of the game but rather with how big were individual steps in the process of his leveling up, etc.[/quote]What the third guy has to say is irrelevant to balance.
And the second guy essentially agrees with the first one.
[quote]IMO all their opinions would be valid, interesting and useful for developers… But at the same time they would
argue about their preferences… So I have decided to try to base my judgment on something that would not be disputable by any of them… And that would IMO be the overall effect of stats (the overall size of difference between minimum and maximum value of particular variable). I have decided to pick overall size because it’s the only thing that reflects the fact that variable in one game can be modified to a larger degree than it the other game. It is impossible to confirm that just by comparing size of individual levels.[/quote]
I doubt they'd be helpful for developers. Feedback is supposed to be about the general sense one got from the game, not gaming fans attempting to sound sophisticated to matters concerning game design.
This has obviously failed, as some changes between ME1 and 2 would show.
[quote]Well, I said that “my deep” does not equal good or useful… It’s just size. The size of change between unleveled and maxed out variable. The size of maximum effect of particular stat (variable) on gameplay. Whether such size (effect) would be good or bad for gameplay and whether the process through which the maximum level would be achieved, is enjoyable… is different question… Which can be answered only subjectively. [/quote]Do you see how it is flawed, then? You are not looking at the big picture at all if you don't really examine how level-to-level transition works.
[quote]Firstly, we would need to agree on what is specialization… in case of ME1, ME2 and / or both. Do you consider as skills that have something to do with specialization all skills that are inherent to particular class or just some of them?…[/quote]That is pretty straightforward. Adapting to a build, whether you are creating it on the go, or following a guide.
[quote]Based on your posts I was under impression that by specialization you would mean situation in which player (Shepard) would (or could) significantly develop only few (three or four) talents in order to be able to keep up with enemies… If so, than any talent that is not one of three – four crucial talents in which player invests heavily, would be a talent outside of player’s (Shepard’s) specialization…[/quote]
Er, no? Why would you relate that to specialization at all?
[quote]If you meant strictly talents that are not associated with particular class, than there aren’t any except for charm, intimidate and spectre training (but this can boost other skills so I would not write it off completely). If we were talikng about talents which are not “signature” talents (the talents which are heavily used by particular classes), than I would also add health / medicine. [/quote]
And if we are talking about ME2, they are boosted by other skills and/or other features.
[quote]Well, from what I have read, 1:1 ratio applies to standard enemies on insanity. Higher than 1:1 ratio applies to bosses and sub-bosses (whatever that means) on insanity. But I recommend you to check Wikia or something else.[/quote]Doesn't really answer my point...
[quote]Yes, and…? Level-scaling can influence most of them. In other words, in every individual comparison of similar stats the effects of which are influenced by level scaling in the game, it would be necessary to take level-scaling into account. Providing that we would not be satisfied with pure calculations of numbers stated in game menus or external game guides, which we shouldn’t.[/quote]Not when you are comparing idividual changes from one game to another based on percentages, not at all.
[quote]Yes, but in the situation in which enemies level up faster than main character, the only way how calculate any effect of stats (since main character would be weaker and weaker as the game would progress), would be to compare the effects of investing and not investing skillpoints in particular talent (power). I know it is not the same as being able to compare how has main character’s ability improved throughout the whole game, but that’s not possible when enemies level up faster than main character.[/quote]Um. That is entirely irrelevant. You claim that you can choose not to level up, which is plain wrong.
[quote]Wow. In my book ME1 8/10 as a game (at the time of my 1st playthrough probably 9,5 /10) and 9,5 / 10 as an experience, ME2 9/10 as a game (at the time of my 1st playthrough probably 9,5 /10 as well) and 10/10 as an experience… but I said I am very tolerant guy. BTW I like how you, in your assessments, differentiate between game’s qualities and the experience they provide… [/quote]
Yes, of course. A game's most important feature, it's core is it's gameplay.
And while I consider ME1 to be a rather big "f*ck you" to gaming design and with little to no redeemable features, I don't have the heart to rate it a 6/10, as I would objectively.
[/quote]





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