Morroian wrote...
mrcrusty wrote...
Shaping Hawke and character interaction are not inherently RPG elements.
Shaping your character isn't an inherent RPG element? OK I admit I'm not a hardcore rpg player (I began playing them with Kotor) but I would have thought that was the essence of role playing.
Shaping Hawke in the way you mention (through moral choices and dialog). RPGs have always been built on a framework of stats, so roleplaying was done primarily through the character system and gameplay, something that Dragon Age 2 is not as good at as other RPGs. I don't see how that's really a debatable point. I'm not saying it's not an RPG (DA 2 is obviously an (Action) RPG), simply that it's not as "deep" as others in it's RPG elements.
Witcher 2 also suffers from this problem, though it's alleviated a bit because it's gameplay has more variety than Dragon Age 2's.
It comes down to this really (for me): how much roleplay was done through cinematics, watching characters and dialog vs actually doing stuff like how to approach combat, outfitting your character (and/or party), character progression (something that level scaling absolutely messes with), solving puzzles, taking different approaches to problems, exploration, discovery and creative use of your abilities, interaction with the game world and building a unique character with a ruleset that allows for all of that.
Now, you may be able to roleplay through dialog and moral choices just fine and it does help quite a bit, but that's not going to be something inherent to RPGs. It's something that makes it better. Especially if you can reward character builds through skill checks and the like. So, I like a mixture of the two types, what I don't like is when there's really only one type and what I
really don't like is when people think that the latter form of roleplaying doesn't exist or that the former is the only form of roleplaying.
I dunno, maybe it's because of my slight PnP influence, but I've always seen RPGs not as a storytelling genre, but as a genre where mechanics and story work together to provide an experience unique to you and only you/your group. There is a subtle, but massive difference between the two. The more restrictive the gameplay (character system, world design, environmental interaction, etc etc), the harder it is for me to get that.
Because if you take out a powerful ruleset that allows for variety in character builds, in gameplay, with enemy/encounter design to match, creative quests, puzzles, exploration, encouraging creative solutions to problems but keep the moral choices, dialog and character interaction, what you have is an adventure game, not an RPG.
As for Dishonored, it's a modern envisioning of the Arx Fatalis game design, which itself was a modern (for it's time) envisioning of the Ultima Underworld game design. So, genre blending in that sense has been going on since like 1992. But it fits in with my tastes anyways.
Modifié par mrcrusty, 23 août 2011 - 04:58 .