NO MORE CLIPS, PLEASE!!!
#351
Posté 18 septembre 2011 - 08:18
#352
Posté 18 septembre 2011 - 09:27
No. The point of classes is to package skills together in a useful combination. How you use those skills is up to you, and I would think should be a roleplaying decision rather than a gameplay decision. By tying class and combat role together, you're forcing roleplayers to metagame class selection in order to get combat gameplay they like.The Interloper wrote...
Erm, isn't it the point of classes to determine combat roles?
Many traditional RP systems are classless. GURPS is the most obvious example. In modern CRPGs, Oblivion is effectively classless.And aren't classes a foundation of RPing?
No, what I'm saying is that ME2's overall design, which includes level design, encounter design, and combat mechanics (in addition to class designs) generally forces each given character into a very small group of viable combat tactics per encounter.So you basically want six stealth classes, six CQC classes, six spellcaster classes, etc. Look, not saying that wouldn't be nice (though you could argue that if all classes can be stealth then none are unique), but you have to be reasonable. Personally I think having six unique skill sets that run the traditional gamut is enough. To be fair those individual playstyles have strictly limited room for customization within them, but IMO having a customizable class doesn't count for much when there isn't much difference between the class playstyles in the first place, as it was in ME1. ME2's unique abilities alone had a far more greater effect on my playstyle then ME1's mass of common pool abilities.
It's as if ME2 was designed to produce specific combat gameplay behaviour in the player, regardless of whether the player enjoys that combat gameplay. And that, I think, is entirely the wrong way to design a game, let alone an RPG.





Retour en haut




