I don't buy that argument for a second. Let's compare DA2 to a Gold Box game.Sylvius the Mad wrote...
That complexity doesn't matter if the player isn't aware of if. The mechanics are part of the game world, and as such should drive gameplay choices, but they can't do that as long as the player doesn't know what they are.AmstradHero wrote...
The "good old complex RPG" had a moderate amount of complexity in its mechanics and in that there were a lot of visible numbers and number crunching to look at. Now, if you actually take a look at the systems in place in the "simple modern RPG", you'll see that in many cases that there is just as much complexity still present. It's less in your face, but it's still there, because ultimately whether you hit someone or not comes down to a random die roll, not whether you timed your button press correctly.
Gold box: you get to pick a character class. Same for DA2.
Gold box: you get to pick a race. Not in DA2, but the effect this has on your character is fairly minimal.
Gold box: You get to assign stats which define character's combat effective. Same for DA2.
Gold box: Each level you get a random increase of HP, and a defined combat increase.
DA2: Each level you get to pick how to increase your character's combat effectiveness, choosing whether you want to increase physical/magical resistance, ability to hit, critical chance, and combat longevity. And you get to make the decision at every level. Let's not also forget that you get skill trees in DA2 which allow you to customise individual characters and also allow you to develop tactics that combine those skills to be more effective in combat.
Gold box games have few (if any) complementary skills/tactics. The best you could argue is getting "attack from behind" and/or backstab bonuses, but they exist in DA2 as well.
I'd have to call that a win for DA2.
If no one reacts to my roleplaying, what's the point? A tree is falling in a forest, right in front of people's eyes, but they're just ignoring it and going about their business. A gold box game offers roleplaying that is completely and utterly irrelevant to the game itself, defining a character personality that simply doesn't exist as far as the game is concerned. If that's the case, then I'm roleplaying when I'm playing Crysis 2, because I get to inject any personality I want into my silent protagonist.Sylvius the Mad wrote...
AmstradHero wrote...
Where modern RPGs fall short of complexity in mechanics, they typically make up for it in other areas, such as choice/consequence or roleplaying customisation. When I play a gold box game, there's a very set path I have to play. I don't get to define a personality through the game, although I can make one up for my party members on my own. If I'm playing Dragon Age, I get to define the personality of my hero, and have NPCs react to that behaviour. If you want to return to a situation where you're focused entirely on mechanics and don't care about character control, then there's still a market for that - it's just that it's the JRPG.
I think you're missing the point on character control. JRPGs fal because they allow no control, and make the details of your character explicit within the game's narrative. So you're stuck with the character they give you, and you're forced to accept that the character is who they say it is.
Something like the Gold Box games (or BG, KotOR, or Wizardry) allows yo total control over the PC's personality. That the game doesn't react to that personality is a different issue, but the customisation is totally there.
Right now, BioWare seems to want the game to react to the PC's choices in a meaningful way, but to do that they're dramatically limiting the possible range of those choices. That's not even close to being an acceptable trade.
I'd argue that to offer roleplaying that is meaningless to the other characters within the gameworld and the gameworld itself is the least acceptable trade of all.
Modifié par AmstradHero, 30 novembre 2011 - 10:33 .




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