tetrisblock4x1 wrote...
LGTX wrote...
Because they try to evolve role-playing into actual role-playing, as opposed to stat-crunching and defining character professions and skillsets. It's just RPG evolution, nothing is wrong with not 'getting it'. But Bioware won't admit anything to you just because you disagree.
Yeah, I must say it was a good idea to make Shepard nothing but a space marine. Having Bioware removing the "stealthy ninja" style from the game, and coloring the "war mangering marine" options in red and the "peaceful diplomat" in blue, and putting the two of them at a 100% success which is independent of any of the players build, history, or previous relations was an excellent idea! Now I can be emotionally engaged without any of this archaic, outdated rubbish which require some kind of foreplanning and investigation getting in the way of my desired outcome to the situations which the game puts me through.
*hem hem* first off you DO in fact need to have 'previous relations' BEFORE you get the blue and red lines of dialog, if you act good then you can unlock the 100% success rate for the good dialog, same for the bad dialog. And by the time you max any of those out you are almost done with that particular play through. in ME1 the stat carries over, like many rpgs where your stats carry over with you when you begin a new game. In ME2 you restart with the paragon and renegade points thus again, requiring you to go good or bad.
What this all means? What your complaining about IS in fact there and I'm starting to wonder how much you've actually played this game to begin with. Not to mention the whole "stealthy ninja" style isn't used in most jrpgs which is where the entire genre of rpg itself comes from.
Now that I have that out of the way lets put this to rest. What does it take for a game to be an rpg?
- first off story, a rpg that doesn't have an emphasis on story and characters isn't an rpg at all.
- second, an rpg needs to have some sort of customization
- thirdly, it needs to have experience points or something similar and some form of currency to buy and sell goods taken from missions, enemies, and things that are similar.
- fourth, choice, either via a branching off of skills, or deciding whether I should focus on long range combat, short range combat, and buffing, or actually choices in game that decides the rest of the game (save party member a or b, follow route 1 or route 2, kill guy or let him live) these choices must change the rest of the game
Those are the basics of the basics for a game to be considered an rpg, they need ALL of those to be considered an rpg.
last I checked, and the Mass Effect has every single one of those.
Ergo in conclusion, you sir have no idea just what the frak you're talking about.