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Bioware: Dragon Age will be taking pointers from Skyrim


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#126
Plaintiff

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billy the squid wrote...

Plaintiff wrote...


I submit, therefore, that while equipment customisation may be a typical facet of roleplay, it is not required. I further argue that the only defining aspect of a role-playing game is that it centres around the playing of a role in a larger narrative, that this role can be created by the player or pre-made by another entity and that most, if not all the other accepted conventions of RPGs are unnecessary fluff.


So the conclusion is that any role involving a character controlled by a player, be it player made or predetermined and defined by the game itself, is infact an RPG ?

Possibly, yes. It depends on what you mean by "control".

"Playing a role" implies that, while you may not have created the character, you are making their choices for them. You choose to reslove a conflict peacefully or with bloodshed, you choose to go through this door and not that one, and you choose to save that damsel or let her be eaten by the dragon while you loot his cavern.

A purely linear story with no such options would not be considered a roleplay, because you have no effective control over the character. Of course, a game can also contain a roleplay element without being in the roleplay genre.

Modifié par Plaintiff, 29 décembre 2011 - 02:41 .


#127
billy the squid

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Plaintiff wrote...

billy the squid wrote...

LinksOcarina wrote...

Addai67 wrote...

Skyrim companions also show certain preferences based on their class- an assassin NPC like Jenassa will prefer the best light armor you give her, the orc warrior female won't wear light armor at all.  The AI is not perfect but the idea is still there and the rest you're meant to work out for yourself in what you choose to give them.

This argument is pretty silly.  My Fenris looked exactly like your Fenris, perhaps with an armband difference, and so on for all the DA2 characters.  The runes you'd use would be based on their class which does not fundamentally change from game to game.  Mods add variety to both, and with no mod support for DA2, Origins still wins there.



That said, it is still to shaky of an argument to make against what Yrkoon was saying. I think it falls under the same category though of Yrkoon's obsession with the weapons being part of the character process. Now if we talked about the skill trees...thats a different story I feel, because, unlike the Skyrim trees, the skill trees in Dragon Age offer more customizable options, despite being lower in number. We have trees based solely on offense, defense, a mix of the two, stat boosting, healing, crowd control trees, stealth, pure tanking or pure damage, etc. You can mix and match easily per class with numerous builds if you take time out to plan it, and this is something that is more akin to role playing than picking a specific weapon or rune if you ask me.

And one more thing, and this a minor point, but mods don't matter here. It's fun to use them, fun to have support, and make some new choices yes, but they are mods, they are not part of the main package of the game. So they should have little, if no bearing, on the subject at hand.


How do you have more customisability when there is extensive skill selection present in Skyrim which was removed from DA2? Neither does it create more customizability as I must still sink a certain number of points into a given skill tree to access certain abilities, it improved little from DAO, removing only the liniarity, yet enforcing artificial restrictions on customization.

In addition when mods address glaring issues, bugs, rebalancing and provide new content then yes they are important, whether they are part of the main game as shipped or not is irrelevant.

"Requiring logistical thought" is not the same as "limiting customisation".

Skyrim is just as restrictive as DA2. In order to access specific perks within a skill tree, it requires you to be sufficiently "skilled" in that area (ie; to get the next perk in one-handed weapons, you have to use a one-handed weapon for a specific number of times, to access the next perk in the Block tree, you have to successfully block a certain number of attacks and so on).

Functionally, this is no different from DA2 requiring you to conciously spend skill points in a specific skill tree in order to access higher-tier abilities. The only difference is that DA2 requires you to think about what abilities you will use prior to selecting them, while Skyrim effectively makes the choice for you by tailoring your options specifically to your individual playstyle.

Arguably, DA2 could be considered the less restrictive of the two, because it allows you to purchase abilities you might never use, and further, allows you to choose whether or not to activate specific abilities, while perks in Skyrim are either automatic or occur based on a factor of random chance, with no input from the player at all.


Did I say Skyrim did not function on a similar points principle as DA2? No, I didn't.

Whether I can activate a talent or not is superficial in the extreme considering what the perk allows me to do. I can enchant an Item in a paticular way, I do not have to, nor do I have to use the myriad of enchantments I can learn, nor are they restricted by a perk system.

Activation of a perk by pushing a button does not entail flexibility at all.

#128
LinksOcarina

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billy the squid wrote..

How do you have more customisability when there is extensive skill selection present in Skyrim which was removed from DA2? Neither does it create more customizability as I must still sink a certain number of points into a given skill tree to access certain abilities, it improved little from DAO, removing only the liniarity, yet enforcing artificial restrictions on customization.

In addition when mods address glaring issues, bugs, rebalancing and provide new content then yes they are important, whether they are part of the main game as shipped or not is irrelevant.


Simple, the skill trees in Skyrim are unbalanced.

Now, when I first played, I tried to go straight up mage, and focus on two schools of magic, alchemy, and enchanting. That was it. However, once I hit level 42, I realized something; I die in 2-3 hits because my character, despite being a powerful conjurer and destruction spell user, cant take a hit, even after pumping up health.

It was mostly due to the fact that, at that stage in the game, I neglected the armoring tree and the combat trees, which would have scaled the armor to my level instead of finding a hodge-podge of glass pieces around to wear, most of which is hard to find, and hard to enchant on since I focused on that evenly with alchemy. 

The eighteen skill trees in Skyrim are unbalanced because certain trees are almost required to be effective for the long run of the game. smithing takes 10  points to max it out if you want to (which you dont have too since you only need 5-6 to get the best armor in-game anyway.)  while destruction takes around 21. The master level spells are inacessable because you need that boost in magicka to use them for achieving 100 skill increases as you level up. And lets not forget the fact that you can break the game through exploiting the lack of penalties in the skill-trees. I know some guys who had level 20 characters that couldn't be touched, clad in Daedric Armor enchanted to the point where one hit kills any dragon they face. I guess that's good role-playing, but it's bad game design.

And not to mention that a lot of the trees are useless by design as well. Pickpocketing and Lockpicking, for example, serve little function because the former is rarely uses in-game unless if you go full theif, and the latter is rendered nearly pointless since you can pick a master lock while the lockpicking skill is at level 5. Not to mention the fact that to even max out lockpicking would take a serious time sink to get the benefits of a skeleton key essentially...even though you can find one in-game and, so long as you don't complete the quest its involved in, you don't have to give it up. And it also doesn't help much that in combat, if these skills are your highest you won't survive long either.

The sad thing is, these can be fixed easily through rebalancing. Diminish the returns heavily for the smithing, get a pittance of experience for it, and re-instate a level cap for specific weapons and armor. That glass armor I peacemealed together, let it be available for level 30 players or above, not level 20 players who grinded smithing to 100 early on. Or take it a step further, remove the requirement for the leveling of the skill, and make them only acessible if you receive training from a specific smith. Now you need to work at getting that armor instead of becoming a master through grinding so quickly. 

 Pickpocketing? Make better use of them in-game through questlines, we rarely see it implemented outside of the theif guild anyway. Lockpicking they need to do the same as well, or offer alternative oppertunites to get an advantage over players through getting through doors and traps like that. Hell, make some dungeons totally blocked off or inacessable unless if you pick a master lock or pickpocket a specific key from someone. That would be more immersive then. Let players use them instead of combat, and try to make less combat-heavy scenarios.

Of course the easy answer is to role-play the game without grinding smithing or something, but even if you do, the balance issues are still there through the design of how you fight. It would be difficult to fight as a thief with maxed out lockpicking, not impossible, but not easy either. While this is rewarding, the problem we then face is that one mistake you are done,  And since the game kind of throws the "mod mentality" at you, using waves of enemies as you explore ruins and dungeons, it becomes a chore to get through 9 times out of 10. Simply put, if you role-play you will become too frustrated, and if you don't you have no challenge to really care.

As for Dragon Age II, the reason it works is because of balance. No one tree is more powerful than the other, because each of them gives different benefits to what type of build you wish to play as. Skyrim did not do this, otherwise we would see more builds and character ideas over "100 maxed smithing and blades, no dragon will touch me now." There are restrictions but it makes sense, because being a fast attacker would put a penalty on your defense, or using blood magic would limit healing effects on you since your using your own life bar as the energy to begin with. 

But you can work around this through the customization. Build up your HP more if you want to be a blood mage, or focus on a more defensive tree to get bonuses while you have your high-speed attacks going at the same time. It is less exploitable than Skyrim this way too, because everything has a reactive quality to it; in other words, the skill trees balance themselves so no one will be overpowered, making the game challenging without being fustrating. 

And yeah, mods can fix a game. But once again, it's an irreleveant point because it didnt ship. I'm just talking about the base mechanics of what was included, otherwise someone would have modded Skyrim already to fix the bugs it has and no one would complain about its shortcomings either. 

Modifié par LinksOcarina, 29 décembre 2011 - 02:56 .


#129
AngryFrozenWater

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In a first person view I have the illusion that I look through the PC's eyes. In that case customization is less important to me. That has to do with the fact that I rarely look at that character. A voiced PC also distracts from that illusion, because the PC cannot sound like me.

In third person view it feels like I am controlling another character than me. That character cannot and doesn't have to look or sound like me. Therefor I like that character to be someone else. In that case a voice is important, because playing a mute feels odd. What I like then is select a character that fits the role and customize his or her looks and gear to improve upon that. It is also more important, because I am looking at it all the time. I am also an eye candy junk. So, it better look good. ;)

Modifié par AngryFrozenWater, 29 décembre 2011 - 02:53 .


#130
Plaintiff

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billy the squid wrote...

Plaintiff wrote...

billy the squid wrote...

LinksOcarina wrote...

Addai67 wrote...

Skyrim companions also show certain preferences based on their class- an assassin NPC like Jenassa will prefer the best light armor you give her, the orc warrior female won't wear light armor at all.  The AI is not perfect but the idea is still there and the rest you're meant to work out for yourself in what you choose to give them.

This argument is pretty silly.  My Fenris looked exactly like your Fenris, perhaps with an armband difference, and so on for all the DA2 characters.  The runes you'd use would be based on their class which does not fundamentally change from game to game.  Mods add variety to both, and with no mod support for DA2, Origins still wins there.



That said, it is still to shaky of an argument to make against what Yrkoon was saying. I think it falls under the same category though of Yrkoon's obsession with the weapons being part of the character process. Now if we talked about the skill trees...thats a different story I feel, because, unlike the Skyrim trees, the skill trees in Dragon Age offer more customizable options, despite being lower in number. We have trees based solely on offense, defense, a mix of the two, stat boosting, healing, crowd control trees, stealth, pure tanking or pure damage, etc. You can mix and match easily per class with numerous builds if you take time out to plan it, and this is something that is more akin to role playing than picking a specific weapon or rune if you ask me.

And one more thing, and this a minor point, but mods don't matter here. It's fun to use them, fun to have support, and make some new choices yes, but they are mods, they are not part of the main package of the game. So they should have little, if no bearing, on the subject at hand.


How do you have more customisability when there is extensive skill selection present in Skyrim which was removed from DA2? Neither does it create more customizability as I must still sink a certain number of points into a given skill tree to access certain abilities, it improved little from DAO, removing only the liniarity, yet enforcing artificial restrictions on customization.

In addition when mods address glaring issues, bugs, rebalancing and provide new content then yes they are important, whether they are part of the main game as shipped or not is irrelevant.

"Requiring logistical thought" is not the same as "limiting customisation".

Skyrim is just as restrictive as DA2. In order to access specific perks within a skill tree, it requires you to be sufficiently "skilled" in that area (ie; to get the next perk in one-handed weapons, you have to use a one-handed weapon for a specific number of times, to access the next perk in the Block tree, you have to successfully block a certain number of attacks and so on).

Functionally, this is no different from DA2 requiring you to conciously spend skill points in a specific skill tree in order to access higher-tier abilities. The only difference is that DA2 requires you to think about what abilities you will use prior to selecting them, while Skyrim effectively makes the choice for you by tailoring your options specifically to your individual playstyle.

Arguably, DA2 could be considered the less restrictive of the two, because it allows you to purchase abilities you might never use, and further, allows you to choose whether or not to activate specific abilities, while perks in Skyrim are either automatic or occur based on a factor of random chance, with no input from the player at all.


Did I say Skyrim did not function on a similar points principle as DA2? No, I didn't.

Whether I can activate a talent or not is superficial in the extreme considering what the perk allows me to do. I can enchant an Item in a paticular way, I do not have to, nor do I have to use the myriad of enchantments I can learn, nor are they restricted by a perk system.

Activation of a perk by pushing a button does not entail flexibility at all.

You specifcially said that there was extensive skill selection present in Skyrim that DA2 did not possess. That's what I was adressing. And it's false.

A perk doesn't "allow" you to do anything, it happens automatically.

You didn't mention enchantment at all, and DA2 also has a flexible enchantment system.

#131
billy the squid

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Plaintiff wrote...

billy the squid wrote...

Plaintiff wrote...


I submit, therefore, that while equipment customisation may be a typical facet of roleplay, it is not required. I further argue that the only defining aspect of a role-playing game is that it centres around the playing of a role in a larger narrative, that this role can be created by the player or pre-made by another entity and that most, if not all the other accepted conventions of RPGs are unnecessary fluff.


So the conclusion is that any role involving a character controlled by a player, be it player made or predetermined and defined by the game itself, is infact an RPG ?

Possibly, yes. It depends on what you mean by "control".

"Playing a role" implies that, while you may not have created the character, you are making their choices for them. You choose to reslove a conflict peacefully or with bloodshed, you choose to go through this door and not that one, and you choose to save that damsel or let her be eaten by the dragon while you loot his cavern.

A purely linear story with no such options would not be considered a roleplay, because you have no effective control over the character. Of course, a game can also contain a roleplay element without being in the roleplay genre.


So there are limits which are imposed on what constitutes an RPG and what does not. How and by whom have they been implemented?

As such why do such choices only extend to the above and not to others, which you have stated to be fluff? For if I play the role then what decision I take to equip myself with is the logical conclusion of decision making. In as much that those games which contain elements you have described as well as customization of equipment are not considered RPGs, then an RPG is not determined by the playing of a role predefined or not, if those games have this sole requirement which you asserted, but are still not considered RPGs such as Deus Ex HR.

#132
AngryFrozenWater

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The core of games is fun and as far as I know that's subjective. If some thinks customization is not required for whatever reason then so be it. It's fine that the lack of customization doesn't spoil the fun for that person. However, I do object when someone wants to shove that idea through my throat when I do feel that the lack of customization spoils my fun. :P

#133
Plaintiff

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billy the squid wrote...
So there are limits which are imposed on what constitutes an RPG and what does not. How and by whom have they been implemented?

Not necessarily, and not by me. I'm offering an interpretation, I'm not dictating they way things are or must be.




As such why do such choices only extend to the above and not to others, which you have stated to be fluff? For if I play the role then what decision I take to equip myself with is the logical conclusion of decision making.

I never said those choices couldn't be extended, I said they do not have to be, which is not the same thing. Sure, choosing what you equip is an extension of roleplaying, if there is any equipment to choose from. There may well not be, but (and this is my point) it will not be less of a role-playing game for that reason
 
If the removal of a feature will not detract from the capacity for roleplay, then that feature is what I call "unnecessary fluff". But being fluff is not a bad thing. I like fluff. I'm of the opinion that games could use more fluff, in certain areas. Armor customisation is not especially important to me, but other fluffy things are.




In as much that those games which contain elements you have described as well as customization of equipment are not considered RPGs, then an RPG is not determined by the playing of a role predefined or not, if those games have this sole requirement which you asserted, but are still not considered RPGs such as Deus Ex HR.

Not being considered an RPG is not the same as not actually being one. Genre classifications as they stand are woefully inadequate; very broad and poorly defined. Just because a game isn't referred to as an RPG doesn't mean it isn't one, it just means that most people consider other aspects to be predominant. And, as always, everything is open to personal interpretation.

The Deus Ex games may well be RPGs, even if they are predominantly first-person shooters. Just because they aren't labelled as RPGs doesn't mean they don't qualify. Certainly, I consider them to be RPGs, but I haven't played Human Revolution and so cannot comment on that particular installment.

I guess what I'm getting at is, if you're unsatisfied with a particular aspect of a system, just say so, and say why, but you need a better reason than "it does/doesn't fit the genre" because genre, particularly in regard to gaming, is a vague, nebulous concept, so such comments are actually irrelevent.

Modifié par Plaintiff, 29 décembre 2011 - 03:27 .


#134
Sidney

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AngryFrozenWater wrote...

The core of games is fun and as far as I know that's subjective. If some thinks customization is not required for whatever reason then so be it. It's fine that the lack of customization doesn't spoil the fun for that person. However, I do object when someone wants to shove that idea through my throat when I do feel that the lack of customization spoils my fun. :P


Any design decision "forces" something on someone. I guess in theory I don't have to loot and sell and all that jazz in ME1 but I doubt I get too far with that.  

I mean do you want to be able to paint other people's houses? That's customization right? That is changing something that isn't yours and boy if you like customization making Lothering look like the Lollypop Guild lives there would be super sweet. Really, same thing as dressing up other people who you also don't own.

Nothing bothered me more than Sten talking all kinds of noise about how important his sword was and yet you could easily take it from him and give him something else. REally, I guess it wasn't THAT important.

#135
AngryFrozenWater

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Sidney wrote...

AngryFrozenWater wrote...

The core of games is fun and as far as I know that's subjective. If some thinks customization is not required for whatever reason then so be it. It's fine that the lack of customization doesn't spoil the fun for that person. However, I do object when someone wants to shove that idea through my throat when I do feel that the lack of customization spoils my fun. :P

Any design decision "forces" something on someone. I guess in theory I don't have to loot and sell and all that jazz in ME1 but I doubt I get too far with that.

I mean do you want to be able to paint other people's houses? That's customization right? That is changing something that isn't yours and boy if you like customization making Lothering look like the Lollypop Guild lives there would be super sweet. Really, same thing as dressing up other people who you also don't own.

Nothing bothered me more than Sten talking all kinds of noise about how important his sword was and yet you could easily take it from him and give him something else. REally, I guess it wasn't THAT important.

There is a difference between what a game forces upon me and what another gamer thinks should be limited. In a game that I buy I have to live with the offered limitations or I could simply not buy it.

However, when we discuss what we would like to see in a game that is yet to be implemented then I am certainly not supporting the least common denominator syndrome. In that case I am likely to push the limits. New ideas or extending old ones is what drives innovation in games. Limiting or removing features is what dumbs them down. The latter won't get any support from me. ;)

Let me give you an example: I am a hetero. I have nothing to gain with same sex romances. However, I will not object, because others do think this feature is important for a number of reasons. It is as simple as that. ;) Let BW decide what to pick from our wishlist. ;)

Modifié par AngryFrozenWater, 29 décembre 2011 - 03:39 .


#136
billy the squid

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LinksOcarina wrote...

billy the squid wrote..

How do you have more customisability when there is extensive skill selection present in Skyrim which was removed from DA2? Neither does it create more customizability as I must still sink a certain number of points into a given skill tree to access certain abilities, it improved little from DAO, removing only the liniarity, yet enforcing artificial restrictions on customization.

In addition when mods address glaring issues, bugs, rebalancing and provide new content then yes they are important, whether they are part of the main game as shipped or not is irrelevant.


....


Initially one should consider bound armour and weapons. I have seen mage builds with armour rating of over 300, although magic could be improved. 

As to the destruction magic is it a requirement to choose Ice, Shock and Fire, I certainly didn't do so with the single handed tree. I only chose swords and dual wielding. I forwent blocking, in lieu of damge dealing. I did not complain that my armour raing was lower than a warrior with a shield or armour penetration was less effective than a warrior with a mace or two handed weapon. It seems more akin to you wanting to sink as many points into destruction without planning out a build of character.

As to the non combat skills, their removal from DA2 after DAO was not something which adds customisation, flexibility or the ability to role play if the result is that most stuations were resolved via combat. If you can't balance the non combat systems with the combat ones then that is a deficiency on your part when building a character. Stealth skills become leathal when used correctly. 1 hit kill on a dragon while stealthed, out classes a warrior in every way, even though I play as a warrior. In addition, stealth has non combat perks which prevent pressure plates going off and enemies noticing you. Combine it with  a single handed combat ability and light armour or a bow and most enemies will be dead in seconds.

One glaring error is that a way to redistribute perks should have been implemented, paticularly when learning how the game works. That is a gripe I do have and should be addressed, it is a long game and restarting after 20 odd hours is frustrating. Although it should not be a way to redistribute points willy nilly when the player feels like it, such a system would undermine the whole point of the game.

Gimping the system by grinding may be something that could be addressed, but frankly if one does so, then the player knew what they were doing and has no right to complain. Placing restirictions on it via developer intervention again does not entail flexibility, it is akin to DA2's removal of dual weapons for a warrior or the inability to use daggers. It doesn't provide real differentiation. It is a cheap way of imposing restriction to artificially create the distinction at the expense of the flexibility to role play/ play a certain way.

Neither does role playing a certain way prevent one from actyally playing the game. Who would load all their points into lock picking first. When they are role playing a thief or an assassin, paticularly when the initial stages are composed entirely of low difficulty locks. Or did Dragon Age rely soley on lock picking and theft? To say so would be disingenuous in the extreme, considering the vast majority of encounters are solved via combat. How would one come to the conclusion that skills in lock picking would carry one through Skyrim, when there is little in the way of non combat skills in DA2.

I can increase my health to specialise as a blood mage in DA2, but considering the entire specialisation system is shallow. In that one can simply pick and then pile points into it. It requires the player to do so as the limits imposed on classes and attributes are imposed by the developer make it a predisposition to do so based on the games mechanics, it is no more balanced than specialising in magic using destruction and conjuration. As blood magic is certainly not the only ability but allows for fueling other spells with health.

Skyrim only has Magica, but if you want to avoid smithing use bound weapons and armour, much in the same way DA2 uses health instead of magic to to fuel spells.

As to the mods, how many times has DA2 been patched so far to adjust for balance issues and bugs?

#137
Sidney

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AngryFrozenWater wrote...

However, when we discuss what we would like to see in a game that is yet to be implemented then I am certainly not supporting the least common denominator syndrome. In that case I am likely to push the limits. New ideas or extending old ones is what drives innovation in games. Limiting or removing features is what dumbs them down. The latter won't get any support from me. ;))



OK, let me be clear, putting armor on Sten isn't smart it isn't clever and it requires no thought. Spare me the "dumbed down" bit.  I know the luddites love to break out the "I'm superior" bit but spare us all.

Innovation ins't about complexity. Nothing was more innovative than dumbed down interfaces like the GUI. Wordperfect was a lot more complex than Word for Windows but guess what was nnovative and what was dead. Pushing limits would be not releasing a scifi or fantasy RPG...but dear god would anyone dare? I mean a 1990's UK setting wouldn't have magic swords, multiple races and likely no enchanting skills - but maybe a stone roses soundtrack could make up for it?

In a perfect worl you could have a "I want to play this game in a spreadhseet" and I'd have the "No thanks, I want to have fun" buttons but reality is that you have trade offs in games. Some poor schlep spent time making the cooking mini-game in Skyrim instead of hiring someone to write decent dialog. Having to model every suit of armor in DAO for humans, dwarves, elves and then males and feamles cost time and money that could have been used elsewhere. For me, elsewhere (maps, dialog, plot) are all wildly more important than cosmetics.

#138
billy the squid

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Plaintiff wrote...

billy the squid wrote...
So there are limits which are imposed on what constitutes an RPG and what does not. How and by whom have they been implemented?

Not necessarily, and not by me. I'm offering an interpretation, I'm not dictating they way things are or must be.





As such why do such choices only extend to the above and not to others, which you have stated to be fluff? For if I play the role then what decision I take to equip myself with is the logical conclusion of decision making.

I never said those choices couldn't be extended, I said they do not have to be, which is not the same thing. Sure, choosing what you equip is an extension of roleplaying, if there is any equipment to choose from. There may well not be, but (and this is my point) it will not be less of a role-playing game for that reason
 
If the removal of a feature will not detract from the capacity for roleplay, then that feature is what I call "unnecessary fluff". But being fluff is not a bad thing. I like fluff. I'm of the opinion that games could use more fluff, in certain areas. Armor customisation is not especially important to me, but other fluffy things are.





In as much that those games which contain elements you have described as well as customization of equipment are not considered RPGs, then an RPG is not determined by the playing of a role predefined or not, if those games have this sole requirement which you asserted, but are still not considered RPGs such as Deus Ex HR.

Not being considered an RPG is not the same as not actually being one. Genre classifications as they stand are woefully inadequate; very broad and poorly defined. Just because a game isn't referred to as an RPG doesn't mean it isn't one, it just means that most people consider other aspects to be predominant. And, as always, everything is open to personal interpretation.

The Deus Ex games may well be RPGs, even if they are predominantly first-person shooters. Just because they aren't labelled as RPGs doesn't mean they don't qualify. Certainly, I consider them to be RPGs, but I haven't played Human Revolution and so cannot comment on that particular installment.

I guess what I'm getting at is, if you're unsatisfied with a particular aspect of a system, just say so, and say why, but you need a better reason than "it does/doesn't fit the genre" because genre, particularly in regard to gaming, is a vague, nebulous concept, so such comments are actually irrelevent.


Thus as has been stated by others if customisation be it armour, appearance, weapon styles etc. are not a prerequisite for RPG classification and as you have asserted that the only requirement of an RPG is the following...

"I further argue that the only defining aspect of a role-playing game is that it centres around the playing of a role in a larger narrative, that this role can be created by the player or pre-made by another entity and that most, if not all the other accepted conventions of RPGs are unnecessary fluff."

Which I have already stated has not been considered as a trait which defines an RPG in games such as Deus Ex HR which are defined as FPS then the presmise that RPGs are defined by the issues of choice and consequence are moot in what constitutes an RPG. If the terms which deliniate genres are disregarded in the manner of, it not being called one doesn't mean it isn't one as you stated. As such your italicised point on the defining trait of an RPG is irrelevant if what consititutes an RPG is not defined by any given characteristic if it is one despite it not being considered as one.

Essentially I will determine whether I consider an element benficial to a game or not, be it customisation, choice or consequence, thus claims of customisation being fluff are largely irrelevant when there are myrid of traits which point to what is an RPG , one of which includes customisation of the character.

#139
Sidney

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billy the squid wrote...
Essentially I will determine whether I consider an element benficial to a game or not, be it customisation, choice or consequence, thus claims of customisation being fluff are largely irrelevant when there are myrid of traits which point to what is an RPG , one of which includes customisation of the character.


Character customization is a fair point but the idea that that means playing dress up doesn't wash - and it clearly still has nothing to do with dressing up your companions.

Customization means that your PC is different than my PC because you've built the character that way. Everyone's nathan drake or ezzio auditore are the same. Your PC in dAO isn't the same as mine not because the avatar has different hair but because you are a mage and I'm a warriior or you are a mage using elemental magic and I'm using spirit magic. Customization happens further as your choices sdhape the game and your
character. My stormcloak in skyrim is different than your imperial but
your Ezzio is always the same as mine.
That is customization that makes a difference in the game and thus isn't fluff. Your choice of tats or not in the character creator is fluff , sorry.

In most games even "big" things like race and gender don't much matter. They don't in BG2, they don't in skyrim that I've seen and they barely do in DAO. I'd be all for that sort of customization if you had a 1950's USA RPG where being black or female meant that you had a very different gaming experience but as it is those choices are typically fluff and are nothing but aestetic.

#140
Addai

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LinksOcarina wrote...

To the first point, companians may show affinity to certain armor types, but it doesn't make them characters. They have no personality other than basically saying I like something or not.  So the armor serves a function to their classes like you said, but not their characterization, making the role-playing experience with them cumbersone and unimportant, since they are basically fodder in the end.

They are meant to be lightly characterized, but that =/ not being characters. That's like saying a person you meet once is not really a person because you didn't get the full rundown.  You're supposed to imagine in between the spaces.  That's why it's called role playing.

To the second point, the argument is not so silly. While I agree you have limitations on what runes you can use, not everyone would use runes of protection on Aveline unless if they make a tank build.

Why in the world would you not make Aveline a tank build?  :blink:

That said, it is still to shaky of an argument to make against what Yrkoon was saying. I think it falls under the same category though of Yrkoon's obsession with the weapons being part of the character process. Now if we talked about the skill trees...thats a different story I feel, because, unlike the Skyrim trees, the skill trees in Dragon Age offer more customizable options, despite being lower in number.

Don't get this at all.  The developers even said that their design goal was to make classes more restricted in DA2.  Skyrim allows even more flexibility in making a custom class than Oblivion had.

My preferred build is spellsword.  Tell me how I could build one of those in DA2.  Right.  Moving on...

And one more thing, and this a minor point, but mods don't matter here. It's fun to use them, fun to have support, and make some new choices yes, but they are mods, they are not part of the main package of the game. So they should have little, if no bearing, on the subject at hand.

They certainly do matter.  They extend the playability and functionality of the game, and if a developer supports mods rather than discourages them, that is a selling point of the game to me.

Modifié par Addai67, 29 décembre 2011 - 04:52 .


#141
billy the squid

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Sidney wrote...

billy the squid wrote...
Essentially I will determine whether I consider an element benficial to a game or not, be it customisation, choice or consequence, thus claims of customisation being fluff are largely irrelevant when there are myrid of traits which point to what is an RPG , one of which includes customisation of the character.


Character customization is a fair point but the idea that that means playing dress up doesn't wash - and it clearly still has nothing to do with dressing up your companions.

Customization means that your PC is different than my PC because you've built the character that way. Everyone's nathan drake or ezzio auditore are the same. Your PC in dAO isn't the same as mine not because the avatar has different hair but because you are a mage and I'm a warriior or you are a mage using elemental magic and I'm using spirit magic. Customization happens further as your choices sdhape the game and your
character. My stormcloak in skyrim is different than your imperial but
your Ezzio is always the same as mine.
That is customization that makes a difference in the game and thus isn't fluff. Your choice of tats or not in the character creator is fluff , sorry.

In most games even "big" things like race and gender don't much matter. They don't in BG2, they don't in skyrim that I've seen and they barely do in DAO. I'd be all for that sort of customization if you had a 1950's USA RPG where being black or female meant that you had a very different gaming experience but as it is those choices are typically fluff and are nothing but aestetic.



As I have already explained above...

So there are limits which are imposed on what constitutes an RPG and what does not. How and by whom have they been implemented?

As such why do such choices only extend to the above and not to others, which you have stated to be fluff? For if I play the role then what decision I take to equip myself with is the logical conclusion of decision making. In as much that those games which contain elements you have described as well as customization of equipment are not considered RPGs, then an RPG is not determined by the playing of a role predefined or not, if those games have this sole requirement which you asserted, but are still not considered RPGs such as Deus Ex HR.

#142
AngryFrozenWater

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Sidney wrote...

AngryFrozenWater wrote...

However, when we discuss what we would like to see in a game that is yet to be implemented then I am certainly not supporting the least common denominator syndrome. In that case I am likely to push the limits. New ideas or extending old ones is what drives innovation in games. Limiting or removing features is what dumbs them down. The latter won't get any support from me. ;))

OK, let me be clear, putting armor on Sten isn't smart it isn't clever and it requires no thought. Spare me the "dumbed down" bit.  I know the luddites love to break out the "I'm superior" bit but spare us all.

Innovation ins't about complexity. Nothing was more innovative than dumbed down interfaces like the GUI. Wordperfect was a lot more complex than Word for Windows but guess what was nnovative and what was dead. Pushing limits would be not releasing a scifi or fantasy RPG...but dear god would anyone dare? I mean a 1990's UK setting wouldn't have magic swords, multiple races and likely no enchanting skills - but maybe a stone roses soundtrack could make up for it?

In a perfect worl you could have a "I want to play this game in a spreadhseet" and I'd have the "No thanks, I want to have fun" buttons but reality is that you have trade offs in games. Some poor schlep spent time making the cooking mini-game in Skyrim instead of hiring someone to write decent dialog. Having to model every suit of armor in DAO for humans, dwarves, elves and then males and feamles cost time and money that could have been used elsewhere. For me, elsewhere (maps, dialog, plot) are all wildly more important than cosmetics.

What has complexity to do with supporting a feature?

To me dumbing downs means to remove or simplify a feature that was previously available. If BW decides to do that then so be it. I can voice my opinion about that or simply not buy the game if it spoils my fun.

Again, I will object when other gamers on this forum try to convince me that a feature that I happen to like must be dumbed down. I really don't understand that. Fun is subjective. One cannot convince me that what I see as fun is somehow wrong.

I see posters coming up with ideas that I don't like. I can only tell them that I am not amused when I think it spoils my fun. But I am not trying to win that discussion. That doesn't make sense. I have given my opnion in such a post and that's that.

BTW... You should be less aggressive towards me. I think I am polite and I would appreciate it if you were more relaxed. If you are not able to do that, then maybe it is best that you quit responding to me.

Modifié par AngryFrozenWater, 29 décembre 2011 - 05:04 .


#143
Sidney

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billy the squid wrote...
As such why do such choices only extend to the above and not to others, which you have stated to be fluff? For if I play the role then what decision I take to equip myself with is the logical conclusion of decision making. In as much that those games which contain elements you have described as well as customization of equipment are not considered RPGs, then an RPG is not determined by the playing of a role predefined or not, if those games have this sole requirement which you asserted, but are still not considered RPGs such as Deus Ex HR.


Does it matter if you have a sword or mace? Does it change the game? There are a lot of weapons not even modeled in these games - where is my $%^& Halberd? Heck, to do a really good "dark ages fantasy" they could set up an age where you basically had spears, throwing axes and swords and you lose your "choice" becuase the world doesn't have other options.

In the end CoD lets you choose your weapons and that doesn't make it an RPG anymore than a few choices and character development makes Bioshock an RPG -although I think it is easy to tell which one (or DX) are closer to being RPG's.

Put another way you have:
1. Assasins Creed with full character customization, weapon selection but no character development or choice in the world.
2. DAO with no magic items and thus no reaosn to loot or change armor but everything else intact.

Which one is an RPG? Put on those tap shoes because you know #1 aint (because #1 is actually basically what AC is with the outfits and such) despite all those "RPG" elements you love while #2 clearly is an RPg depsite the loss of those same elements. It clairifies what is and isn't essential.

#144
Sidney

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AngryFrozenWater wrote...
BTW... You should be less aggressive towards me. I think I am polite and I would appreciate it if you were more relaxed. If you are not able to do that, then maybe it is best that you quit responding to me.


Not sure that "dumbed down" leaps out as polite and it surely isn't intended as such....as for relaxed, dear god I've been off work for about 1.5 weeks now, I'm so far relaxed I can't even see stress with a telescope. :)

#145
AngryFrozenWater

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Sidney wrote...

AngryFrozenWater wrote...
BTW... You should be less aggressive towards me. I think I am polite and I would appreciate it if you were more relaxed. If you are not able to do that, then maybe it is best that you quit responding to me.

Not sure that "dumbed down" leaps out as polite and it surely isn't intended as such....as for relaxed, dear god I've been off work for about 1.5 weeks now, I'm so far relaxed I can't even see stress with a telescope. :)

Well... You don't give me that impression. Anyway. I see "dumbed down" merely as removing or simplyfying a feature which previously existed. That's a lot of words. Dumbing down is shorter. Or is that too dumbed down? :P

#146
Addai

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Sidney wrote...

Character customization is a fair point but the idea that that means playing dress up doesn't wash - and it clearly still has nothing to do with dressing up your companions.

Customization means that your PC is different than my PC because you've built the character that way. Everyone's nathan drake or ezzio auditore are the same. Your PC in dAO isn't the same as mine not because the avatar has different hair but because you are a mage and I'm a warriior or you are a mage using elemental magic and I'm using spirit magic. Customization happens further as your choices sdhape the game and your
character. My stormcloak in skyrim is different than your imperial but
your Ezzio is always the same as mine.
That is customization that makes a difference in the game and thus isn't fluff. Your choice of tats or not in the character creator is fluff , sorry.

In most games even "big" things like race and gender don't much matter. They don't in BG2, they don't in skyrim that I've seen and they barely do in DAO. I'd be all for that sort of customization if you had a 1950's USA RPG where being black or female meant that you had a very different gaming experience but as it is those choices are typically fluff and are nothing but aestetic.


And you're just arrogantly asserting your preferences as universals.

I'm not against giving you the freedom to work your stats as you see fit, so why are you tossing aside (rather insultingly) people's desire to customize the appearance and equipment of their toons?  It certainly does add to characterization.  My dual wield dwarf in Origins wielded axes.  She looked and felt much different than my dual wielding HNF shadow rogue, who was again very different than my Dalish ranger-archer.  My choice of weapon was deliberate, and part of characterization.  Thank you very much.

More player choice= good

#147
addiction21

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Six pages later and all I have to add is a sigh.

#148
billy the squid

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Sidney wrote...

billy the squid wrote...
As such why do such choices only extend to the above and not to others, which you have stated to be fluff? For if I play the role then what decision I take to equip myself with is the logical conclusion of decision making. In as much that those games which contain elements you have described as well as customization of equipment are not considered RPGs, then an RPG is not determined by the playing of a role predefined or not, if those games have this sole requirement which you asserted, but are still not considered RPGs such as Deus Ex HR.


Does it matter if you have a sword or mace? Does it change the game? There are a lot of weapons not even modeled in these games - where is my $%^& Halberd? Heck, to do a really good "dark ages fantasy" they could set up an age where you basically had spears, throwing axes and swords and you lose your "choice" becuase the world doesn't have other options.

In the end CoD lets you choose your weapons and that doesn't make it an RPG anymore than a few choices and character development makes Bioshock an RPG -although I think it is easy to tell which one (or DX) are closer to being RPG's.

Put another way you have:
1. Assasins Creed with full character customization, weapon selection but no character development or choice in the world.
2. DAO with no magic items and thus no reaosn to loot or change armor but everything else intact.

Which one is an RPG? Put on those tap shoes because you know #1 aint (because #1 is actually basically what AC is with the outfits and such) despite all those "RPG" elements you love while #2 clearly is an RPg depsite the loss of those same elements. It clairifies what is and isn't essential.


So is DA2 considered an RPG when the choices are rather superficial and generally irrelevant? Paticularly if choice is what is considered essential. When games like Deus EX HR are not, despite the character customisation and choices albeit more limited than something like TW2.

Nor have you addressed the point, that customisation being a logical conclusion to the premise of choice and character customisation, rather rendering things down to what is essential to allow it to function, which ignores the issue of it simply limiting characterisation along arbitrary lines.

I await your tap dancing as you avoided the question.

Modifié par billy the squid, 29 décembre 2011 - 05:55 .


#149
AngryFrozenWater

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Talking about dress up... All this reminds me of level 20 armor in Guild Wars in which each class has several variations. There is elite armor as well and again each class has its own varitions. All standard level 20 armors of a class have the same stats. The elite armors have the same stats as the standard ones. The fun part is that one can only buy elite armor for a silly amount of gold and resources at hard to reach locations and are often only available in the end quest of a campaign. I had lots of them. It wasn't primarily about status or looking different. To me it was about the "route" to get them. I had to plan how to get that money and those resources. When I finally got one I felt like I had accomplished something in the game. It gave those armors a little background story. They were mine. ;)

Modifié par AngryFrozenWater, 29 décembre 2011 - 06:15 .


#150
Plaintiff

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Sidney wrote...
I mean a 1990's UK setting wouldn't have magic swords, multiple races and likely no enchanting skills - but maybe a stone roses soundtrack could make up for it?

I'd need to know more details about the plot before making any promises, but I would totally play an RPG with a contemporary setting (although I don't think that necessarily rules out the possibility of magic swords and the like).