Icinix wrote...
That was a discussion about the RPG elements - not the combat.
My mistake. If this has degenerated into another rpg elements discussion then I'm out.
Icinix wrote...
That was a discussion about the RPG elements - not the combat.
Icinix wrote...
AlanC9 wrote...
G3rman wrote...
ME2 brought better combat but dumbed down important RPG features from the original, mainly inventory/loot/customization of character.
"Dumbed down" assumes ME1's versions of those features were smart in the first place.
How about "Reduced complexity", "Limited expansion", "Shrunken Scope", "Simplified Elements", "Streamlined into Submission", "Manius Skillus be Removedus", "Dumbed laterally", "Freckle removal via amputation", "Surgical Precision with Rusty Chainsaw"?
RKB28 wrote...
Epsilon330 wrote...
ME1 had storyline/plot. Gameplay suffered a bit.
ME2 had gameplay. Storyline suffered compared to ME1. It was too linear, too character-mapped.
ME3 hopefully will have the best of both worlds.
What? How come?
I play these games only to roleplay. That's literally all I want from them. I want to implement my character design and see what happens.KotorEffect3 wrote...
Ok the point of playing any game is to challenge yourself as a player so of course the character's performance should be impacted by player skill.
Modifié par Cainne Chapel, 28 janvier 2012 - 09:01 .
Sylvius the Mad wrote...
I play these games only to roleplay. That's literally all I want from them. I want to implement my character design and see what happens.KotorEffect3 wrote...
Ok the point of playing any game is to challenge yourself as a player so of course the character's performance should be impacted by player skill.
If the game requires that I, the player, jump through some hoops in order to implement that design, then the game is limiting player agency.
Not to mention the question of coherence. If I injurue my wrist, Shepard suddenly becomes a lousy shot. How does that make any sense within the game's setting? Why is Shepard suddenly missing all of the time? Why does Shepard think he's missing?
I think player input with regard to aiming should be limited to target selection. Let me tell the game which enemy I want Shepard to shoot, and then Shepard will try to do that. Having Shepard miss because I miss doesn't make any sense at all.
As such, I really like that ME allows the player to aim while paused. I'd also like it to let me fire while paused. After all, I can trigger biotic abilities while paused. In ME1 I could aim and throw tech grenades while paused. Why are the guns treated so differently?
Cainne Chapel wrote...
Well Dew I think Syl has a valid point from his view (we all do technically)
Its just that his style of gaming he leans towards I would think, games with less twitch based reflexes, so I would imagine he's a fan of strategy games, JRPGs, Puzzle games like Heavy Rain and possibly even games like Metal gear solid in a sense (All games which i enjoy myself).
Cainne Chapel wrote...
Well Dew I think Syl has a valid point from his view (we all do technically)
Its just that his style of gaming he leans towards I would think, games with less twitch based reflexes, so I would imagine he's a fan of strategy games, JRPGs, Puzzle games like Heavy Rain and possibly even games like Metal gear solid in a sense (All games which i enjoy myself).
So I get where his viewpoint comes from, for whatever reason, he doesn't like having too much twitch based action in his games, which is valid.
Unfortunately Syl, with ME always having been a combination RPG/TPS, some twitch based gameplay was going to figure in regardless. Even though ME1 had the Cone of death, you STILL needed to aim and take action and move around, the only real difference between ME1 and ME2 in that respect is that it has been sped up and smoothed out to a degree where its no longer a "cone of death" but a "bullet point" of death so to speak.
AlanC9 wrote...
Icinix wrote...
AlanC9 wrote...
G3rman wrote...
ME2 brought better combat but dumbed down important RPG features from the original, mainly inventory/loot/customization of character.
"Dumbed down" assumes ME1's versions of those features were smart in the first place.
How about "Reduced complexity", "Limited expansion", "Shrunken Scope", "Simplified Elements", "Streamlined into Submission", "Manius Skillus be Removedus", "Dumbed laterally", "Freckle removal via amputation", "Surgical Precision with Rusty Chainsaw"?
Better. Still wrong, but at least witty.
The "Game" part is the player's direction of his character's personality. His behaviour and motives are the player's imput. What skills he chooses to learn. What quests he accepts and how he solves them.Cainne Chapel wrote...
I get what you're saying Syl, I do, But since this IS an interactive medium, being a "Game" player input will ALWAYS need to have some direction on the game, period. Otherwise it stops being an interactive medium and goes to being a passive medium.
So you like that your character suddenly performs badly when you're injured, or drunk, or when your mouse malfunctions. How does that contribute to roleplaying?Also with the game being an RPG/TPS hybrid... well player interaction is going to figure heavily regardless, and as a HUGE RPG fan myself, I actually prefer the gameplay in ME2 as I like good hit detection and body based damage when it comes to putting bullets down range.
To the contrary, story mode seems likely to removes even more player control from conversations than ME did (which already offered too little control in that regard). RPG mode would, I think, be the best of the three.But once again I do get your point of view and it seems bioware does to as they have the new Action/Story/RPG modes.
Sounds to me like Story mode was made just for you actually
I want interaction through decision-making. The player makes the decisions, and then the character implements those decisions.Dewart wrote...
Oh I love strategy and puzzle games turn based rpg's the whole bit really. I even like the graphical puzzle games like myst lol. I'm pretty much into any game type out there. I just find Syl's description of what ME should be um... really really extreme. I respect the difference of opinion I just can't get my head around it though lol. to me it just sounds like a movie with diolog options the way syl describes it. even myst has you interacting with the environment in some form.
Modifié par Sylvius the Mad, 29 janvier 2012 - 12:07 .
I basically only enjoy western RPGs and turn-based strategy games. JRPGs don't allow much character freedom (if any).Cainne Chapel wrote...
Well Dew I think Syl has a valid point from his view (we all do technically)
Its just that his style of gaming he leans towards I would think, games with less twitch based reflexes, so I would imagine he's a fan of strategy games, JRPGs, Puzzle games like Heavy Rain and possibly even games like Metal gear solid in a sense (All games which i enjoy myself).
But it doesn't, really. The ability to aim while paused eliminates nearly all twitch gameplay.So I get where his viewpoint comes from, for whatever reason, he doesn't like having too much twitch based action in his games, which is valid.
Unfortunately Syl, with ME always having been a combination RPG/TPS, some twitch based gameplay was going to figure in regardless.
Guest_EternalAmbiguity_*
Sylvius the Mad wrote...
I want interaction through decision-making. The player makes the decisions, and then the character implements those decisions.
Having the player implement the decisions himself breaks the setting
Modifié par NekOoNinja, 29 janvier 2012 - 12:27 .
Guest_EternalAmbiguity_*
NekOoNinja wrote...
Well... While I do enjoy oldschool RPG's, Mass Effect clearly shouldn't be one, and has lost some things for the better:
ME1:
Inventory:
Oh. It's that useless ammo type/armor/weapon brand again I never use. *omnigel'd*
Your Inventory is Full. Please omnigel now or your head will explode. (But... BUT GETH WEAPON WITH SLOTS!) *omnigel'd
Scroll. Flip. Scroll. Scroll scome more. Oh hey, there's the menu point for modding my guns. Scroll. Scroll. Where'd the Wolfram ammo go? Scroll....
Squaddies:
Squaddie: "I can't see them!" Shep: "But you are standring infront of the enemy! How is that possible!"
Shep: "Move." Squaddie: "..." 5minutes later.... Squaddie moves! And dies. Because he forgot the concept of taking cover.
Movement:
Backtracking without sprint. Through corridors and facilities that had been recycled for the n-th time.
Me2:
More mappable hotkeys (Xbox360), less near sighted squad mates. Fluid combat thanks to an usable sprint button. No more omnigel madness. Customizable armor. Less empty environments. Better side missions (Such as the shipwreck which is about to teeter into the chasm below.) Paragon/Renegade interrupts. Better UI.
And, better weapon behavior. A headshot is a headshot, be it from a pistol or a sniper rifle.
ME2 remedied the loss of clunky inventory managment (which I do not deem RPG at all...) with more RP opportunities. Order a drink, chat up Aethytia, dance on any dance floor in any club you like, stroll into the Normandy's men's restroom for no reason while playing femshep, collect random model ships, buy all kinds of fish and sell some to the krogan on the citadel. And be just a bit more Paragon/Renegade with the quicktime interrupts.
Methinks.
I should go.
Ths is my expectation for every RPG.EternalAmbiguity wrote...
This isn't your expectation for ME, is it? I don't think it is, but just asking, because the "hybrid"-ness of it (RPG AND shooter) kind of denies it fitting into that explanation.Sylvius the Mad wrote...
I want interaction through decision-making. The player makes the decisions, and then the character implements those decisions.
Having the player implement the decisions himself breaks the setting
Sylvius the Mad wrote...
Ths is my expectation for every RPG.EternalAmbiguity wrote...
This isn't your expectation for ME, is it? I don't think it is, but just asking, because the "hybrid"-ness of it (RPG AND shooter) kind of denies it fitting into that explanation.Sylvius the Mad wrote...
I want interaction through decision-making. The player makes the decisions, and then the character implements those decisions.
Having the player implement the decisions himself breaks the setting
And I think ME's combat gameplay fits this fairly well. Again, given that the player can aim while paused, there's no need at all for player skill to have any material effect.
Modifié par Dewart, 29 janvier 2012 - 06:43 .