curly haired boy wrote...
i guess it's the difference between directing shepard and becoming shepard. when i play a game, if it's immersive, then i'm not guiding or directing or roleplaying as the character. i'm melding with the character. i'm not hovering over the game making decisions. it's not "shepard chose this, because I wanted him to" it's "I/shepard chose this".
my motives and the character's motives start to blend together until i'm feeling what the character is feeling. i don't have this little voice at the back of my head saying "how should i react to this so i stay in character?"
that's why it makes sense that my performance is shepard's performance. that's also why Insanity feels like the only truly immersive difficulty to me, because it keeps that melding especially strong. the enemies can kill me/shepard incredibly fast. it transmits the danger shepard is feeling to me, and the more we share, the more immersive the game is.
Impressive.
Generally I have same point of view. Couple of remarks, however.
First. I think that character performance should be based on character's abilities, not player's. Otherwise, we can see picture seen in Gothic 1-2 - when skilled player, controlling non-skilled character (lvl 1, no exp, with lowly weapon), was able to beat wolf pack near Old Camp without being scratched.
If your character can cut card in half from two miles with single bullet - so should you. If he can not hit broad side of barn standing inside that barn, so should (or "shouldn't"?

) you. That's why I like Fallout pre-3 system, when your success in combat was based on your character combat skills (also on agility, available space to maneuver, luck, perks and serious amount of save-load

). In Fallout 3/Vegas your combat skills only affect accuracy in VATS and some amount of "bonus" damage dealt in "real time". But, if ignore that "bonus" damage - why bother if you can snipe enemies at your maximum rendering distance, out of VATS range and even before character with perception 10 and ED-E as companion will be able to notice that particular enemy as tick mark on compass? That's why I like Witcher 1 combat - no matter how fast you click (hello, Diablo 1-2), if you didn't train Geralt in specific combat style, he would be able to do only basic combos when using this particular style. Or Jagged Alliance 2: Vince (Beaumont) is good doctor, but with that marksmanship his he can't hit elephant butt at point blank range.
At the same time, I think that character performance should follow character development and background. For example, in Fallout 1-2 we played as young (or not so) basically (un)trained person, so character development, level-up and growing in power is normal. Same goes for most of games, including those I mentioned above: if you give Vince good shooting training, soon he will be able to shoot quite well, on par with more experienced merc, help Geralt to restore his skills and he will turn into combat shredder on self-propelled chassis.
So, in Mass Effect Shepard is trained soldier, thus training his skills, especially weapon ones, is completely out of place - usually that done on basic, and since he is N7, not some backwater desktop commando, his other skills should be developed as well. Regardless of his class, he must be able to use any range of personal firearms (just imagined our sappers' squad members saying our CO that they were trained to use only pistols) with practically same efficiency. Same goes for his "secondary" abilities. To compensate lack of those for soldier class (for example), he could be given improved performance with guns, including accuracy, reloading time and higher damage output. However, to remain realists, this improved performance should be in percents, not dozens of percents.
Second. Player's skills, not character skills, should be used only after character's skills implementation, not before. In games like ArmA, SWAT or multiplayer part of, say, BF3, it doesn't matter what kind of character you control - rebel, soldier, Force Recon member, or US Marine - it is your skills that matters, not you character's. Whether you hit or miss depend on your distance appraisal, proper elevation adjustment, choosing proper lead and moment to fire.
AlanC9 wrote...
But yeah, I think a lot of gamers really prefer the more, I guess, structured plots of NWN1 and KotOR and ME1 and DA:O.... which all have pretty much the same structure.
Structured plot of NWN1?