Pzykozis wrote...
My problem with this topic is that for some reason the idea of branching dialogue and the outcomes from that isn't considered part of the "game" aspect in and of itself...
Removing combat and focusing purely on a political strategy with branching dialogue etc would still be a video game, perhaps DA doesn't focus on it as much as imaginary game does but dialogue is still part of gameplay.
Yes, that would be a great video game. And very similar to one of my favorite games right now, Crusader Kings II. If they could someone make that a F/TPS with ability trees in the politcal arena, I'm sure I would love the hell out of it. There wouldn't even need to be combat, because the actualy gameplay element itself would be built into the developing story, be it either in the open-ended political structure of CKII or in a more branching based store mode similar to what was found in games like DA2 (minus the warfare aspects, of course).
However, how it's currently implemented is hardly avant garde gameplay. It usually a series of choices, lots of repeated text, than maybe some extra options depending on how the character is built. In the current BioWare method, characters have a tendency to be built one of two ways: Bad-Ass or Protector. Most recently they even removed the persuasion skill modifier.
If that is truly to be touted as a key gameplay feature, then it needs to be improved and expanded upon.
Pzykozis wrote...
There's no difference on either side, I want to skip the dialogue part of the game to get to the action (action=/=gameplay), I want to skip the action part of the game to get to the dialogue. They're just selectively picking what the player likes the most about the game we already have one why not the other? (well I know why really it's rhetorical).
See, this is where you lost me. How is "action=/=gameplay" ? It's such a blanket statement that you don't expand upon. I would argue that action is the gameplay, even it it less than perfectly implemented, such as in DA2.
Imagine DA2 without combat. Here is the game:
You get chased from Lothering.
*conversation choice of being protector, smug, or bad-ass*
You land in Kirkwall.
*conversation choice of being protector, smug, or bad-ass*
You meet your uncle
*story choice of thieves or mecenaries*
You get an opportunity to go on an expedition
*conversation choice of being protector, smug, or bad-ass*
I'll cut that short.
There are very few real choices in DA2. Something many people have complained about. Basically, if you remove the action (which I would call the poorly implemented gameplay) than you're down to a handful of choices once you ignore the Protector/Smug/Bad-Ass conversation options which barely affect the story. You don't even make your first real one until you get to the Deep Roads. Even then it's mostly an accidental choice.
Then...? I can't even rember the next choice. Some of the side missions? Well, if we're removing action from the game, then why would those even exist? I guess if we included them in the game, but made them skippable, then they're optional free extra stuff. Who wouldn't want free extra stuff if you could just skip through the actual work to earn it?
Do you see where I'm going with this?
Plus, if you removed the action, what are building up with these characters? Their stats are now meaningless. Why even have them? And, if there is action in the game, but you can just skip the action, then assigning stats is still menaingless, except for choosing gear. But you don't see your gear on anyone but your main character, so that's still pretty meaningless. It's not like that gear is helping you in the action that you're skipping.