AnttiV wrote...
Dr. Catt wrote...
Surely collecting war assets is a rather fundamental part of the gameplay and therefore to say these choices are pointless is just wrong. A bit like saying scoring 1 billion points in space invaders is pointless because it doesn't change the story - scoring points is part of the objective of the game and therefore by definition poinful. Maybe crudely put but hopefully comprehensible.
I think it's more accurate to see the ME series as an interactive film trilogy. It's not, and never has been, an RPG except in the sense that you take control of a protagonist. From what I can tell people who complain about the RPG elements of the game are playing under a misapprehension.
Except it is marketed as a RPG,so it most definitely should be one. Otherwise somebody has a problem.
And, for the most part, it is. ME2 actually has a huge amount of content (dialogue, mostly) that differs quite drastically from playthrough to playthrough, if you make different choices.
Read my above post about the assets. Yes, collecting assets is a fundamental part of the gameplay mechanics and it is easily achieved via a few MP matches. That makes the original decisions, if not totally, then mostly pointless gameplay-wise. Story-wise they are totally pointless regarding the ending, that isn't even up to arguing. It is EXACTLY the same game-mechanics AND story-wise whether you save the Rachni every time, or not at first and do the second time or you play ONE match of multiplayer. (or more if your assets are low, but then you couldn't get the best ending anyway, so there's no point)
You see I didn't notice any great difference between ME2 and 3 in terms of RPGness.
The fact that you can get war assets from playing multiplayer (MP) no more invalidates a choice in the SP then one SP choice vs another SP choice. Saving the Council isn't pointless just because it gives the same points as, say, finding a crashed frigate (illustrative example, actual points probably wildly different).
And from a gameplay perspective surely actually just making the choice is part of the gameplay. The option to even choose in the first place. Wanting to see some dramatic change may be desireable (I would agree with you) but to claim the choice itself is rendered pointless because the consequence isn't as obvious as you'd like outside war asset system seems to miss the wood for the trees to my mind.
Modifié par Dr. Catt, 22 mars 2012 - 04:50 .





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