You misunderstand me. I feel as if the action segments of DA 2, ME, et al are unable to stand on their own precisely
because they attempt to hold onto the label of RPG and implement mechanics that don't work with respect to the story or game.
You either want gameplay that's good enough to stand on it's own, or good enough to support what the game is trying to do. Fallout 1/2 is a great example of gameplay that's crap by itself, but great in practice because it supports the design goals of the game.
Dragon Age 2's is neither, and one of the chief reasons is because it has a number of mechanics or design decisions that result in unsatisfying gameplay, or gameplay that contradicts the narrative tone, as a half hearted attempt to be "RPG". Look at CCC, poster boy example. Interesting concept, but utterly irrelevant to anything and everything in the game.
Doesn't have to be twitch or action combat either. But unless BioWare attempts to make gameplay that meshes well with what the game is trying to show the player, then it's better to ditch all notions of being "RPG".
I feel like RPGs are mainly about an expression of character. A character that you envision, or take control of. The ways in which this is possible are rough and abstracted (stats, character systems, etc), but because they are imprecise or imperfect, they allow the imagination to take hold. The game's content is then about how to make the connection between imagination and hard, solid mechanical systems for the character(s) according to the goals the game sets out (whether it be simulation, telling a certain story, dungeon crawling, etc).
i.e Low INT = your character is a ****** and speaks in grunts.
It's the same with PnP, and various PnP games reflect this in how they structure their rulesets.
Dragon Age 2 fails in making satisfying RPG gameplay (imo), because it fails in carrying that connection. It has numbers, it has stats, it has all this crap, so it's an "RPG" but there's no sense of purpose to it. BioWare hasn't been great at this since they stopped relying on D&D rulesets, but Origins gave it a good, hard try. Tactics, Specializations, Equipment for all classes, etc. There was a connection between how you conceptualized your character and what they were actually able to do in terms of interacting with the game/story.
What I'm saying is that if BioWare are unable/incapable/unwilling to do that for the next Dragon Age and make it work with their NPC driven cinematic narrative concept, then they're better ditching it the RPG genre altogether, because it's just not going to work otherwise. Considering David Gaider's sentiments on player agency, I'd argue Dragon Age would be better off as an Action/Adventure game.
Things like VO are in the periphery to all this. As much as we'd all like to argue how much we imagine ourselves in the heads of our PCs, and say things in a certain tone of voice, it's simply not a concious enough thing to get angry over, provided other elements of the game engage us in the way we'd like. At least, that's how I feel.
The problem I see with VO is the fact that it's tonally based to fit to 3 archetypes rather than contextually based and that the paraphrases can be extremely obtuse. You essentially copy Deus Ex: HR's system (or that dialog compass idea I keep floating around) and a lot of the criticism of the wheel halts. Because while you don't necessarily get the option to alter dialog to your liking subconciously, you get the
control and
precision to know what your character says before they say it.
As Sylvius says, your character should never be surprised by what they say.
Also, what I'm saying may be influenced by the fact that I'm not as dependent on BioWare as previously on making good story heavy RPGs. There are plenty coming in the future, so if they wanna go Action/Adventure, no skin off my back. They aren't "betraying" me by leaving RPGs behind.
Modifié par CrustyBot, 20 juin 2012 - 01:52 .