LinksOcarina wrote...
Define RPG Elements, and what makes them light-weight or not. That is really a sticking point though because fact of the matter is there is no true absolute aspect of an RPG that really exists, other than leveling up characters and gaining experience, which glues it all together. This is why Action RPGs, Light RPGs, Console RPGS, Computer RPGs, Dungeon Crawlers, Rogue-Likes, Hybrid RPGS and even Table-top RPGs are all the same in the end.
Look, I know Mass Effect 2 and 3 had less crunch than Mass Effect 1, I agree with that. And I also agree that Mass Effect 2 is fairly lightweight compared to other RPG's because of the mechanics that are missing in combat, customization and even, in some cases, speaking to character. But the lack of crunch does not mean there is no depth either, and this goes with table-top games as well. Some of the best games I have played as of late have simple mechanics to them that are quick to learn, but keep things fresh because of their design. The second edition of Ironclaw and the Book of Jade, Deadlands Reloaded and even the Dragon Age Tabletop were fun to play without being rules heavy in that regard as other games out there. And they are miles better than the d20 system at times and Dungeons and Dragons, but that is personal preference.
As for games and RPGs, we are seeing the gamut of RPG's come to the market in new forms,and no, not all of them will be hardcore or crunchy like that. We got some of them out there, A Game of Thrones is still new, the upcoming Baldurs Gate Enhanced Edition, maybe even Cyberpunk, but this does not make them good games. In the case of A Game of Thrones, the mechanics were not well implemented and actually hurt the games playability. It again comes down to implementation of both complex and simple mechanics, so to write off one way as being superior and another as a problem comes off as arrogant and attempting to be exlusive towards a specific style of gameplay, one that is, and still will, evolve as we go forward.
Especially in a table-top culture that glorifies unecessary mechanics and complexity. Games like Mouseguard, Eclipse Phase, Aces & Eights, Burning Wheel, Book of Five Rings and Ars Magica, for example were barely playable in certain, or all, edtiions based on their mechanics and rulesets. And most of them won Origin Awards for best Table-top RPG of the year. That worries me, honestly.
My issues with CRPGs and P&P RPGs are actually different, even if they basically come down to the same general issue: dumbing down and oversimplification for the sake of broad appeal and growing their audience. With P&P RPGs my main issues is that quite often restrictions and limitations are getting removed or scaled back to make it easier for players to be Masters of All Trades or able to be anything and everything without restrictions and boundaries, and I don't think that's a good thing. It's not so much that the mechanics are getting simpler, as the fact that a lot of games these days seem reluctant to punish players too much and tend to hold their hand. I'm all for unnecessary complexity being removed to make things more efficient so long as it achieves the same result (e.g. the old Star Wars d20 system compared to the Saga Edition d20 system) but not when it overautomates and babies the player, and not when it just allows them too much freedom to the point where game balance starts to deteriorate.
Mass Effect even suffered from these issues to a certain extent, and it's a cRPG. With ME1 Mass Effect used to have more facets to it than just combat, with Electronics, Decryption, Charm/Indimidate, etc. Then ME2 came along and pretty much focused every skill on combat and combat alone, essentially just saying "No matter what Shepard's class, he/she is automatically great at Tech stuff, automatically both persuasive and a great fighter, etc." To me that's the equivalent of saying "you don't need to be a Thief/Rogue in order to disarm traps or pick locks... any class can just do it now, without needing a skill for it" and also saying "you don't need to be Charismatic to succeed at persuading somebody through dialogue, it just happens now whenever you talk."
So we've gone from a Shepard that in the original game needed to be built in a certain manner to accomplish certain things and needed companions to fill the gaps, to a Shepard that can be a Soldier, but also a brillaint Tech with no effort and also brilliantly persuasive/charismatic, and on top of that Shepard doesn't even need to invest in anything to be good at combat and automatically is. All the character-building stuff is about now is making your Shepard more effective at killing the enemy or more effective at not dying from the enemy. That's it. That's the
entire focus of the game since ME2. RPGs should be more varied than that, but instead we have a Shepard that's automatically a Master of all Trades at everything because factors that were once determined by statistical RPG skills are cut and Shepard can just do them and be great at everything.
BioWare's other problem lately beyond dumbing things down as a means of pandering their games to a wider audience seems to be that they're too obsessed with the move to more cinematic games, and that's resulting in less player customisation and choice. They've pretty much outright said that they've moved onto the voiced protagonist for all their games now and they believe the silent PC to be a thing of the past... which I find a rather swift about-face considering they were defending the silent PC when making DAO for the very same reasons players such as myself generally prefer them... factors they now have decided to ignore and instead simply follow more modern trends. The basic point is, while a voiced protagonist does provide a more cinematic experience, it also greatly limits you in the amount of dialogue a game can have, as well as the ability of a player to truly customise their character. It seems gamers these days lack imagination and want to be just told how everything goes, how everybody sounds, etc. or at least they do according to BioWare.
All in all, it's pretty damn clear from comments BioWare have made and the way they are making their games lately that they no longer want to make deep RPGs with a lot of player customisation, but they want to simply make cinematic action games. Just like most other developers, albeit with perhaps a bit more control. The dialogue was so limited and automated in ME3, even that's debatable, as we're only a stone's throw away from Shepard just being another Nathan Drake, Batman or Ezio Auditore. It seems BioWare are more intent on telling their own stories in games the way they want to rather than have the player forge the story themselves. The amount of dialogue choice and freedom within quests themselves has greatly dwindled within the Mass Effect series. ME1 often had several means of executing a quest (Noveria, Feros, Virmire, Samesh Bhatia, Hanar Preacher, etc.), while ME2 only had this rarely (Zaeed and Samara's loyalty quests are some examples) and ME3 really didn't have it at all. The only variations really came down to the choices you could make at the end of a quest in ME3, with pretty much no multiple paths to get there: it was generally a case of "do the quest like you do it every other sime you play the game, then side with A or B at conclusion via a dialogue choice." Compare this to the likes of KotOR which often had half a dozen ways of completing even minor quests, including the brillaint section on Korriban where you can constantly double and triple-cross the two Sith Academy heads in various different manners.
Overall, CRPGs seem to be getting smaller, simpler and railroading the player more, with the exception of the open world affairs like Skyrim, Fallout: NV, Kingdoms of Amalur: Reckoning, etc. which instead always end up lacking narrative strength and focus, strong characters and companions, etc. They're becoming more about the action and combat than about the mechanics, often reducing mechanics to solely combat-oriented factors (like ME2 and ME3) and too focused on being cinematic to the point where player control and roleplaying suffer because they feel things need to be like a movie and they need to tell a more linear story. It still boggles my mind why BioWare even thought to consider removing so much in the way of dialogue choices and using so much autodialogue, let alone actually did it with ME3. Even though I dislike what 4th Ed AD&D has done, I can at least see why it could logically help improve the roleplaying and storytelling itself by stopping the statistical mechanics from getting in the way. BioWare's move with ME3 does the opposite of that, and all it says to me is that my concerns over the past two to three years about BioWare simply wanting to do cinematic action games instead of RPGs was absolutely true.