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I dont even consier ME3 a true RPG


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#101
darknoon5

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ME1 isn't a true RPG in my eyes-limited character customization, real-time combat that's as dependent on player skill as how you level your class, inability to directly control the rest of your squad, no crafting system, a patrially pre-defined character (species, background, second name are all definedm contrast this with TES, Baldur's Gate) and no attributes, reducing your control on what kind of approach you can take gameplay wise-even Jade Empire has attributes iirc. There's nothing wrong with that, though. If a game has to be an RPG to be good in your eyes, then you're missing out on a lot of great games.

And let's face it, some of the supposedly great RPG elements in ME1 were it's stumbling blocks. Clunky inventory, ridiculous leveling system (learning to fire a gun) and an awfully flawed economy.

The only important gameplay elements RPG's have that Bioware need are choice-driven storylines and character customization. The Baldur's Gate and Kotor games aren't great because of their RPG elements, it's great because of their universe, story and characters. The Mass Effect series is great despite it's lack of RPG elements, because of it's universe, story and characters.

Modifié par darknoon5, 21 juillet 2012 - 06:35 .


#102
hazmatzak

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suntzuxi wrote...

The term "Action RPG" does not mean anything. Gothic and Diablo games are advertised as action RPG too, but they are fundametally differernt from ME seires. while I agree that ME2/3 focused more on shooting and ME1 focused on exploration and talky stuff, but even ME1 is not a true RPG.

It means the game requires real-time twitch reaction. In a traditional computer RPG, you tell it to take an action (often while time is paused), the computer rolls dice for you, and tells you how it turned out. In ME and Diablo, if you don't point at your foe when you furiously click the mouse, or don't duck in time, you die.

So while the term is not precise enough to distinguish ME from Diablo, it does distinguish ME from Doom (not an RPG), and ME from Baldur's Gate (not Action). It means something.

As for "true" RPG, that's also imprecise. A better word might be "pure" -- at least there's a better chance of agreement on what that actually means.

#103
BLY78NOR

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define what a role playing game is pleas

#104
JaegerBane

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darknoon5 wrote...
And let's face it, some of the supposedly great RPG elements in ME1 were it's stumbling blocks. Clunky inventory, ridiculous leveling system (learning to fire a gun) and an awfully flawed economy.

The only important gameplay elements RPG's have that Bioware need are choice-driven storylines and character customization. The Baldur's Gate and Kotor games aren't great because of their RPG elements, it's great because of their universe, story and characters. The Mass Effect series is great despite it's lack of RPG elements, because of it's universe, story and characters.


Well, I have to admit I wasn't expecting common sense on a thread like this.

Essentially this. If we were purely rating ME on its RPG characteristics it would score pretty poorly, which is presumably while all the RPG purists are still whining about it. The thing is, the majority of us couldn't care less that it happens to have few RPG characteristics because the majority of us are more interested in enjoying the story then stressing about the lack of gold and saving throws.

#105
Virginian

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I haven't considered ME a RPG after ME.

ME2 & ME3 are shooters, nothing more.

#106
LinksOcarina

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Hehehe, most of the definitions of a true RPG in this thread are cute...

#107
kogunenjou

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I'm okay with that. I typically don't enjoy western RPGs anyway--I'm stuck in the loop of turn-based JRPGs.

Truth be told, I'd probably find the ME series pretty boring if it were a true RPG series.

#108
KotorEffect3

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People sure love to get caught up in genre. A great game is a great game, it doesn't matter what the genre is as long as the game itself is worth it.

Modifié par KotorEffect3, 21 juillet 2012 - 09:40 .


#109
Guest_Catch This Fade_*

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BLY78NOR wrote...

define what a role playing game is pleas

Little chance of that happening, it's also unimportant. RPG seems the most arbitrary of genre classifications to me.

#110
KotorEffect3

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jreezy wrote...

BLY78NOR wrote...

define what a role playing game is pleas

Little chance of that happening, it's also unimportant. RPG seems the most arbitrary of genre classifications to me.


holy crap,  I agree with you

#111
Guest_Catch This Fade_*

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KotorEffect3 wrote...

jreezy wrote...

BLY78NOR wrote...

define what a role playing game is pleas

Little chance of that happening, it's also unimportant. RPG seems the most arbitrary of genre classifications to me.


holy crap,  I agree with you

Stranger things have happened.^_^

#112
shepdog77

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KotorEffect3 wrote...

jreezy wrote...

BLY78NOR wrote...

define what a role playing game is pleas

Little chance of that happening, it's also unimportant. RPG seems the most arbitrary of genre classifications to me.


holy crap,  I agree with you


Seriously, when I think RPG, I don't think of skill trees and micro-managing, I think of it as partaking in the ROLE of the player character presented to me.  So by that definition, I consider games like RDR, the Mass Effect Trilogy, and the Assassin's Creed series as ROLE-PLAYING games.  They may be action oriented, but you're still assuming the role of the protagonist throughout the narrative.  But that's just my opinion, no need to go spreading it around. :)

Modifié par shepdog77, 21 juillet 2012 - 09:53 .


#113
Martanek

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ZombieGambit wrote...

The only real difference between ME1 and ME3 is that the combat is more refined. Are you saying that good combat can't be in an RPG? Seems a little ridiculous....


The only real difference? Really? And what about non-existing exploration in ME3? Admittedly, it was lame in ME due to a poor planet design, but at the very least we could do "some" exploration. ME3 also is quite linear compared to the first two games, there is barely any branching in the SP campaign, no diversion in the form of hacking minigames, missing hub-worlds etc. On a space level, ME3 feels more constricted and less global considering the fact that a full-scale war against the reapers is going on. 

#114
KotorEffect3

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Martanek wrote...

ZombieGambit wrote...

The only real difference between ME1 and ME3 is that the combat is more refined. Are you saying that good combat can't be in an RPG? Seems a little ridiculous....


The only real difference? Really? And what about non-existing exploration in ME3? Admittedly, it was lame in ME due to a poor planet design, but at the very least we could do "some" exploration. ME3 also is quite linear compared to the first two games, there is barely any branching in the SP campaign, no diversion in the form of hacking minigames, missing hub-worlds etc. On a space level, ME3 feels more constricted and less global considering the fact that a full-scale war against the reapers is going on. 


ME 1 introduced the galaxy, ME 2 fleshed it out, ME 3 was about saving it.  ME 3 is a war story not a whole lot of time to land on random planet x.  ME 1 we were chasing leads and it was mainly an investigation game.  ME 2 was about building up our squad and getting resources.  ME 3 was about survivial.

#115
Zaidra

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I can Hackett wrote...

  I dont think im alone here but im in the middle of a Red Dead Redemption playthrough and im juist realizing thtat ME3 isnt even an RPG I mean not even close, IDK what it is maybe a hybrid between a 3rd ps and a rpg but nothing like me1, omg its just hitting me ...... what have they done?!!


it's a hybrid, and much better than a regular RPG. 

#116
AlanC9

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Martanek wrote...
The only real difference? Really? And what about non-existing exploration in ME3? Admittedly, it was lame in ME due to a poor planet design, but at the very least we could do "some" exploration. 


Could, sure. Whether we should have exploration in a plot that bills itself as a "race against time" is another matter. Maybe it's because I come from PnP, where exploration per se is rare, but I never understood why exploration is supposed to be a hallmark of RPGs.

#117
BaladasDemnevanni

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AlanC9 wrote...

Martanek wrote...
The only real difference? Really? And what about non-existing exploration in ME3? Admittedly, it was lame in ME due to a poor planet design, but at the very least we could do "some" exploration. 


Could, sure. Whether we should have exploration in a plot that bills itself as a "race against time" is another matter. Maybe it's because I come from PnP, where exploration per se is rare, but I never understood why exploration is supposed to be a hallmark of RPGs.


To an extent. There's always the DM who implements the "do you want to go left or right" dungeon scenario. But that is still limited. What I oppose, at least in the Bioware style game, is freeform exploration.

#118
LinksOcarina

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Exploration does not make a game a true RPG, it's just one aspect that can be part of the experience of an RPG.

What makes an RPG depends on what you are looking for, either story, or role-playing mechanics, or a mix of both. If it's a mix of both, then the question is already answered, if it's one or the other, then it depends upon your tastes as a player.

#119
Selene Moonsong

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The problem with this topic, is that there are too many differing opinions as to what a RPG consists of.

BioWare defined the series as an Action RPG.

IMHO, the primary elements that make up a RPG are story and plot where the players actions/interactions can have a direct effect on the outcome of an event.

I will agree with those who suggest that 'open exploration' in not an element of a RPG.

#120
rolson00

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Selene Moonsong wrote...

The problem with this topic, is that there are too many differing opinions as to what a RPG consists of.

BioWare defined the series as an Action RPG.

IMHO, the primary elements that make up a RPG are story and plot where the players actions/interactions can have a direct effect on the outcome of an event.

I will agree with those who suggest that 'open exploration' in not an element of a RPG.


rewinding back when ME1 came out i felt it was more of a sy-fi rpg
the ME series are loosly rpg but to be fair you play it for tts uniqness and epic storyline

#121
LinksOcarina

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rolson00 wrote...

Selene Moonsong wrote...

The problem with this topic, is that there are too many differing opinions as to what a RPG consists of.

BioWare defined the series as an Action RPG.

IMHO, the primary elements that make up a RPG are story and plot where the players actions/interactions can have a direct effect on the outcome of an event.

I will agree with those who suggest that 'open exploration' in not an element of a RPG.


rewinding back when ME1 came out i felt it was more of a sy-fi rpg
the ME series are loosly rpg but to be fair you play it for tts uniqness and epic storyline


Here is the problem though.

Mass Effect 1 was a more traditional style, computer RPG, that used modifiers and random dice rolling in the background such to calculate damage, with bonuses and reductions of powers, overheating for weapons, and so forth all mixed in. And it did not translate well to the action-styled mechanics that they created. It worked, but it was very clunky as a combat system. It had a lot of customization however, and a lot to play around with, which was a huge plus in customizing the weapons and amps of the character. As for powers and abilities, they were all numbers based, making the game the crunchiest of the three.

Mass Effect 2 and 3 were RPGs in the same sense that many aspects were carried over, but simplified. Combat was now more streamlined to be action-like as they wanted. Mass Effect 2 made it too simple, limited supplies you can customize, limited powers for squadmates, and limited bonuses for characters to really set them apart. Dialouge was also changed, it was no longer a point-based system that would gague success or failure on your charm/intimidate score. 

As for 3, they added the weight system which balanced power/weapon usage, and allowed more customizable character builds for various Shepards out there. They also brought back the weapon modding system, adding modifications to adjust weapon capabilities on damage, clip size, cooldown, accuracy, weight and even melee damage. As for dialouge, they changed that to the reputation system which, to be honest, made paragon/renegade irrelevent. It still helped in influencing decisions, but it also just made choices less poignant outside of major game decisions, including the endgame.

So the leaving Mass Effect 2 out of the argument here, the question is simple then. Do you want old-style RPG combat mechanics, or the action-RPG combat mechanics Mass Effect 3 had. A ton of crunch, or a more streamlined product? 

#122
fchopin

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I like ME3 but it's not an rpg, not really surprising as ME2 is not an rpg.
Combat is good in ME3, much better than in ME2, i found the combat in ME2 mediocre.

#123
Terror_K

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JaegerBane wrote...

Terror_K wrote...
Seriously, do you honestly believe that when they were first developing this series that they originally intended for Mass Effect to be like it is with ME3?


Not at all - I've no idea how you managed to get to that. My point is that you've been moaning about how ME isn't going your way ever since the first ME2 trailer rolled, which tells me that what your dislike has less to do with the actual narrative of the story and more to do with the fact that its been edging towards TPS from ME2 onwards.

Which is fine, you don't like TPSs, I get it, everyone gets it - but please, lets not start claiming that its 'deviating' from the 'true ME approach' simply because you don't like shooters. It is what it is - ME has always been an RPG/TPS hybrid and its emphasised combat more and more, but the fundamental model of gameplay - combination of weapons and powers, TPS perspective, squad control, action menu - hasn't changed at all. Its undergone a bit of refinement, nothing more - if you didn't like how things were done in ME2 and 3, you're unlikely to have found ME1 to your tastes either.


It's not that I don't like TPSs at all. I own Gears and Space Marine for instance. And it's not even the move towards the more TPS approach so much as the move away from the RPG one. I actually agreed with the basic notion that Mass Effect needed to detatch itself away from the stat-based combat approach of ME1 and even that the inventory system needed work. But it was all far too much, and so much got culled, reduced and oversimplified that didn't need to. And judging from the reasons and methods BioWare went about it, it seemed far more attibuted to growing their audience and appealing to modern day gaming trends than actually improving the game in any natural manner. ME3 just exemplifies this so much, as the game is basically a cinematic, story-driven action game with light RPG elements now, just like the likes of Uncharted, Assassin's Creed, Batman AA/AC, etc. are.

The thing is, while with ME2 I complained about the lack of statisical RPG elements and the overall oversimplification, over combat-focussed nature and linearity, along with the fact that it felt more like just "a game" than the experience ME1 was, at least I still felt the more personal character-based RPG elements were intact. Elements such as choice, dialogue, narrative, etc. Sure, there were exceptions... too many import things that I felt were poorly or lazily handled, and too little connection to ME1's story and major aspects, but I still had lots of dialogue choices and feel I could adequately hone my characters in ways that differentiated them and represented their personalities. My Shepards still felt like mine and not just a totally pre-defined character. Interrupts added another dimension that ME1 even lacked, and there were plenty of Charm/Intimidate opportunities.

Then ME3 came along with its autodialogue, two dialogue choices 90% of the time, squaddies who just say "hey Shepard" more often than not, less Charm/Indimidate chances in the entire game than just Noveria gave me in ME1, and a whole bunch of really weak and samey outcomes. Shepard was no longer mine, and everything I'd done before was pretty much meaningless. The same things always happen in the same order. I'd spent hours discussing the Rachni Queen decision alone at length with literally over a dozen people in real life (i.e. face-to-face, not including forum discussions) between my first playthrough of ME1 and the arrival of ME3, and it all ended up being meaningless. I was looking forward to seeing how whether Kaidan or Ashley would play out in ME3, only for them to act pretty much the same in the first quarter of the game and for them to be just left out of most of the rest of it with lazy storytelling, like they were purposefully written out just so the writers didn't have to deal with differences. It doesn't matter what I told the quarians in ME2, they still do the same thing in ME3. The new Council are basically clones of the old one. Heck, my choice as to who was human councilor was just retconned entirely! And that's just the tip of the iceberg with what's wrong with ME3.

So, yeah... while many of the factors I'd complained about being missing, reduced or oversimplified in ME2 were brought back somewhat (weapon modding, varied XP, more varied skills/builds, etc.) and the levels didn't feel as gamey as they did in ME2, ME3 ended up making some factors even worse (overall linearity, even more focus on combat with no RPG elements that weren't about it, lack of quest options/variations, weak and lazy consequences, unbelievable God-modded Cerberus BS, etc.) where it mostly failed was in all the things that ME2 had still mostly retained: the actual roleplaying of the game. So while I had admittedly complained about the statistical RPG elements taking a dive in ME2, the reason ME2 was still a largely enjoyable experience for me despite my issues was because of all the stuff I enjoyed about the series since ME1, and in other BioWare games: dialogue choices and the feeling I am controlling a character with some flexibility who is actually making a difference on the world around them.

In ME3 Shepard stopped being mine and just became BioWare's pretty much entirely, not giving me the choices I want and having them say stupid things that wouldn't suit their character at all automatically. I don't even get to have proper conversations with my crew most of the time, since despite all the complaints about how dialogue with Zaeed and Kasumi was handled in ME2 BioWare seem to think it was the way to go most of the time in ME3. I can't go where I want, when I want, most of the time for no reason other than weak narrative convenience. There's no quest variety, and almost no variety within quests. Tuchanka and Rannoch for all their glory still essentially came down to a decision at the end, and they don't avoid the fact that Mars, Palaven's Moon, Sur'Kesh and Thessia were terribly weak choice-wise. The "listen in" fetch-quests were tedious, and turned The Citadel from one of my favourite locations in ME1 and ME2 into a tedious, repetitive chore in ME3, far FAR worse than any of the UNC planets in ME1 that people always whine about. Then pretty much the only sidequests left were repurposed MP maps with lazy "kill waves of Cerberus" objectives. Horrible journal system too... how could something that they'd already got so right from the get-go in ME1 fail so utterly in the final game?

ME3 wasn't without its charms: seeing your crew on The Citadel and even interacting with each other and moving about the ship was great, as were some of the more personal moments. I won't try and claim that ME3 was completely fail in this department. But when it comes down to it, while ME2 may have failed at being a decent RPG due to its lack of statistical RPG elements, ME3 fails mostly because of its lack of roleplaying RPG elements. And while I may have complained about ME2 due to its statistical RPG factors, it's actually the roleplaying stuff I enjoy more, even if I think its less crucial to the definition and identity of an RPG. That's why I came to BioWare games above all else, that's what got me into ME1 originally more than anything, and that's what's suffered the most in ME3.

And that's why I'm not supporting BioWare games any more: because BioWare clearly don't want to give players the freedom and control over their characters they once did. Following modern trends and going for a more cinematic approach have ruined BioWare's recent offerings, and their attitude and mindset are leading them away from the very things that made their games unique and fantastic in the first place. Now they're just on the same path as every other developer: the cinematic, story-driven action game highway. They're merely coming at it from a different angle. Other developers are adding depth, narrative, complexity and RPG elements to their action games to make them richer. BioWare are reducing these elements an adding more actionto make them sell better. They're just following the same trends that are leaving us with a lot of very, VERY samey titles lately.

#124
rwilli80

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If you want a "true" RPG get some friends, sit down at a table, and go out and buy or download a traditional pen and paper game.

Or get your hands on a Rocket Propelled Grenade.. then you'll have your "true" RPG!

#125
Mr. MannlyMan

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darknoon5 wrote...

ME1 isn't a true RPG in my eyes-limited character customization, real-time combat that's as dependent on player skill as how you level your class, inability to directly control the rest of your squad, no crafting system, a patrially pre-defined character (species, background, second name are all definedm contrast this with TES, Baldur's Gate) and no attributes, reducing your control on what kind of approach you can take gameplay wise-even Jade Empire has attributes iirc. There's nothing wrong with that, though. If a game has to be an RPG to be good in your eyes, then you're missing out on a lot of great games.

And let's face it, some of the supposedly great RPG elements in ME1 were it's stumbling blocks. Clunky inventory, ridiculous leveling system (learning to fire a gun) and an awfully flawed economy.

The only important gameplay elements RPG's have that Bioware need are choice-driven storylines and character customization. The Baldur's Gate and Kotor games aren't great because of their RPG elements, it's great because of their universe, story and characters. The Mass Effect series is great despite it's lack of RPG elements, because of it's universe, story and characters.


Okay, to the first bolded part:
I hardly remember anyone saying that the RPG elements in ME1 (apart from the dialogue wheel) were "great". In fact, most people recognized that they needed refinement, and there were a lot of angry fans when Bioware, rather than fixing those mechanics, nearly neutered them in ME2.

On to the second:
The Mass Effect series could have rid itself of all RPG elements except the dialogue wheel, and it would still be considered great. The dialogue wheel was perhaps the most crucial focal point of the entire series, turning the interesting story, characters and universe into a deeply personal experience.

Mass Effect 3 sold the dialogue mechanic (its most prized RPG mechanic) short. There were far too
few instances of it, with far too few options. I lost a LOT of the
connection I had previously had with Shepard and the rest of the game's
cast, and it was due in no small part to ME3's tightly constrained
dialogue. In fact, I felt so disconnected from the characters in ME3 that I really had no desire to replay the game after finishing it, and to me, that's not the mark of great characters or a great story. To me, that's a sign that the main cog of the Mass Effect series was largely left out of the construction of ME3.

Edit: should also mention that I finished ME1 about 4 times in the three months following its release, ME2 3 times, and ME3 only once.

Modifié par Mr. MannlyMan, 22 juillet 2012 - 08:10 .