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I dont even consier ME3 a true RPG


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#201
BaladasDemnevanni

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Terror_K wrote...

If resources are limited, then why are they developing new ways of doing things that will just cost them time, effort and resources instead of sticking with what already works? Keeping things status quo shouldn't cost anything, because that's already in place. The only extra costs would be in voice actors having to say a bit more dialogue. And considering how much superflous, time-wasting stuff was put into ME3 that didn't really matter (i.e. Diana Allers, the Blasto Ad stuff (funny though it is), even James Vega who seemed a waste of space) it's not exactly like BioWare didn't waste money, time and resources when they could have been giving us more where it actually mattered.


Keeping the status quo isn't better when your status quo sucks. See the inventory, exploration, and ME1 combat in general.

That's not to say I don't hate alot of the stuff that they changed (see ME3 and autodialogue). But this notion that Bioware can make "everything" better so easily is hard to buy. Game development is a long, involved process. ME1 they failed at both the RPG/tps elements. At least going forward they got one of them down and with ME3 it was refined even further.

Modifié par BaladasDemnevanni, 24 juillet 2012 - 01:35 .


#202
xlI ReFLeX lIx

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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 real difference between ME1 and ME3 is that in ME1 BioWare didn't sacrifice story, character developement, player choice, alternate endings, etc to try and appeal to your casual action video game players.

ME1 was all about the characters and the story, there was shooting but it had a crazy aim assist and you didn't play for the shooting anyway. 90% story RPG, 10% shooter

ME3 is all about epic suspensful action. Your lucky if you go 10 minutes in ME3 without something exploding, having Shepard role to cover and entering the middle of a firefight. 30% story RPG, 70% action.

ME2, well while there are things I wish ME2 had done better, I believe it's safe to say ME2 was a heathly medium between the two.

#203
Guest_Arcian_*

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MegaSovereign wrote...

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...it is a Shooter/RPG hybrid...Always was.

The official term is "Action RPG".

#204
Terror_K

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BaladasDemnevanni wrote...

Terror_K wrote...

If resources are limited, then why are they developing new ways of doing things that will just cost them time, effort and resources instead of sticking with what already works? Keeping things status quo shouldn't cost anything, because that's already in place. The only extra costs would be in voice actors having to say a bit more dialogue. And considering how much superflous, time-wasting stuff was put into ME3 that didn't really matter (i.e. Diana Allers, the Blasto Ad stuff (funny though it is), even James Vega who seemed a waste of space) it's not exactly like BioWare didn't waste money, time and resources when they could have been giving us more where it actually mattered.


Keeping the status quo isn't better when your status quo sucks. See the inventory, exploration, and ME1 combat in general.

That's not to say I don't hate alot of the stuff that they changed (see ME3 and autodialogue). But this notion that Bioware can make "everything" better so easily is hard to buy. Game development is a long, involved process. ME1 they failed at both the RPG/tps elements. At least going forward they got one of them down and with ME3 it was refined even further.


But I'm not talking about the stuff that sucked, didn't work or needed refining... I'm talking about the stuff they got right already. ME1 got the dialogue pretty spot-on from the get-go, and ME2 refined it to near perfected by adding more to it and giving it a bit more depth (i.e. less samey choices, interrupts, etc.). About the only thing ME2 screwed up was a lack of anti-Cerberus dialogue choices and the alignment system being self-feeding... aside from that, they pretty much nailed it.

ME3's system isn't refinement, it's a massive step backwards. Not enough options, too limited in choices, too mucn autodialogue, characters acting like Zaeed/Kasumi more often than not, etc. The dialogue system in the prior games didn't suck and wasn't broken, at the most only needed a few minor tweaks to be pretty much perfect. ME3 "fixed" a system that simply wasn't broken, and pretty much ruined the game for it. And as much as I complained about the dumbing down and reduction of statistical RPG elements in ME2, what ME3 did was far worse.

And again, game development is a long, involved process, but BioWare more than dropped the ball here. They could have taken longer to make a better game, and should have focused on more important things. Again, there's so much superflous stuff added and mis-focused aspects that could have been better spent where it mattered. Even ignoring Multiplayer, there's all the Kinect stuff they wasted time on (and I'm still not sure isn't somewhat directly responsible for a lack of dialogue choices too, might I add), making the different game modes, additions like Diana Allers, etc. ME3 is a game that's often overpolished where it doesn't need to be, and lacking where it should have more focus. Of course, it's no surprise that the combat is fully functional and the strongest aspect of the game... God forbid they neglect that aspect, since it's the only thing that really matters.

#205
LinksOcarina

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Terror_K wrote...

LinksOcarina wrote...

Terror_K wrote...

How exactly does eliminating proper conversasions, dialogue and charm/indimidate options make these characters better, and why do those factors have to be removed or reduced in order to facilitate that. Your argument makes no sense to me, because I can't see how these factors are linked or why characters are suddenly more "life like" or have more character because of the removal of these other aspects.


Because now the characters have a life of their own. Instead of you initating a conversation with them to give out exposition or information or even to get missions from them, the characters characters interact outside of the Shepard bubble. 

Proper dialouge with Shepard is good, and we had plenty of it in-game, but they also made room for character interaction with each other outside of Shepard. Joker and Garrus telling jokes at the cockpit, James and Kaiden playing poker in the rec-room, Garrus and Tali talking about just missing Wrex. Hell, even non-squad mates in Mass Effect 3 were part of the act. I can't say who due to spoilers, but it was all there. 

Plus the idea that dialogue was cut is a misnomer, as someone else pointed out you have about the same amount, if not more, conversations with characters than Mass Effect 1 and 2. Mass Effect 1 the characters were sort of there, but had a problem I like to call codex syndrome: Tali, Kaiden, and Garrus were the worst offenders of this. Mass Effect 2 had the same problem outside of loyalty missions which made interactions personal, but it was for just one mission with an epilouge conversation. After that, you get nothing for most of the cast, with the exception of romance options and Mordin, who is always awesome. 

To be honest, I think you missed the point due to tunnel vision; the characters are life-like because they actually live lives without you interacting with them. They talk to each other, and not just to Shepard now, so we get more character interactions instead of waiting to talk to them. they move around the ship, shout things at each other, joke around, laugh at people, tell stories and argue over philosophy.

The only difference is Shepard is not a part of it fully, he is just listening in. If that, to you, limits character development, then you have no clue what you are talking about since it broadens the characters and their relationships with each other off the battlefield. You may not be a part of it, but you shouldn't be a part of it, is the point. that is why those interactions made them more life-like. 


Again, this doesn't answer my question. I'm not arguing against the character interaction going on between your crew, I'm talking about eliminating proper conversasions, dialogue and charm/indimidate options. I'm not saying that Shepard has to partake in every conversation, but when they do they should be given options by the player, rather than spouting stuff automatically. And again, there's no reason everything you said can't exist without proper conversasions, dialogue and charm/indimidate options. You could, for example, have easily added the whole "character interacting on the Normandy" thing to ME1 and ME2 in the same manner without cutting what we already had in those games as far as conversations, choices, etc. went. Characters feeling more alive and interacting more doesn't have to mean your Shepard speaks half the time without you or only gets given two dialogue choices most of the time. And Charm/Intimidate chances have pretty much nothing to do with it.


Honestly, I don't get the question you are asking, because Shepard has the same amount of choices in dialogue for the most part in the previous games.

See, one thing that is always cited is the lack of dialogue options and conversation trees for Shepard to use in conversations. Lack of choices in paragon/renegade lines as well compared to the others.

But now here is the thing. First off, the Paragon/Renegade choices in dialogue were limited in Mass Effect 2 as well to major decisions, loyalty missions, and so forth. You notice that most side-mission had the paragon/renegade interrupt instead. That change allowed auto-dialogue based on choice of action. They continued that a bit in Mass Effect 3 as well.

Also, in Mass Effect 1 we had a large issue of auto-dialogue irregardless of choice. Yeah i'm going there, because regardless of what you say, the same line is spoken by Shepard and the same story takes place irregardless of decision. You can say intent of dialogue is fine and that was missing in Mass Effect 3, but to that, I say then Dragon Age II did it better than Mass Effect, because the intent of dialogue in Mass Effect was irrelevent most of the time.

As for a "third option", most of that kind of fills into the ideas above where they didn't really change anything mechanically. The ending of Mass Effect 1 had only two real endings to it, saving the council, or destroying them. You got three options, two of which are destryoing the council by sacrificing them, and the dialouge is virtually the same. The only thing changed is the "intent", but they do the same thing fundamentally. 

That is not good design in terms of dialogue trees or dialogue/choice making. It forces the same choice and just gives the player the intent of what they wanted. But considering the lines said, the intent is irrelevent.  I said earlier that Dragon Age II is a better example, because the dialogue in that game actually had intent and tone marked, as well as different lines based on the option given.

Neutral lines are also irrelevent, because neutrality is almost impossible to maintain during certain parts of Mass Effect 3. You can't be neutral during the Genophage, or when you deal with Cerberus. You can't  be neutral regarding character relationships either, as they are asking you their advice on things at times. Would the option be nice, sure. But it wouldn't make sense at this stage of the storyline in terms of the narrative being told.

So if we want to recap, auto-dialogue has existed since the first game, masked behind the idea of "intent" of speech vs actual changes or options of speech. They also changed the auto-dialogue at points to the interrupts to make things more action-packed and unique for cut-scenes, and they retained charm/intimidate dialogue options for important conversations. So honestly, I am not sure why you are upset over it since it is mostly the status quo. 

One more thing...

Terror_K wrote...

And again, game development is a long, involved process, but BioWare more than dropped the ball here. They could have taken longer to make a better game, and should have focused on more important things. Again, there's so much superflous stuff added and mis-focused aspects that could have been better spent where it mattered. Even ignoring Multiplayer, there's all the Kinect stuff they wasted time on (and I'm still not sure isn't somewhat directly responsible for a lack of dialogue choices too, might I add), making the different game modes, additions like Diana Allers, etc. ME3 is a game that's often overpolished where it doesn't need to be, and lacking where it should have more focus. Of course, it's no surprise that the combat is fully functional and the strongest aspect of the game... God forbid they neglect that aspect, since it's the only thing that really matters.

 

First off, how do you know BioWare dropped any ball here in terms of game development? Do you know something we don't in terms of what they focused on? I ask because what you say below that statement is all supposition and not factual. 

Second, the Kinect stuff was done as an afterthrought for one system, and that is fairly easy to implement from what I understand. It is basically a remapping of controls to the Kinect sensor and putting commands in the coding. 

The different game modes are also irrelevent, as they only map out difficulty of the game and emphasis on story or combat for players. It actually gives more freedom to the players to decide what type of game they want to play, just like how Casual difficulty was for the story-lovers, and the insanity difficulty was for the hardcore crunchy RPG fans. That is the purpose of them basically, they just renamed it to make it clear what their fucntion was. 

The combat was the weakest aspect in Mass Effect 1 and 2. Mass Effect 1 it was borderline broken, and in 2 it was too simple and, in terms of power usage, easily manipulative. Mass Effect 3 made things balanced finally. Still has some kinks though, like the magic  roll button but if they removed that id be happy.  So basically, a statement like the one above just reeks of sour grapes in terms of the narrative and its direction, and I am sorry to burst the bubble, but the overall plot of Mass Effect was always a weak aspect of the series as well, so much so that anything regarding the main plot in Mass Effect 2, bar the suicide mission, was entirely pointless and irrelevent. The reason many kept playing was character interaction and the rich setting of the world.

We got little of both of that in Mass Effect 3 because they had to focus on their main plot. Their good vs evil styled story that is anything but, essentially. 

And before you say they needed more dev time, some food for thought: Mass Effect 3 had a longer development period than Mass Effect 2 did: Mass Effect 2 had around 20 months of dev time, while 3 had over 27, and that includes the extended time they got when the game was delayed. So I guess it is easy to say that they focused on the wrong aspects, but from where I am sitting, it seems doubtful to me. 

Modifié par LinksOcarina, 24 juillet 2012 - 05:44 .


#206
Raizo

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davidshooter wrote...

I wouldn't even call ME3 an RPG hybrid.

ME1 - is definitely a hybrid.
ME2 - I think it has enough branching dialogue, side quests, exploration and character interaction to be called a hybrid.
ME3 - is a shooter. Questing and exploring are non existent most dialogue is auto and you can't even put your gun away  - but you can do the space summersalt.

Games like Red Dead and Skyrim are today's well executed hybrids, real RPGs are pretty rare these days.


I like the way you think.

I have always maintained that ME3 is a very good shooter but an awful rpg.

#207
Terror_K

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[quote]LinksOcarina wrote...

Honestly, I don't get the question you are asking, because Shepard has the same amount of choices in dialogue for the most part in the previous games.[/quote]

No. They. Don't. They just don't. How does having between 3 and 5 options most of the time in the other two games compared to only 2 95% of the time mean "the same amount of choices" exactly? How does Shepard talking automatically after another character says something 3 out of 4 times compared to 1 out of 4 times in the other two games mean the same amount of choices?

Seriously... where are you getting this "same amount of choices" nonsense from?!

[quote]
See, one thing that is always cited is the lack of dialogue options and conversation trees for Shepard to use in conversations. Lack of choices in paragon/renegade lines as well compared to the others.

But now here is the thing. First off, the Paragon/Renegade choices in dialogue were limited in Mass Effect 2 as well to major decisions, loyalty missions, and so forth. You notice that most side-mission had the paragon/renegade interrupt instead. That change allowed auto-dialogue based on choice of action. They continued that a bit in Mass Effect 3 as well.[/quote]

Not true. There were plenty of Charm/Intimidate opportunities in all types of quests in the previous games, and often multiple times throughout a quest too. ME1 had them all over the place, with, as I've said countless times, more on Port Hanshan on Noveria alone than in the entirety of ME3. ME1 quests such as the Hanar Preacher and Samesh Bhatia even had multiple cases of it for both parties, giving you not only Charm and Intimidate chances for each person you were dealing with in the quest, but more opportunities to solve the quest in more varied ways. You could support Samesh for both Paragon or Renegade reasons, and the same goes for the Alliance Officer dealing with the case. The same goes for the Hanar preacher and the turian C-Sec officer. These type of things just don't exist in ME3, and most of the few times they do comes down to the one decision at the end of a quest, which only alters the final moments, providing no real variation within the quest up until then. Compare that to your mission to get the garage pass on Noveria which alone can be solved at least half-a-dozen different ways, dealing or not dealing with several different NPCs, making moral choices and even avoiding or partaking in entire combat encounters. ME3's lack of dialogue choices make everything a straight line until the end of any quest, changing only the last couple of minutes of it and leaving the rest of the experience the exact same.

[quote]
Also, in Mass Effect 1 we had a large issue of auto-dialogue irregardless of choice. Yeah i'm going there, because regardless of what you say, the same line is spoken by Shepard and the same story takes place irregardless of decision. You can say intent of dialogue is fine and that was missing in Mass Effect 3, but to that, I say then Dragon Age II did it better than Mass Effect, because the intent of dialogue in Mass Effect was irrelevent most of the time.[/quote]

The "same dialogue no matter the choice" thing in ME1 comes up far less than you claim it does. Certainly far less than autodialogue and a dialogue wheel with only two choices in ME3. Again, ME2 fixed this issue and managed to avoid this pitfall and retain a full set of options without the same responses and with minimal autodialogue, so ME3 shouldn't have to resort to such tactics. Only a small handful of times did I feel my Shepard wasn't able to express themselves properly in ME2, and they were pretty much all related to pro-Cerberus options for my Paragon Shepards. ME3 did it all the time: either the options I wanted were just not there, or Shepard would just speak without my input, saying something that directly contradicted how they'd been built and characterized up until then. I could probably count on both hands the amount of times Shepard just automatically said something I didn't want them to in both ME1 and ME2 combined, but I'd have already run out of fingers in ME3 for the same count by the time I'd first reached The Citadel.

[quote]
As for a "third option", most of that kind of fills into the ideas above where they didn't really change anything mechanically. The ending of Mass Effect 1 had only two real endings to it, saving the council, or destroying them. You got three options, two of which are destryoing the council by sacrificing them, and the dialouge is virtually the same. The only thing changed is the "intent", but they do the same thing fundamentally.

That is not good design in terms of dialogue trees or dialogue/choice making. It forces the same choice and just gives the player the intent of what they wanted. But considering the lines said, the intent is irrelevent.  I said earlier that Dragon Age II is a better example, because the dialogue in that game actually had intent and tone marked, as well as different lines based on the option given.[/quote]

Intent matters a lot though. That's the whole point. That's how you define your Shepard or any RPG character you take control of and give them their personality, beliefs, opinions, etc. The Council choice is an example of good design, because it illustrates that while two of the three choices might have the same basic impact in the end, there's a big difference between a character making a choice like that for practical/strategic reasons and doing it out of malice. To say that there's no difference between such things and that players shouldn't have the choice because the result is essentially the same is like saying whether I choose to kill a person in self-defence or out of hate is the same thing, just because they wind up dead in either case. In a game that's supposed to be based around morality and tough decisions, then intent is far more important than the result. Sounds to me like you just want every dialogue choice to come down to "Outcome A" or "Outcome B" rather than actually be about the dialogue itself and the reasons behind the options.

[quote]
Neutral lines are also irrelevent, because neutrality is almost impossible to maintain during certain parts of Mass Effect 3. You can't be neutral during the Genophage, or when you deal with Cerberus. You can't  be neutral regarding character relationships either, as they are asking you their advice on things at times. Would the option be nice, sure. But it wouldn't make sense at this stage of the storyline in terms of the narrative being told.[/quote]

Neutrality in ME has never always just been completely neutral though. Often it represents choosing one side over another, but in a more reluctant manner than outright agreeing with them. This can help reflect situations where Shepard knows he needs to side with a particular faction or person, but doesn't agree with them, i.e choice out of necessity rather than choice out of agreement. The Council decision in ME1 is, again, an example of this: the difference in choices is the feeling of needing to sacrifice The Council out of need rather than because you hate them.

[quote]
So if we want to recap, auto-dialogue has existed since the first game, masked behind the idea of "intent" of speech vs actual changes or options of speech. They also changed the auto-dialogue at points to the interrupts to make things more action-packed and unique for cut-scenes, and they retained charm/intimidate dialogue options for important conversations. So honestly, I am not sure why you are upset over it since it is mostly the status quo. [/quote]

Read above, it's not status quo. Intent makes all the difference, and even if the three options result in the same thing (which, again, wasn't as common as you make out and didn't happen as often as autodialogue in ME3) it's still the player that gets to make the choice, and as a whole this was eliminated in ME2. I've no real priblems with interrupts, aside from the fact that some of them have autodialogue in ME3 that doesn't fit (i.e. a Renegade alien racist yelling, "this is for Thane!") but the amount of Charm/Intimidate dialogue is severely limited compared to the other two games, and the fact that you say it's pretty much only there for "important conversations" illustrates this and doesn't ignore the fact that they pretty much only come up now at the very end of a major questline.

[quote]
First off, how do you know BioWare dropped any ball here in terms of game development? Do you know something we don't in terms of what they focused on? I ask because what you say below that statement is all supposition and not factual. [/quote]

Because I can see all the things in the game that they've added and polished brightly, and all the things that aren't there and neglected. It's as easy as flying over a big city in a helicopter and seeing the difference between the rich areas and the slums.

[quote]
Second, the Kinect stuff was done as an afterthrought for one system, and that is fairly easy to implement from what I understand. It is basically a remapping of controls to the Kinect sensor and putting commands in the coding.[/quote]

The programmers still have to make sure that every time a dialogue wheel pops up and a players speaks, they're choosing the right options on the wheel. And I suspect one of the reasons dialogue choices were so sparse in ME3 was because too many options means too many chances for Kinect to misinterpret. When you've only got two choices 95% of the time, less chance that Kinect mishears you because two many options may have the same or similar words in them.

[quote]
The different game modes are also irrelevent, as they only map out difficulty of the game and emphasis on story or combat for players. It actually gives more freedom to the players to decide what type of game they want to play, just like how Casual difficulty was for the story-lovers, and the insanity difficulty was for the hardcore crunchy RPG fans. That is the purpose of them basically, they just renamed it to make it clear what their fucntion was. [/quote]

It's just BioWare pandering to the mainstream and casual gamer. Again. They're too focused on new players and $$$ over that of their existing fanbase. Most of ME3's problems as a whole can be attributed to this problem BioWare has with their products ever since EA took the helm.

[quote]
The combat was the weakest aspect in Mass Effect 1 and 2. Mass Effect 1 it was borderline broken, and in 2 it was too simple and, in terms of power usage, easily manipulative. Mass Effect 3 made things balanced finally. Still has some kinks though, like the magic  roll button but if they removed that id be happy.  So basically, a statement like the one above just reeks of sour grapes in terms of the narrative and its direction, and I am sorry to burst the bubble, but the overall plot of Mass Effect was always a weak aspect of the series as well, so much so that anything regarding the main plot in Mass Effect 2, bar the suicide mission, was entirely pointless and irrelevent. The reason many kept playing was character interaction and the rich setting of the world.[/quote]

Yes. And now that's ruined with ME3. Partly due to the complete lack of choices and decent consequences, and part due to a lot of the plot points from ME3 pretty much ruining the rich setting, especially the final moments that even with the EC are stupid, pretentious, don't fit the rest of Mass Effect style-wise and are riddled with plotholes and nonsensical garbage.

ME3's problem with combat wasn't that it perfected it: it was that by the time ME3 rolled around, combat was pretty much all the game was about. Even the RPG elements were now 100% completely focused on it.

[quote]
We got little of both of that in Mass Effect 3 because they had to focus on their main plot. Their good vs evil styled story that is anything but, essentially. [/quote]

So... you actually buy into the crap thrown at you at the end of ME3?

[quote]
And before you say they needed more dev time, some food for thought: Mass Effect 3 had a longer development period than Mass Effect 2 did: Mass Effect 2 had around 20 months of dev time, while 3 had over 27, and that includes the extended time they got when the game was delayed. So I guess it is easy to say that they focused on the wrong aspects, but from where I am sitting, it seems doubtful to me. 
[/quote]

ME3 was the final part of the trilogy. All our decisions should have had meaning, and they should have spent a lot more time making sure they did and that the game was filled with plenty of choices and variations. They said themselves that the final part was going to be the most varied because it was the final part and there were no obligations plot-wise for them any more. Instead it was the most linear and choice-free of the trilogy. Less dialogue options, a completely linear main plot and mission structure, weak substitutions, outcomes from prior choices that only changed anything on a purely cosmetic level at best, lazy sidequests, a character import system that didn't even work (and still doesn't... and probably never will). And yet we've got useless stuff we didn't need like Multiplayer, Kinect support, Diana Allers, etc.

Modifié par Terror_K, 25 juillet 2012 - 03:15 .


#208
Mylia Stenetch

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jreezy wrote...

This whole series was always a hybrid so maybe it was never a "true" RPG, whatever that means in video games.


There is no such thing as a true RPG. The only way there could be is if the story was done on the fly as I said something into my microphone as an avatar of myself, who looks just like me. Games will never give you that level of control so there is no such thing as that, but it is always cool to hate stuff.

#209
AresKeith

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the balance between RPG and action from ME1 to ME3 was gone, it became a 3rd person shooter

#210
Lazengan

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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....



mass effect 1 did descision making through gameplay. In the thorian quest, you decided if you wanted to kill civilians infected or not. How many you kill affects the outcome of that situation, as opposed to "choose from 2 dialogue options". As well as up to 4-5 choices per dialogue

mass effect 2 at least had a neutral option

mass effect 3 didnt even have a neutral option and you basically said the same thing, very few actual desicions made.

#211
LinksOcarina

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Terror_K wrote...

snip...


Wow...just wow...

This is honestly funny...how passionate you argue the semantics of plausible information with supposition and assumption.

Normally I have the patience to prove you wrong, but frankly I am getting sick of the bull**** people say sometimes. Not to mention apparently people around here think I am being to mean when I try to elevate the conversation from a pissing match, so ok. Believe what you want. Do what you think is right, and have fun spouting assumptions.

I guess it's all we can do, in the end.  Like a snake eating it's own tail...always the same...

Modifié par LinksOcarina, 25 juillet 2012 - 02:38 .


#212
Guest_Final Fantasy 13 Fangirl_*

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That's because it's not. It is a first person shooter with RPG elements in it. Games like Final Fantasy XIII, Final Fantasy XIII-2, and The Last Story are true RPGs. If you want to play an RPG only game then play games like the ones that I just listed. The only reason why an RPG gamer like myself got into the ME games in the first place is because of the amazing characters, story, graphics, and music in the game.Image IPB The gameplay is "okay."Image IPB

#213
LinksOcarina

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Final Fantasy 13 Fangirl wrote...

That's because it's not. It is a first person shooter with RPG elements in it. Games like Final Fantasy XIII, Final Fantasy XIII-2, and The Last Story are true RPGs. If you want to play an RPG only game then play games like the ones that I just listed. The only reason why an RPG gamer like myself got into the ME games in the first place is because of the amazing characters, story, graphics, and music in the game.Image IPB The gameplay is "okay."Image IPB


So, Light RPGs are true RPGs?

What about The Wticher 2 or Dragon Age? 

#214
Guest_Final Fantasy 13 Fangirl_*

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LinksOcarina wrote...

Final Fantasy 13 Fangirl wrote...

That's because it's not. It is a first person shooter with RPG elements in it. Games like Final Fantasy XIII, Final Fantasy XIII-2, and The Last Story are true RPGs. If you want to play an RPG only game then play games like the ones that I just listed. The only reason why an RPG gamer like myself got into the ME games in the first place is because of the amazing characters, story, graphics, and music in the game.Image IPB The gameplay is "okay."Image IPB


So, Light RPGs are true RPGs?

What about The Wticher 2 or Dragon Age? 

I have never played The Witcher 2 or Dragon Age before, but I am sure that Dragon Age has a great story and cast of characters since it was created by BioWare. I only play Japanese RPGs so that is probably the reason why I don't consider it a "true" RPG. ME3 is basically a shooter but with RPG elements put into it. It is also like an RPG because it lets you make choices in the game that affect the story, and it has an amazing story like RPGs have, and great character developtment!Image IPB

#215
HBC Dresden

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You haven't played The Witcher 2? And you all are discussing "true" RPGs? The Witcher 2 is the best true RPG in the last decade.

#216
Guest_Final Fantasy 13 Fangirl_*

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HBC Dresden wrote...

You haven't played The Witcher 2? And you all are discussing "true" RPGs? The Witcher 2 is the best true RPG in the last decade.

LOL, no it's not. Final Fantasy XIII is the best true RPG in the last decade!Image IPB 

#217
LinksOcarina

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Final Fantasy 13 Fangirl wrote...

LinksOcarina wrote...

Final Fantasy 13 Fangirl wrote...

That's because it's not. It is a first person shooter with RPG elements in it. Games like Final Fantasy XIII, Final Fantasy XIII-2, and The Last Story are true RPGs. If you want to play an RPG only game then play games like the ones that I just listed. The only reason why an RPG gamer like myself got into the ME games in the first place is because of the amazing characters, story, graphics, and music in the game.Image IPB The gameplay is "okay."Image IPB


So, Light RPGs are true RPGs?

What about The Wticher 2 or Dragon Age? 

I have never played The Witcher 2 or Dragon Age before, but I am sure that Dragon Age has a great story and cast of characters since it was created by BioWare. I only play Japanese RPGs so that is probably the reason why I don't consider it a "true" RPG. ME3 is basically a shooter but with RPG elements put into it. It is also like an RPG because it lets you make choices in the game that affect the story, and it has an amazing story like RPGs have, and great character developtment!Image IPB


Fair enough. I can understand that stance very well considering a lot of people I know grew up on Light RPGs. 

I would recommend those two, they have a lot of elements of most Light RPGs with some Western-styled mechanics. I do like them more than Final Fantasy XIII personally, but thats me. 

Modifié par LinksOcarina, 25 juillet 2012 - 03:04 .


#218
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LinksOcarina wrote...

Final Fantasy 13 Fangirl wrote...

LinksOcarina wrote...

Final Fantasy 13 Fangirl wrote...

That's because it's not. It is a first person shooter with RPG elements in it. Games like Final Fantasy XIII, Final Fantasy XIII-2, and The Last Story are true RPGs. If you want to play an RPG only game then play games like the ones that I just listed. The only reason why an RPG gamer like myself got into the ME games in the first place is because of the amazing characters, story, graphics, and music in the game.Image IPB The gameplay is "okay."Image IPB


So, Light RPGs are true RPGs?

What about The Wticher 2 or Dragon Age? 

I have never played The Witcher 2 or Dragon Age before, but I am sure that Dragon Age has a great story and cast of characters since it was created by BioWare. I only play Japanese RPGs so that is probably the reason why I don't consider it a "true" RPG. ME3 is basically a shooter but with RPG elements put into it. It is also like an RPG because it lets you make choices in the game that affect the story, and it has an amazing story like RPGs have, and great character developtment!Image IPB


Fair enough. I can understand that stance very well considering a lot of people I know grew up on Light RPGs. 

I would recommend those two, they have a lot of elements of most Light RPGs with some Western-styled mechanics. I do like them more than Final Fantasy XIII personally, but thats me. 

Thanks for understanding! I have always liked JRPGs and I always will, nothing anyone says will change that. The only Western RPGs that I love are ME2 and ME3, they aren't as good as FFXIII and FFXIII-2 but they are my 3rd and 4th favorite video games of all time!Image IPB

#219
Mylia Stenetch

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Final Fantasy 13 Fangirl wrote...

That's because it's not. It is a first person shooter with RPG elements in it. Games like Final Fantasy XIII, Final Fantasy XIII-2, and The Last Story are true RPGs. If you want to play an RPG only game then play games like the ones that I just listed. The only reason why an RPG gamer like myself got into the ME games in the first place is because of the amazing characters, story, graphics, and music in the game.Image IPB The gameplay is "okay."Image IPB


JRPG's =/= True RPG. The closest thing we have to that is tabletop. Until the day in games, where it is goes verbatum on what you say there will be no true, just the broad stroke of rpg.


HBC Dresden wrote...

You haven't played The Witcher 2? And you all are discussing "true" RPGs? The Witcher 2 is the best true RPG in the last decade.

 

No it is not. It is a Fantasy RPG, where you play a predefined character with predetermined traits.

Modifié par Mylia Stenetch, 25 juillet 2012 - 03:21 .


#220
JeffZero

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TC:

I don't even care, man.

#221
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Mylia Stenetch wrote...



JRPG's =/= True RPG. The closest thing we have to that is tabletop. Until the day in games, where it is goes verbatum on what you say there will be no true, just the broad stroke of rpg.




I have no idea what you are talking about.Image IPB Can you please explain your message more clearly, thanks.

#222
LinksOcarina

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Mylia Stenetch wrote...

Final Fantasy 13 Fangirl wrote...

That's because it's not. It is a first person shooter with RPG elements in it. Games like Final Fantasy XIII, Final Fantasy XIII-2, and The Last Story are true RPGs. If you want to play an RPG only game then play games like the ones that I just listed. The only reason why an RPG gamer like myself got into the ME games in the first place is because of the amazing characters, story, graphics, and music in the game.Image IPB The gameplay is "okay."Image IPB


JRPG's =/= True RPG. The closest thing we have to that is tabletop. Until the day in games, where it is goes verbatum on what you say there will be no true, just the broad stroke of rpg.


HBC Dresden wrote...

You haven't played The Witcher 2? And you all are discussing "true" RPGs? The Witcher 2 is the best true RPG in the last decade.

 

No it is not. It is a Fantasy RPG, where you play a predefined character with predetermined traits.


So, why can't that be a true RPG, when it is just as valid as any role-playing mechanic and is fairly popular for story-based role-playing games? 

Or is it supposed to be a game more akin to Skyrim, which in term is more like the tabletops in term of character building (albiet done poorly IMO) and pure freedom. 

Modifié par LinksOcarina, 25 juillet 2012 - 03:47 .


#223
Terror_K

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LinksOcarina wrote...

Mylia Stenetch wrote...

No it is not. It is a Fantasy RPG, where you play a predefined character with predetermined traits.


So, why can't that be a true RPG, when it is just as valid as any role-playing mechanic and is fairly popular for story-based role-playing games? 


Because the character isn't truly yours. The more pre-defined a character is, the less roleplaying takes place, because a predefined character is limited to still adhering to certain factors and limitations according to their personality and other factors that are pre-defined. Mass Effect is a classic example of this too: as Shepard you're always playing a human, an Alliance soldier, a galactic hero and somebody name "Shepard". The game doesn't give you the freedom to bo beyond those boundaries, so while Shepard can be a Renegade, he/she still has to be a hero in the end. Compared to the like of BG, KotOR and even Jade Empire where you get to define your character a lot more and get to choose to actually be an evil tyrant at the conclusion.

That's why P&P is always going to be better than any CRPG: because it doesn't force the limitations on you that a CRPG does. You have as much freedom as the GM has imagination, and while there are rules, when creating a character you're given pretty much unlimited freedom within those rules to make that character. You're never told that you're "this guy" and to do "this thing" at all. BG and NWN are about as close as CRPGs have gotten, and even they have limitations. But they still let you choose your race, sex, alignment, skills, etc. fully and don't force you into playing a set character.

#224
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Terror_K wrote...

LinksOcarina wrote...

Mylia Stenetch wrote...

No it is not. It is a Fantasy RPG, where you play a predefined character with predetermined traits.


So, why can't that be a true RPG, when it is just as valid as any role-playing mechanic and is fairly popular for story-based role-playing games? 


Because the character isn't truly yours. The more pre-defined a character is, the less roleplaying takes place, because a predefined character is limited to still adhering to certain factors and limitations according to their personality and other factors that are pre-defined. Mass Effect is a classic example of this too: as Shepard you're always playing a human, an Alliance soldier, a galactic hero and somebody name "Shepard". The game doesn't give you the freedom to bo beyond those boundaries, so while Shepard can be a Renegade, he/she still has to be a hero in the end. Compared to the like of BG, KotOR and even Jade Empire where you get to define your character a lot more and get to choose to actually be an evil tyrant at the conclusion.

That's why P&P is always going to be better than any CRPG: because it doesn't force the limitations on you that a CRPG does. You have as much freedom as the GM has imagination, and while there are rules, when creating a character you're given pretty much unlimited freedom within those rules to make that character. You're never told that you're "this guy" and to do "this thing" at all. BG and NWN are about as close as CRPGs have gotten, and even they have limitations. But they still let you choose your race, sex, alignment, skills, etc. fully and don't force you into playing a set character.

What are you talking about!? You clearly don't seem to know what a real RPG is suppossed to be like. Games like Mass Effect and Final Fantasy are RPGs because they have characters that are already made for you. You find yourself getting more attached to the characters and caring about their struggles if they already have a personality made for them. For example I really found myself caring about Shepard's story and I was actually really upset whenever I saw Shepard struggling to save organic life in ME2 and ME3. RPGs like Skyrim (which I have actually played over 30 hours of it) are RPGs because they have RPG elements in them but not true RPGs because of lack of story and characters developtment. Although ME's gameplay was NOT RPG gameplay it still had these two elements that every RPG needs. Amazing story and character developtment, remember that.Image IPB

#225
LinksOcarina

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Terror_K wrote...

LinksOcarina wrote...

Mylia Stenetch wrote...

No it is not. It is a Fantasy RPG, where you play a predefined character with predetermined traits.


So, why can't that be a true RPG, when it is just as valid as any role-playing mechanic and is fairly popular for story-based role-playing games? 


Because the character isn't truly yours. The more pre-defined a character is, the less roleplaying takes place, because a predefined character is limited to still adhering to certain factors and limitations according to their personality and other factors that are pre-defined. Mass Effect is a classic example of this too: as Shepard you're always playing a human, an Alliance soldier, a galactic hero and somebody name "Shepard". The game doesn't give you the freedom to bo beyond those boundaries, so while Shepard can be a Renegade, he/she still has to be a hero in the end. Compared to the like of BG, KotOR and even Jade Empire where you get to define your character a lot more and get to choose to actually be an evil tyrant at the conclusion.

That's why P&P is always going to be better than any CRPG: because it doesn't force the limitations on you that a CRPG does. You have as much freedom as the GM has imagination, and while there are rules, when creating a character you're given pretty much unlimited freedom within those rules to make that character. You're never told that you're "this guy" and to do "this thing" at all. BG and NWN are about as close as CRPGs have gotten, and even they have limitations. But they still let you choose your race, sex, alignment, skills, etc. fully and don't force you into playing a set character.


Well, in your opinion at least. To be honest, the notion that a pre-defined character is silly because it limit's role-playing is really foolish too...especially considering most RPGs always had you as a pre-determined character in some form. Skyrim, you are a Dovhakin..you don't have to be, but you are always marked as one. In Ultima for a majority of the games you are the Avatar, Kingdoms of Amalur you are  a guy outside of the fate (chosen one mentality). All of them are defined characters you can mold, but not fully control. This type of hybridisation has been around  for years. 

And honestly, Baldurs Gate was very similar in terms of that as well, since you were pretty much always the bhaalspawn in the end. You always find out you are the sibling to the antagonist and you always eventually fight them at the end.  Race/class are irrelevent to the character build, since you always got to the same endpoint.

The race/class customization and are part of mechanics, not part of story. They have no true bearing on the eventual storyline. If they did, then they would be part of the actual storyline. Like Dragon Age: Origins.