Allen Schumaker wrote...
I know some were concerned my job would be in jeopardy when I was posting on ME3 forums back in April, but for the most part I'm here because I gain some level of enjoyment out of it
And we get plenty of enjoyment out of it as well! Its nice to have a member of Bioware on here posting consistently, because if DG or Mike were to try, they'd get swamped with a million and one questions about TNBT. You have the air of being an inside source, but we know as a QA Analyst, asking if Sten is going to make a comeback in the next game is probably not in your purview of knowledge to answer with certainty.
Plus your convos are always really interesting.
Back on topic, what if I were to phrase this discussion in a silly, but analogous way?
When we play a game with guns, we use shooting mechanics to simulate gameplay. If a player is good at shooting, then the character makes the shot most of the time.
Let's go to another genre outside of RPGs, one that uses statistics as much (if not more, <gasp!>) than RPGs... sports games.
If I play NBA2K12, my skill at dunking is never called into play. If I have the ball, and am in range for my character's stats to dunk, I press a button and it happens.
You would never say "what, you can't dunk in real life? Well, practice. Then maybe you can pull it off in game." The same can be said of Madden and not being able to throw a perfect spiral football, or hockey in not being able to skate.
I know it is a flimsy argument, to be sure. But these games result in more of a causal effect based on your stats rather than your skill. If you try and hit the dunk button from the half court line, your character will instead likely shoot (and miss) a three point shot. If your hockey character has low skating skill, they may be slower and less mobile on the ice, but they would rarely just fall flat on their face and fail terribly.
But when you make a game where a player has to aim a gun at a target, the player can be terribly bad. They CAN aim at the floor. They CAN be staring at a wall instead of facing the enemy, or utilizing cover. Granted, many sports games use player skill as well, such as Tiger Woods mimicking a back swing with the analog sticks, or Fight Night basing the punch strength and direction off of player timing, so its not a flawless genre to pull examples from. But most of the time, it is simply "press X to pass, press Y to steal, press A to shoot." And while skill definitely comes into play, there is no option to fail terribly. You can't dribble the ball off of your foot. You can't shoot at the other team's goal. You can't jump in the air to dunk and not get high enough off of the ground. In a shooter RPG, you CAN shoot completely off base of an enemy, you CAN throw a grenade at your own foot and you CAN fail at pulling up a menu to get your healing packs while trying to back pedal away from an enemy.
A system like VATS, where you can say "Shoot this guy twice, then shoot this guy, then shoot this guy in the arm" that is based on your stats as to how many actions you can queue up at once and how successful they would be, is a really good idea. In a group RPG, however, it is much more difficult, since you are not just playing one character. If an enemy lays down an AOE attack and you don't manually move your players out of the way because they just sit there and take it, that's tactics. But if an enemy pops up behind you and you can side step their attack if you, as the player, have twitchy enough reflexes, then that's action gameplay. And, to quote Casey Hudson, that's too video game-y.
Modifié par Fast Jimmy, 13 août 2012 - 07:31 .