bussinrounds wrote...
Nobodys saying they're the exact same thing and of course the run-n-gun shooters or hack and slash all out action games are more twitchy. But the gameplay in these modern action RPGs resembles those games more than it does the hardcore/oldschool RPGs, that's for damn sure.
And I don't even dislike action gameplay, although it may sound like that. But I do feel like the gameplay in most all action RPGs is rather weak and not up to par with the gameplay of true action games. Like I said before, it's like the weak RPG mechanics are sort of an excuse for the bad combat and vice versa.
This is partially my feelings as well. Bioware has frequently said "you can't be all things to all fans." For Bioware to put all story, quests, character development, items, puzzles, conversations, books, lore descriptions, Codex entries, Choice and Consequence and other things in their games that are more representative of traditional RPGs, there is less time in the day for combat development. Couple that with the fact that most RPG players want more complex encounter designs than just button mashing, and combat becomes even more difficult to design for.
To throw in action gameplay elements, when some games like Bayonetta pretty much ONLY have to spend the vast majority of their resources on action gameplay, is going to create a huge disparity. The action gameplay just isn't going to be on the same level, so it may appear as a sub-standard product. Sticking with more traditional RPG-type combat means that the gameplay elements will be compared with other RPGs... meaning the comparissons/expectations will be a little more fair (since other RPGs would have the same laundry list of features the developers would also have to be worried about).
Would I like a DA game where my character could aim for an enemy's legs and wipe them out from underneath them, instead of being totally unreactive to my animation until someone's health bar reaches zero? Where I could rain fire down and have the enemies run around while burning, instead of having everyone appear just as untouched as when the fight started? Where there is a scene where I have an army charging behind me and we come crashing down on an opposing force, instead of just having ten allies at most on screen, fighting a never-ending stream of enemeis, but only 10 enemies at a time?
Of course. All of those things would be awesome. Especially if they could balance out a system that is more action-y and one that you could use a more "pause-and-play" and tactical approach.
But I realize that for me to get these things, that means resources are being spent elsewhere. And that it costs. I think Mass Effect 3 had some of the best action gameplay elements of the series. It also had some of the most corner-cutting on the Priority Earth mission I've seen in gaming in a long time. Instead of being the triumphant ending to a series, it was a poorly pasted together scene of requests that did not come together at all.
Is ME3's more action-y combat to blame? I can't say that with any level of certainty. But in order to get that level of combat, sacrifices had to be made in resources. A similar scenario can be seen in DA2. Where the games Bioware tres to achieve a higher level of action gameplay (and sitll not achieve the level of quliaty seen in the more traditionally action genres, BTW), we have seen what many fans view as cuts to the story, characters and choice & consequence mechanics. Whether that is truly what is happening, or if that is tied to action combat can be debated. But the correlation is there.
Which leads me to say "yeah, it would be cool if blah, blah, blah were to happen, but let's focus on making a solid game first, then next go round we'll try some of the more crazy ideas."