Jassu1979 wrote...
Likewise, it is quite easy to point out that ME3 is more of a TPS than an RPG, and to list specific features in comparison to the first installment of the series that demonstrate this quite concisely:
- a pared-down dialogue wheel
- point-and-click conversations without any player involvement (as well-written as they might be, they do not immerse the player, nor let her participate in the conversation)
- "overheard" side-quests consisting exclusively of scanning
- no exploration
- just one hub
- autodialogue, even in some scenes that involve crucial decisions, and certainly in character-defining moments
- "corridor"-levels designed pretty much exclusively around gunfights, with no potential for detours, exploration or interaction
- a gun that cannot be holstered, etc.
Your list does nothing to show this, since you merely list things ME3 has less of. Arguing that ME3 is less of an RPG than ME1 is different than arguing that ME3 is more of a TPS than an RPG.
1. Dialogue wheels are characteristic of RPGs, so the fact that the structure exists is indicative of an RPG.
2. Point and click conversations are abundant, even ubiquitous, in RPGs. I don't see your point. Enter any RPG town and see how many P&C convos you will find.
3. Side-quests are a feature of RPGs. You don't like their implementation or their content but you are still listing characteristics of RPGs, not TPSs.
4. I can list RPGs that don't have exploration, and I can list non-RPGs that have exploration. If you want to argue that exploration is a necessary component of an RPG and no other genre you will be hard-pressed to show this.
5. Please give an example of a crucial decision that was left up to auto-dialogue. It's impossible for me to argue about "character-defining moments" since it is such a subjective term, but I personally define character-defining moments as the actions you take and decisions you make, but if you are talking about how Shepard reacts to his cup of tea, then I don't really mind.
6. The structure of Mass Effect's shooting gameplay dictates corrider design. I think your primary complaint here should be the lack of alternatives to shooting missions, in which case I agree with you.
7. A gun that cannot be holstered is I assume a joke reason.
"RPG" is a term that no one bothers to give a concrete definition for because exceptions always exist for games that are, despite lacking listed qualities, nevertheless called RPGs.
Still, even if you do manage to show that Mass Effect 3 is less of an RPG than, say, BG2, you still have yet to show that this streamlining of RPG elements doesn't make for a better game. Just because something is more of an RPG doesn't make it a better game.