Fast Jimmy wrote...
Redbelle wrote...
BW's creation of the dialogue wheel was a great innovation to the world of RPGing as it gave player's the chance to continue developing character's. Previous RPG's only allowed you to decide what to wear/weapon's to equip/who your companion's are etc (exception's to the rule may apply but still.......)
By this statement, I feel completely validated in saying you have zero idea what you are talking about.
For one, RPGs that offered numerous, branching dialogue existed before Bioware. In addition, Bioware was making RPGs that offered way more choice than the games they currently make nearly a decade before the dialogue wheel was even invented.
So... forgive me for dismissing pretty much everything you said out of hand.
Maybe I should expand and clarify on the above statement you picked out.
When I said 'previous RPG's', I was not referring to BW's RPG's as they do offer more in the way of allowing the player to develop their character's personality.
Also, I stated that exception's to this view may exist. And to varying degree's they do.
But let's take the Final Fantasy series...... They do not offer the option for the player to define your character through his or her responses. There are a few point's where this is possible, but not to the same degree as BW titles and so are exception's to the rule. FF follow's a different rule. The cooler the better. Fight's are outlandish clash's built around a combat system of taking turn's with sword's magic or summon's.
Breath of Fire, also does not bring to mind any key point's where a decision can be made to declare a stance, take an action, or accept/reject a POV that allow's the player to define his or her character.
Neither does Resonance of Fate, Secret of Mana, Disgaea, Grandia....etc etc. They just weren't built around constant decision making that effected who your Avatar was as a person
On the other hand Shadow of Memories could be argued to allow the player to develop their character's. Not to BW standard's but choosing who to save and what to do with the goal of living past the protag's assasination.
Other's may exist, but I think the point, which to elaborate on, stands up. BW were among the first developer's to include and make character personality as a game play mechanic, mainstream and popular.
Other game's may have tried to do the same, but I can't think of any other than previous BW titles. And previous BW title's did not use the dialogue wheel, which I stated was a great invention. (dragonage 2 had it, but that came out after ME). The branching storyline's you talk about...... I've mentioned one already and readily admit their are other's out there. But one's that use a dialogue wheel? Don't get me wrong, I like a text tree when they are done right, i.e. Don't take a screen and a half to read all the option's.
So I will forgive your dimissal on condition that in future you try and be a little nicer in your replies. If you think I'm wrong that's fine. But back it up with some example's of game's that go agains't the point I was making. I'm fine with being in the wrong and altering my stance based on new information and POV's. but calling me out and then refusing to back up your stance with example's of where I am in error is.......not helpful to discussion.