Game engine has nothing to do with the mechanics i think. Nothing stops an IE game having TB combat. I prefer IE from ToEE engine as the latter is more unstable and buggy. Maybe was that the game hadn't enough dev time, i don't know. But yeah, i wouldn't mind ToEE combat. On the other hand i wouldn't mind BG2 or IWD combat either. I like both equal.bussinrounds wrote...
Even better yet... in the ToEE engine.Urgon wrote...
I agree and disagree at the same time. MotB in DA:O engine would be an improvement over NWN 2 engine, but what i would really like to see is MotB in Infinity engine like IWD2. I would kill for such a port, and MotB in IE would be equal or even better than many "classics".Cimeas wrote...
I think looking back on the list, I might have put MotB a little higher, but the problem with it is that it's a wonderful campaign stuck on top of the crappy Neverwinter Nights 2 engine, with all it's numerous camera and systems problems.
I wonder if MotB had, says, been built on top of the Dragon Age toolset, I'm sure it would have been a much better game (obviously Bioware wouldn't let them do that, but just as a thought exercise).
A lot of the characters also lost something because they weren't voice acted imho.
And yea, why would you want a d&d game in the DA engine which has those s***y MMO mechanics such as KOOLDOWNS and AGGRO ?
What Are The Best 'Modern' RPGs?
#76
Posté 08 avril 2013 - 07:37
#77
Posté 08 avril 2013 - 07:44
#78
Posté 08 avril 2013 - 08:19
#79
Guest_simfamUP_*
Posté 08 avril 2013 - 08:30
Guest_simfamUP_*
RPGs are about recreating the P&P experience with stats,inventory, character customization(no not fluff like how they look),etc not LARPing as a self-insert or whatever fan fiction that only exists in the head of the player.
I think if you were ever to go to hell, it'd be a virtual fanfiction.net xD
#80
Guest_simfamUP_*
Posté 08 avril 2013 - 08:32
Guest_simfamUP_*
eroeru wrote...
Me too. ToEE overall system sounds good. Or just make a whole new game out of it. Via Kickstarter, perhaps.
By ToEE you mean Temple of Elemental Evil? Yeah, only turn based combat I could stand really. Magic Missile was sooo awesome in that game.
ToEE did was BG did minus the story, it was a real adventure game where the plot was just in the background. Nothing bad about that really. Was it every for co-op btw? I can't recall, a ToEE came would do well with Co-Op methinks.
#81
Posté 08 avril 2013 - 08:55
EpicBoot2daFace wrote...
I agree with everything except ME2. It's not an RPG. Hallway shooter with dialogue.
Deus Ex HR is less of an RPG than ME2. ME2 is barely an rpg though.
#82
Posté 08 avril 2013 - 09:01
I understand you. Don't bother with the OC and just start with MotB. Put the game on easy to minimize the hassle and play it. You won't regret it. As for the camera etc., all you can do is endure,and in enduring grow strongLTD wrote...
^ I wish somebody would do this. I hear so much good about MoTB but it is literally impossible to play NWN2 thanks to the UI and camera angles out of some Cthulhian fever dream:l
Modifié par Urgon, 08 avril 2013 - 09:01 .
#83
Posté 09 avril 2013 - 12:01
Urgon wrote...
I understand you. Don't bother with the OC and just start with MotB. Put the game on easy to minimize the hassle and play it. You won't regret it. As for the camera etc., all you can do is endure,and in enduring grow strongLTD wrote...
^ I wish somebody would do this. I hear so much good about MoTB but it is literally impossible to play NWN2 thanks to the UI and camera angles out of some Cthulhian fever dream:l.
Yeah, I set it to 3rd Person Mass Effect/DA2 style for exploration, and then the top down one with infinite scroll (the non-locked one) for combat. Persevere though. The art style for MOTB is actually quite good, the academy in particular (and the forest) are pretty. (or pretty for 2007, anyway).
#84
Posté 09 avril 2013 - 12:04
#85
Guest_EntropicAngel_*
Posté 09 avril 2013 - 03:17
Guest_EntropicAngel_*
eroeru wrote...
How is it significantly more possible for Shepard (and Hawke) than for Adam (or Geralt)?
Is this a serious question? My Hawke can reply different ways to different people. He can be aggressive towards elves, but diplomatic towards dwarves. He can be diplimatic towards the poor and downtrodden, sometimes inclusing elves, and aggressive towards nobility.
Bioware games give you a vast amount of room in which to roleplay your character in comparison to games like The Witcher or Deus Ex.
#86
Guest_EntropicAngel_*
Posté 09 avril 2013 - 03:21
Guest_EntropicAngel_*
Seboist wrote...
RPGs are about recreating the P&P experience with stats,inventory, character customization(no not fluff like how they look),etc not LARPing as a self-insert or whatever fan fiction that only exists in the head of the player.
It sounds like we completely disagree on what an RPG is, Seb. I disagree wholeheartedly with your definition, but your final statement is most interesting.
I do agree that it's not about LARPing, especially as a self-insert (though there's certainly nothing wrong with putting oneself in a different situation and examining how you act). Most specifically--in the head of the player.
Exactly.
This is why I don't consider games like Skyrim or Dark Souls to be much of RPGs, because 90% of the roleplaying is going on in the player's head. This is why Bioware games are such good roleplaying games--because you're expressing your roleplaying through dialog and story choices.
(I just used your statement intended to bash Bioware to praise them, didn't I?
#87
Posté 09 avril 2013 - 04:03
But the game does not recognize it. Your choices have only cosmetic consequences at best and no consequences at worst. I agree that Bethesda's games are poor RPG's because they rely only on LARPing,EntropicAngel wrote...
Seboist wrote...
RPGs are about recreating the P&P experience with stats,inventory, character customization(no not fluff like how they look),etc not LARPing as a self-insert or whatever fan fiction that only exists in the head of the player.
It sounds like we completely disagree on what an RPG is, Seb. I disagree wholeheartedly with your definition, but your final statement is most interesting.
I do agree that it's not about LARPing, especially as a self-insert (though there's certainly nothing wrong with putting oneself in a different situation and examining how you act). Most specifically--in the head of the player.
Exactly.
This is why I don't consider games like Skyrim or Dark Souls to be much of RPGs, because 90% of the roleplaying is going on in the player's head. This is why Bioware games are such good roleplaying games--because you're expressing your roleplaying through dialog and story choices.
(I just used your statement intended to bash Bioware to praise them, didn't I?)
but the notion that your choices matter in Bioware games is mostly in your head as well.
#88
Guest_EntropicAngel_*
Posté 09 avril 2013 - 04:14
Guest_EntropicAngel_*
Urgon wrote...
But the game does not recognize it. Your choices have only cosmetic consequences at best and no consequences at worst. I agree that Bethesda's games are poor RPG's because they rely only on LARPing,
but the notion that your choices matter in Bioware games is mostly in your head as well.
I never claimed that they matter--in fact, I'd agree that they matter little. But what matters is having those choices.
#89
Posté 09 avril 2013 - 05:42
What good is having dialog choices when they lead to the same conclusion, or just a different cutscene that really has no impact on the game or gameplay ?EntropicAngel wrote...
Urgon wrote...
But the game does not recognize it. Your choices have only cosmetic consequences at best and no consequences at worst. I agree that Bethesda's games are poor RPG's because they rely only on LARPing,
but the notion that your choices matter in Bioware games is mostly in your head as well.
I never claimed that they matter--in fact, I'd agree that they matter little. But what matters is having those choices.
If I'm gonna play a game focused on 'story elements', I want some actual meaningful consequences, otherwise I might as well watch a movie or read a book.
#90
Posté 09 avril 2013 - 06:02
Modifié par Jonathan28, 09 avril 2013 - 06:03 .
#91
Posté 09 avril 2013 - 06:40
Urgon wrote...
But the game does not recognize it. Your choices have only cosmetic consequences at best and no consequences at worst. I agree that Bethesda's games are poor RPG's because they rely only on LARPing,
but the notion that your choices matter in Bioware games is mostly in your head as well.
In many cases, the game does recognize it. Simple example: injured Batarian on Omega in ME2, the ability to allow him to live or die, which is directly linked to the player's actions and we observe a consequence.
The key point is that there is reactivity to the player's actions, even if it's not always resulting in dramatically different story outcomes. That's a separation from a game like Skyrim, which alot of people praise for emergent narrative or the ability to make up their own tale. You always play an unknown prisoner, which some people usually take as an opportunity to create their own backstory for said character which fuels their actions throughout the game, but since said backstory can almost never be acknowledged by the game world, there really is no reactivity in many cases.
The way I see it, the difference between headcanon and role-playing is whether there is an element outside my control to acknowledge my actions, not whether those actions result in dramatically different stories, as per the Witcher 2.
Modifié par Il Divo, 09 avril 2013 - 06:43 .
#92
Posté 09 avril 2013 - 07:07
I never said that Bioware are similar to Bethseda. While not my favorite company by any means, Bioware is leagues ahead from everything Bethesda has ever done. Bethesda does one and only one thing well. Exploration and level design. Everything else in their games are crap. If being able toIl Divo wrote...
Urgon wrote...
But the game does not recognize it. Your choices have only cosmetic consequences at best and no consequences at worst. I agree that Bethesda's games are poor RPG's because they rely only on LARPing,
but the notion that your choices matter in Bioware games is mostly in your head as well.
In many cases, the game does recognize it. Simple example: injured Batarian on Omega in ME2, the ability to allow him to live or die, which is directly linked to the player's actions and we observe a consequence.
The key point is that there is reactivity to the player's actions, even if it's not always resulting in dramatically different story outcomes. That's a separation from a game like Skyrim, which alot of people praise for emergent narrative or the ability to make up their own tale. You always play an unknown prisoner, which some people usually take as an opportunity to create their own backstory for said character which fuels their actions throughout the game, but since said backstory can almost never be acknowledged by the game world, there really is no reactivity in many cases.
The way I see it, the difference between headcanon and role-playing is whether there is an element outside my control to acknowledge my actions, not whether those actions result in dramatically different stories, as per the Witcher 2.
Bioware allows you to define your character's personallity by offering choices, and then takes it back by having the game not recognise your choices. Compaire that to, let's say Mask of the Betrayer, who not only has a terrific story and allows you to roleplay your character with a ton of choices, these choices change the game and NPCs behavior constantly. You can literally experience the same story in two or three completelly diffirent ways depending or your ingame choices.
#93
Posté 09 avril 2013 - 09:49
#94
Guest_simfamUP_*
Posté 10 avril 2013 - 12:25
Guest_simfamUP_*
bussinrounds wrote...
What good is having dialog choices when they lead to the same conclusion, or just a different cutscene that really has no impact on the game or gameplay ?EntropicAngel wrote...
Urgon wrote...
But the game does not recognize it. Your choices have only cosmetic consequences at best and no consequences at worst. I agree that Bethesda's games are poor RPG's because they rely only on LARPing,
but the notion that your choices matter in Bioware games is mostly in your head as well.
I never claimed that they matter--in fact, I'd agree that they matter little. But what matters is having those choices.
If I'm gonna play a game focused on 'story elements', I want some actual meaningful consequences, otherwise I might as well watch a movie or read a book.
That's purley a gameplay element. Choice matters for the sole reason that there is choice. Deciding which path your character takes is the reason for roleplaying, not the desired consequences.
Besides, I don't know what the big fuss with c&c is. It wasn't very common in the past, at least, not to the point where the entire plot is changed (a la TW2.) Indeed, one of the most renowned RPG franchises, Fallout, doesn't even deal with imports, and consequences are left for a slideshow in the end, something which is frowned upon (for no apparent reason.) I'd go as far to say that ME1 to 2 deals with consequence a lot better than FO1 to 2. That doesn't mean that one or the either is the superior RPG, it's just a gameplay factor found in both games.
If you feel that consequence is your motivation for choice, then fine. But it does not mean that it's less of an RPG because of it. And ME did a very good job, in fact, it did an amazing job until the results came in for ME3, and even then there are still choices that do "matter" such as Maelon's data, Tali's mission etc...
If only war-assets were actually seen :-/
Modifié par simfamSP, 10 avril 2013 - 12:38 .
#95
Guest_simfamUP_*
Posté 10 avril 2013 - 12:35
Guest_simfamUP_*
Bioware allows you to define your character's personallity by offering
choices, and then takes it back by having the game not recognise your
choices.
Anora won't marry Alistair
Alistair won't marry Anora
Teryn Loghain dies
Teryn Loghain becomes a Warden
Landsmeet supports Loghain
Landsmeet supports Warden
(...)
Ashes Defiled - Wynne/Lelianna attack
Sten attacks - can die.
All companions can die (apart from Morrigan.)
(...)
Revan's ultimate decision
Bastilla's fate
(...)
Maelon's datA saves Eve
Wrex replaced by Wreav
Genophage not cured, Wrex is killed.
Genophage cured/not cured can result in different companions/characters dying
Legion can be killed in multiple ways
Peace with Geth/Quarians
Geth or Quarians
Heretics can be spared or destroyed
Mornith or Samara
Samara can be let to die, you can succesfully wipe out last Ardakt-Yakshi
They are choices, and there are consequences. Perhaps DA2 and ME3 screwed up a lot of things (Rachni,) but never say BioWare don't deal in consequence. They might not do it at the level of CDPR, but there is still variety. BioWare might deserve it, but a lot of its fans are too critical towards it.
#96
Guest_EntropicAngel_*
Posté 10 avril 2013 - 12:40
Guest_EntropicAngel_*
bussinrounds wrote...
What good is having dialog choices when they lead to the same conclusion, or just a different cutscene that really has no impact on the game or gameplay ?
If I'm gonna play a game focused on 'story elements', I want some actual meaningful consequences, otherwise I might as well watch a movie or read a book.
I thought we were talking about role-playing.
Are we talking about role-playing, or story? Both have different requirements.
#97
Guest_EntropicAngel_*
Posté 10 avril 2013 - 12:42
Guest_EntropicAngel_*
Il Divo wrote...
The way I see it, the difference between headcanon and role-playing is whether there is an element outside my control to acknowledge my actions, not whether those actions result in dramatically different stories, as per the Witcher 2.
I largely agree with this, and would make an argument: the fact that the dialog choices are there at all is "acknowledgement."
If I say, "I want to kill all the elves!" is the game going to let me go around the game world killing every elf there? No. But the fact that it allows me to say that means that I can role-play a character that does, in fact, want to kill all the elves.
#98
Guest_EntropicAngel_*
Posté 10 avril 2013 - 12:44
Guest_EntropicAngel_*
simfamSP wrote...
That's purley a gameplay element. Choice matters for the sole reason that there is choice. Deciding which path your character takes is the reason for roleplaying, not the desired consequences.
This. Choice matters, not consequence. Choice (largely) defines your character, not how the world reacts to that choice.
#99
Posté 10 avril 2013 - 01:31
#100
Posté 10 avril 2013 - 02:48





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