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Need to ask the RPG purists out there...


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#251
Tokalla

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Terror_K wrote...

And complain isn't the right term even... not at this point. More accurately, I "express concern" for what it looks like Mass Effect 2 has become and where the series may go from here.  I express concern because I love the Mass Effect series up until now and I don't want to see it heading in the wrong direction... down a path I can no longer follow.


Expressing discontent, pain, or grief is the very definition of complain.

www.merriam-webster.com/dictionary/Complain

So, it is indeed the correct term.


To respond to this as succinctly as possible: An RPG should be primarily about the progression and evolution of the character you're playing... not the weapons said character has. 


Most RPGs (both PnP and VG) have some form of equipment based progression designed into the expected evolution of the characters.  While you may be displeased at losing elements you felt were better tied to the character than the equipment, that shift does not remove any RPG elements from the game.  Perhaps you also prefer not researching to obtain your Vorpal Sniper Rifle +5, but I find damage increases due to improved equipment to be more logical than straight damage increases linked to skills (especially since those increases cannot be attributed to improved aim, as that increased alongside the damage increases). 

I also understand that you are against the aiming being performed by the player, as you feel the characters skill should be the deciding factor in this area.  Honestly, I feel that a well trained military officer that has seen already seen combat should be far more familiar with firearms than was represented in ME1.  The shift to simply hitting what you aim at is not only logical, but has allowed for the game to make hit locations matter.  Personally, I found it more than a tad immersion killing that sniping someone in the head was as effective as hitting them anywhere else.  It should also be noted that aiming did matter in ME1, it simply didn't ensure you would hit your target (which is something I find strange for an N7 Commander with prior combat experience to have occur).

I just don't think it's going to be as good and appears to be dumbed down.


I truly feel you would find a much better reaction from those you disagree with if you refrained from utilizing insulting cliches such as the above "dumbed down" remark.  Perhaps you feel that things you enjoy are being lessened or simplified, but complexity is not a very good gauge of challenge.  For example, which is more complex: Monopoly or Chess?  Which is more difficult to master?  Which has more potential for being a challenge?  Simplicity does not correlate to stupidity, and insulting those who prefer simplicity where you prefer complexity are not more likely to be less intelligent or capable than you. 

Modifié par Tokalla, 21 janvier 2010 - 03:21 .


#252
Memengwa

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SurfaceBeneath wrote...

Memengwa wrote...

But you still haven't proved that ME2 is more of an RPG than ME1.


Yes I have. Read the post. ME2 offers more customization, methods of progression, ways to interact with dialgue, meaningful connections with your squad, and a finale that takes the choices you have made during the game in to account to determine your ending.

Now you tell me how ME1 was more of an RPG than that. This is how a discussion works.


Depends on what type of customization.

Armor colors, type of armors, 19 weapon types do not really classify as more RPG.  But usually more customization means more fun and more strategy. The change in the guns has nothing to do with RPG.  The fact that the squat members have personalised armors and not based on skill/feat means that one RPG element is removed. The fact that light, medium, heavy armors have been removed and you can wear all of them - it's a removed RPG element.

The changed method of progression (specifically the tree) sounds better than ME1 (although it's hard for me to say that it's more of an RPG-element than in ME1. I'd say that it's an RPG element in that game that has been made better). ME1 was actually rather bland there and I had a hard time figuring out what would actually be better or more fun to use or try out. :?

Dialog interaction, meaningful connections with the squad and finale based on choices is a fine roleplaying element, one that makes BioWare stand out as a company and one that makes me come back and buy their games.  In itself it does not make a roleplaying game (but a game in which you play a role), but coupled with other rpg elements it does make one. I'm not sure if the interruption possibility is an RPG-element, but at least it's a darn interesting feat (can't wait to see it in action).

The method of not getting xp through kills but through completing missions is not of a less RPG element, but a different take on it. Personly I'm interesting in seeing how it will work (especially since in many RPGs that give xp per kill, everyone feels compelled to kill everything that comes in their way, even if they do it for meta-reasons and not in character reasons).

Anything that is handled with the skill of the player instad of the skill of the character (that was handled by the skill of the character in ME1) is a removed RPG-element.

So yes, ME is a less of an RPG than it was. I'm not saying that it's somehow diminishing the game in my eyes, or taht it will make the game worse. I have confidence in BioWare to give me a good cinematic experience, compelling story and a lot of replayability. Heck, if I enjoy it enough I might even branch over to try out some real shooters. The only thing I would have loved for them to skip are the minigames....

As I said before, I'm practising a wait and see policy before I judge it to be better or worse than ME1. RPG or no, I'm planning to have a blast. I'd be surprised if I'll not.

Sorry for the slow responces right now. But I should actually be working instead of typing on here.

Modifié par Memengwa, 21 janvier 2010 - 02:40 .


#253
Murmillos

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Terror_K wrote...

I'll guess I'll see for myself in a week's time.


And we'll all be looking forward toward your 2nd Bioware apology letter.

#254
SurfaceBeneath

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Memengwa wrote...

Sorry for the slow responces right now. But I should actually be working instead of typing on here.


I am actually just getting off my shift and do not have time to compose a well thought out response for you, so I feel for you. I might give a toss at it when I get back home, so look back here in an hour or so B)

#255
todahouse21

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At Menengwa and Abuseyourdna:



You guys are now my favorite posters. Except for your name abuse...it's kanda creepy.



But you guys really nailed what I was asking. Yes. certain rpg aspects were reduced and certain shooter aspects were augmented. But I wanted to understand why certain gamers were so hardline. Like "oh, bioware took out skill based lockpicking. This game is officially a shooter now."




#256
Terror_K

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Murmillos wrote...

Terror_K wrote...

I'll guess I'll see for myself in a week's time.


And we'll all be looking forward toward your 2nd Bioware apology letter.


That could very well be the case, I fully admit that. Time will tell.

#257
brunomalta

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todahouse21 wrote...

At Menengwa and Abuseyourdna:

You guys are now my favorite posters. Except for your name abuse...it's kanda creepy.

But you guys really nailed what I was asking. Yes. certain rpg aspects were reduced and certain shooter aspects were augmented. But I wanted to understand why certain gamers were so hardline. Like "oh, bioware took out skill based lockpicking. This game is officially a shooter now."


Good question, hard answer. Maybe it is because everybody has an opinion on what they would like to see and how the game should be in their eyes. Many are afraid of changes, and many loved ME 1 so much that they are just affraid on how the second one will be.

Modifié par brunomalta, 21 janvier 2010 - 03:33 .


#258
Memengwa

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hey Soruyao. I'm sure you'd be quite surprised, but I agree with a lot of things you said.
But, alas, it's not only based on your arguments (even though they're good and sound and interesting).

The problem is that you on some accounts failed to see what I was writing about. And it's a pitty (and partially my fault).

[quote]Soruyao wrote...

[quote]Memengwa wrote...

Since people are still missing what an RPG is, here is what I posted few hours ago on page 6 (everyone seems to have missed it because of the bickering that goes on.[/quote]

Oh really? Lets go through your definition piece by piece and see where it fits ME1 and not ME2.
[/quote]

OK, let's get through them.

[quote]
Role-playing refers to the changing of one's behavior to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role. While the Oxford English Dictionary defines roleplaying as "the changing of one's behavior to fulfill a social role",[1] the term is used more loosely in three senses:
[/quote]

We fill and act out the role of commander shepard, the savior of humanity and the universe.  So far both ME1 and ME2 both qualify.

[/quote]

Yes they do. But... As you see I made a definition of what roleplaying is contra what a roleplaying-game is.

I never said ME doesn't include roleplaying.

Heck, many rpg games include less roleplaying than ME does (strange as that may sound). BioWare is a company emphesizes roleplaying in their games.

[quote]
[quote]

A Role-playing game (RPG; often roleplaying game) is a broad family of games in which players assume the roles of characters, or take control of one or more avatars, in a fictional setting. Actions taken within the game succeed or fail according to a formal system of rules and guidelines.[1]

[/quote]

In both games we take control of shepard, who is an avatar and a character.   We play in a fictional setting in both games.   Actions succeed or fail according to a formal system of rules and guidelines.  (I ran out into a battlefield without using any abilities and I got sniped, I would die.   If I wanted to suddenly grow 50 feet tall and smash my enemies, I could not do that because it would not fit the guidelines set forth by the game. 



Both ME1 and ME2 still are rpgs at this point. [/quote]

I'm still with you there... I especially love your example with "50 feet tall".

[quote]
[quote]
While simple forms of role-playing exist in traditional children's games such as "cops and robbers" and "cowboys and Indians",
role-playing games add a level of sophistication and persistence to
this basic idea with the addition of numeric rule sets and the
participation of a referee.[/quote]

This is where I think you're seeing a difference, but I'm not at all convinced.  There are still numeric rule sets, they are just shifted from passive abilities to active ones.   When we use a level 3 warp on a krogan battlemaster, the amount of armor we take down is decided by numbers and the game mechanics.   The GM as it were, calculates how much effect our skill would have vs how much armor the krogan had and the game reacts accordingly.

[/quote]

I'm still with you here....

[quote]

Both ME1 and ME2 had numerical rule sets, they just shifted away from the passive weapon skills towards the active abilities and our technology.[/quote]

Here you actually lost me. Please explain what you mean.

[quote]
[quote]
Participants in a role-playing game will
generate specific characters and an ongoing plot.[/quote]

This goes without saying for both.
[/quote]
yep

[quote]
[quote]
A consistent system of rules and a more or less realistic campaign setting in games aids suspension of disbelief. The level of realism in games ranges from just enough internal consistency to set up a believable story or credible challenge up to full-blown simulations of real-world processes.
[/quote]

I think both games have things that work well and that don't work incredibly well in the internal consistency department.    A charging krogan surviving 45 shotgun shells to the back because of immunity was really difficult to hold suspension of disbelief over.   Also, shepard not being able to hold a gun straight after being in the military so long also strained credibility.

[/quote]

You're right there. Strangely enough most rpg games seem to allow for the strangeness of surviving being hacked 100 times with a sword, or shot with 100 arrows.  So while being shot 45 times by a shot-gun is odd, it's not strange compared to rpgs. (Personly I once tried a ninja fighting game on PS2 where you died after being hit once with a katana). Shooters tend to do this as well.

I also agree on the part with Shepard shooting badly, which was also on par with most RPGs, where you pretty much only can fight rats with your 1st lvl fighting skills. Removing this does not make a better RPG, though. It could as well have been changed to having really good skills with the weapon, and ending with mad-skills a-la gun-fu or something (also rather silly, but showy as heck www.youtube.com/watch).

[quote]
I've argued long and hard in other threads to get the point off that every change so far in ME2 is more believable in the game universe than immunity spam ever was.   I can clarify further if you'd like to name specific game mechanics that strain credibility for you. [/quote]

Sure, if you want to. That would be interesting :)

[quote]
[quote]
As you see, the important part here is roleplaying and formal system. So what is that "formal system"?

[quote]A role-playing game system is a set of game mechanics used in a role-playing game (RPG) to determine the outcome of a character's
in-game actions. While early role-playing games relied heavily on
either group consensus or the judgement of a single player (the
"Dungeon Master" or Game Master) or on randomizers such as dice, later generations of narrativist
games allow role-playing to influence the creative input and output of
the players, so both acting out roles and employing rules take part in
shaping the outcome of the game.[/quote]

This means, that without a system, you only have roleplaying, but you're without a roleplaying-game (as with my square and rectangle - if you remove the effect of all the sides being equally long, you no longer have a square)

I hope this explains a lot to you?
[/quote]

How do we not have a formal system anymore?  [/quote]

A missunderstanding. I didn't say ME2 doesn't have a formal system.
I was making a point that roleplay without a formal system is not a roleplaying game. Thus logically a game with less rpg elements (that makes a replacement of them with something else) is less of an RPG.

[quote]
The game is still calculating what happens in combat using numbers that are based on our skills and reacting accordingly.  I can't just tell the game "I want to grow wings and fly up and use my magic angel laser" because it's outside of the formal system.    I would argue that indeed both mass effects are rpgs by this category as well.   I would even hazard to say that the halo series fits the description you put forth, since it also has a formal system decided on by an internal GM of sorts.   ("Okay, he tried to snipe that guy.   Calculating trajectory of his shot based on where he was aiming.  Calculating position.   Does head line up with that shot?  Yes?   Headshot successful."  That's a GM at work, using a formal system and numbers.)
[/quote]

Interesting take on it.
But I truly doubt that you are arguing that Halo is an cRPG, but trying to poke holes in the definition.
I hope that, as well as I, you know that it's oversimplified. Wall of text and so on.

[quote]
[quote]
So, is ME 2 less of an RPG?

YES!![/quote]

I beg to differ.  None of your points affect one mass effect more than the other.   Every video game that exists has a formal system that uses numbers to calculate things that happen in it.  If that's the only difference, then every video game is an RPG.

[/quote]

You are right, in itself this post doesn't. But, this was not my first post on this thread. I was basing this conclusion not solely on my post. Frankly, I was using this post for explaining what an RPG is. The debate has been going back and forth on wether certain removed game elements make this game a less of an RPG. There seemed to be a lack of concencus on what RPG elements are and what is an RPG game.

Simplified example.

Person 1 says that because elements ABC are removed it's less of an RPG.
Person 2 says that it's not true, because it's DE and F that make an RPG and they are not dumbed down at all. And elements ABC do not matter anyway. So the game is a better RPG than it was before.

My post is simply an argument for what makes an RPG, and through ignoring ABC I go towards the "less of RPG" conclusion.

[quote]
[quote]
And note, by that statement I don't mean it's less of a game - just a different game that might not be enjoyable for the fans of ME1. And note as well, that most people who enjoyed ME1 were NOT rpg purists, since ME1 was not a pure rpg.

I wish some of you would get what is being said, instead of just trolling and throwing around insults.

[/quote]

I greatly enjoyed ME1, even though I was able to step back and see it's faults. [/quote]

If I have fun, I tend to ignore the faults (including the minigames I tend to hate).

[quote]

 I've been playing rpgs since I was a youngun.  I was raised on super mario RPG and the early final fantasy series and I've been a fan of them ever since.  I've played numerous pen and paper games based on everything from sci-fi to dungeons and dragons to pokemon.  (That's right, I played a pokemon PnP, and it was glorious.)   I played the fallout games before they were a fps and I put 150+ hours into ME1 over what's going to be 7 playthroughs by the time ME2 comes out.

I think that ME2 looks like it's going to be incredible, both as a shooter and as an RPG.   I think it's going to be both a better rpg and a better shooter than the first game was.   Not everyone who this game is going to appeal to is a 12 year old xbox live ADD riddled stereotype.  That idea is both blatantly wrong and rather insulting and I'd suggest you (not just the person I quoted, everyone in this thread) stop trying to lump together your entire opposition with that tired cliche'd ad'hominem attack and address the facts of the matter instead.
[/quote]

No other comments that I agree to a lot of things you said there.

But.... hmm... some things that has been said by you and me got me thinking about the roleplaying games contra roleplaying and contra rpg systems.

#259
Memengwa

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Wow... that was a monster post...



My eyes... aaah my eyes... it hurts my eyes..



Wall of text, and I was guilty of it..



*hangs head in shame*

#260
Memengwa

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brunomalta wrote...

todahouse21 wrote...

At Menengwa and Abuseyourdna:

You guys are now my favorite posters. Except for your name abuse...it's kanda creepy.

But you guys really nailed what I was asking. Yes. certain rpg aspects were reduced and certain shooter aspects were augmented. But I wanted to understand why certain gamers were so hardline. Like "oh, bioware took out skill based lockpicking. This game is officially a shooter now."


Good question, hard answer. Maybe it is because everybody has an opinion on what they would like to see and how the game should be in their eyes. Many are afraid of changes, and many loved ME 1 so much that they are just affraid on how the second one will be.


I think you and Abuseyourdna nailed it.

#261
SurfaceBeneath

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The fact that the squat members have personalised armors and not based on skill/feat means that one RPG element is removed. The fact that light, medium, heavy armors have been removed and you can wear all of them - it's a removed RPG element.


How can you tell me that adding more weapons in to the game and greatly expanding the customization of every piece of armor Shepard wears not RPG elements in the same breath as saying removing armor from squadmates detracts from RPGs? All of the weapons of the game have their own internal systems for damage, effect, etc usually much more so than armor which you can individually perform research on the improve. This is two huge pluses+ in the ME2 category.

Dialog interaction, meaningful connections with the squad and finale based on choices is a fine roleplaying element, one that makes BioWare stand out as a company and one that makes me come back and buy their games.  In itself it does not make a roleplaying game


Disagreed. Anything that helps you immerse yourself in the shoes of the character you're playing and connect with the world around you is an added roleplaying benefit. Any game lets you step in to the shoes of a character and "live their role" but where role playing games differ is that you become a part of the role and help define their actions and personality. Improved interactions with npcs, interupts, and an ending that depends on your actions are all amazing ways to make your Shepard uniquely yours and nobody else's.

Anything that is handled with the skill of the player instad of the skill of the character (that was handled by the skill of the character in ME1) is a removed RPG-element.


Every game has statistics of varying transparency. Strategy games are primarily determined by statistics. I don't consider them roleplaying games. Even FPSes have some degree of stat to them (Gun does X amount of damage. Shooting here does x times y damage). And even if you do consider stats to be an integral part of a roleplaying game, then you have to consider that with the new research and loyalty systems, you've got stats added to the game as well. Also, there's many things that go behind the scenes that you don't know regarding "stats". Some stats are more transparent than others and it's not possible or even sane to take every "stat" from two games, line them up together, and say the one with the most "stats" wins out being more of an RPG. Again, I pull to my example of Planescape: Torment being a greatly simplified ADnD ruleset, but it is often held as the defining example of digital roleplaying games far beyond games that used those rulesets more fully.

#262
Tokalla

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Memengwa wrote...

Both ME1 and ME2 had numerical rule sets, they just shifted away from the passive weapon skills towards the active abilities and our technology.


Here you actually lost me. Please explain what you mean.

I believe this is commenting on the removal of the passive weapon skills and the increased emphasis placed on equipment progression and active abilities (ammo mod skills, etc) in ME2.  In essence swapping damage modifiers to equipment and some of the more noticable weapon mod abilities to skills.

A missunderstanding. I didn't say ME2 doesn't have a formal system.
I was making a point that roleplay without a formal system is not a roleplaying game. Thus logically a game with less rpg elements (that makes a replacement of them with something else) is less of an RPG.

Unless I am mistaken, the point that others have been trying to show is altering or removing elements common amongst RPGs does not automatically correlate to a loss of how much of that game is an RPG.  As the fundamental purpose of cRPGs is to emulate the PnP experience, obsessing over the semantics of how the chosen rules set works is secondary to the resulting level of immersion and impact the player can have on the story and environment that are possible.  The inclusion or exclusion of the secondary traits common to RPGs is utterly irrelevant in categorization, provided the overall purpose of the genre is met.

You are right, in itself this post doesn't. But, this was not my first post on this thread. I was basing this conclusion not solely on my post. Frankly, I was using this post for explaining what an RPG is. The debate has been going back and forth on wether certain removed game elements make this game a less of an RPG. There seemed to be a lack of concencus on what RPG elements are and what is an RPG game.

Simplified example.

Person 1 says that because elements ABC are removed it's less of an RPG.
Person 2 says that it's not true, because it's DE and F that make an RPG and they are not dumbed down at all. And elements ABC do not matter anyway. So the game is a better RPG than it was before.

My post is simply an argument for what makes an RPG, and through ignoring ABC I go towards the "less of RPG" conclusion.


I can certainly understand how we all have our preferences, but to even
pretend that a game becomes less of an RPG because it doesn't include
inventory managment is outright absurd.  I may not enjoy the type of
RPG it is due to the lack of a given feature, but regardless of my
preference it is still an RPG.  For everyone here claiming that ME2 is
less of an RPG that ME1, how much do you truly know about what
percentage of the time you are playing you will be forced to endure the
non-RPG elements you dislike?  Do we really have any idea of how much
an impact our actions from ME1 will have?  There is no checklist for
traits an RPG must have, though there definitely is for traits any
given person prefers in an RPG.  Simply because something isn't your
preference, does not mean it ceased to achieve the intended goal of the
genre or genres that define it (even if it may have done so through unconventional means).

#263
Kalfear

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I see the children still argueing in favor of their Shooter dynamics.



Nov, please leave your poll no one but your shooter friends knew or cared about outta the discussion. Its not a accurate reflection of all Mass Effect gamers or even a accurate reflection of these forums as most people cant be bothered to look it up and vote in it. And wasnt it just a couple days ago you were saying 80 something % were in favor of shooters? What happen? 2 more people vote over the last few days to change the percents so much? Its not relevant to topic so kindly remove it from the discussion.



Toa, could you be anymore appearent in your desired agenda? Everytime someone posts in favor of shooters you gush all over yourself saying "Finally someone understands me". Get over yourself, no one understands or cares what you think and your poorly hidden goal at bashing RPGs in this thread didnt fool anyone. Really kinda sad you think it did.



Anyways, keep on battleing shooter fanatics, 5 days till the real outcry comes.

#264
todahouse21

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Kalfear wrote...

I see the children still argueing in favor of their Shooter dynamics.

Nov, please leave your poll no one but your shooter friends knew or cared about outta the discussion. Its not a accurate reflection of all Mass Effect gamers or even a accurate reflection of these forums as most people cant be bothered to look it up and vote in it. And wasnt it just a couple days ago you were saying 80 something % were in favor of shooters? What happen? 2 more people vote over the last few days to change the percents so much? Its not relevant to topic so kindly remove it from the discussion.

Toa, could you be anymore appearent in your desired agenda? Everytime someone posts in favor of shooters you gush all over yourself saying "Finally someone understands me". Get over yourself, no one understands or cares what you think and your poorly hidden goal at bashing RPGs in this thread didnt fool anyone. Really kinda sad you think it did.

Anyways, keep on battleing shooter fanatics, 5 days till the real outcry comes.


Ah, you have discovered my evil plot Image IPB

Seriously though, why would I bash rpgs? I like videogames in general and to bash one genre is doing a diservice to the industry in total.

Besides, I count certain rpgs as my favorite games of all time like ME obviously, Vagrant story, Grandia, Icewind Dale. I have no problems with rpgs. The people I gush over calmly explain why certain people like you classify this game as a non-rpg. That's it.

And as for my "agenda"? It's very simple, are you ready

...

...

It's to not be bored at work.

This topic has accomplished that. Most people were calm cool and relaxed and engaged in light debate. A couple exceptions like you want to sabotage it. I have to ask, couldn't you simply ignore the post? Of course you can't, because you are the type that believes that all opinions should mirror yours or else they're "stoopid".

Talk to me when you graduate the eighth grade and realize the world is full of opinions, most of them different from yours.

#265
Sylvius the Mad

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todahouse21 wrote...

Call me crazy but as long as its fun, the can call the genre Bob and I wouldn't care.

That's an idiotic thing to say.  Of course you like games when they're fun - everyone does.

But what makes it fun for you?  If it's the same things that make a game an RPG, then games that fail to be RPGs won't be fun.

Schneidend wrote...

You do make the decisions. The dialogue wheel only conveys the gist of what Shepard does and says, because to have every dialogue choice fully voiced and also write it on the dialogue wheel would be incredibly redundant and cumbersome.

Yes it would, but by hiding the actual content from the player, the player is not longer able to choose between different options.  At best, the player gcan guess.  That's not choice.

Claiming that this is fundamentally different from choosing from a list of responses a la Baldur's Gate and Dragon Age, a list which is also not authored by you, the player, is ridiculous.

It's different in two important way.  First, because the options are fully visible to the player before the choice is made, the player can avoid specific options as he sees fit - something ME absolutely does not permit without repeated reloading.  And second, beause the lines aren't voiced or acted out, whether that's the exact line uttered by the PC is left up in the air; there is no need for the player to believe that his character said exactly what was written in the dialogue option unless that utterance is made explicit through voice-over or cinematics, and ME does both.

Nothing makes a full-voiced character worth doing.

Soruyao wrote...

But wait, not knowing how to use a gun? Can you honestly (really honestly) see shepard at this point in the game not being able to hold a pistol straight?

No.  So why can Shepard not shoot a pistol straight if I'm lousy at aiming?  By mking the player's skills paramount, you've reduced Shepard to being a useless spaz if his player happens to be a useless spaz.  Explain how that makes any sense in a universe where Shepard is supposed to be an elite soldier.

#266
Rendar666

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Vaeliorin wrote...

Eragondragonrider wrote...
I a person that has designed and played rpgs for 25 years, I think why most purest are saying ME2 is not a real rpg is because it doesn't have the wait command menu. FFIII set the bar for purest out there and most people want RPGs to be like it because it was such a great for its time.

RPG Purists don't think JRPGs are RPGs. :)


A lot of purest can not get past the idea that RPGs are evolving constantly to get more people into them. I think having a game that it more live action then waiting to chose what you want to do draws you more into the game and story.

When you remove the role-playing, you no longer have an RPG.  ME has removed the role-playing, therefore it's not an RPG.  That doesn't mean it's a bad game.  I rather enjoyed ME1, but I would put it in the genre of shooter with RPG elements, not into the RPG genre (there are very, very few games that make it into that genre anymore.  Pretty sure DA was the only mainstream game that fit the genre in 2009.)



Um... how does Mass Effect NOT have role playing? You choose everything that Commander Shepard does and you level up and decide what to say... isn't that role playing? You gain a abilities while playing the role of commander Shepard who you control and choose what you want him/her to do that will affect the story because you can control what you do and you can level up and then you change the story by being good or bad and by saying what you want and... lol.

No but really, it's an RPG. It may not require you to have the Player's Handbook and roll 20 sided dice but it is an RPG.

And the whole Shooter=no attention span.... Don't make me laugh, please. Those games require you FULL attention or you WILL die. I play shooters, only online, because they are rediculously intense and take a lot of skill to play. So... just because you heard Bob say that only kiddies play shooters because they have no attention span doesn't make it true. Yes, most stories for shooters suck, but they still require your attention. You get from a game what you put in. Sort of. Image IPB

Image IPB

#267
Rendar666

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Tokalla wrote...

Terror_K wrote...

And complain isn't the right term even... not at this point. More accurately, I "express concern" for what it looks like Mass Effect 2 has become and where the series may go from here.  I express concern because I love the Mass Effect series up until now and I don't want to see it heading in the wrong direction... down a path I can no longer follow.


Expressing discontent, pain, or grief is the very definition of complain.

www.merriam-webster.com/dictionary/Complain

So, it is indeed the correct term.


To respond to this as succinctly as possible: An RPG should be primarily about the progression and evolution of the character you're playing... not the weapons said character has. 


Most RPGs (both PnP and VG) have some form of equipment based progression designed into the expected evolution of the characters.  While you may be displeased at losing elements you felt were better tied to the character than the equipment, that shift does not remove any RPG elements from the game.  Perhaps you also prefer not researching to obtain your Vorpal Sniper Rifle +5, but I find damage increases due to improved equipment to be more logical than straight damage increases linked to skills (especially since those increases cannot be attributed to improved aim, as that increased alongside the damage increases). 

I also understand that you are against the aiming being performed by the player, as you feel the characters skill should be the deciding factor in this area.  Honestly, I feel that a well trained military officer that has seen already seen combat should be far more familiar with firearms than was represented in ME1.  The shift to simply hitting what you aim at is not only logical, but has allowed for the game to make hit locations matter.  Personally, I found it more than a tad immersion killing that sniping someone in the head was as effective as hitting them anywhere else.  It should also be noted that aiming did matter in ME1, it simply didn't ensure you would hit your target (which is something I find strange for an N7 Commander with prior combat experience to have occur).


I just don't think it's going to be as good and appears to be dumbed down.


I truly feel you would find a much better reaction from those you disagree with if you refrained from utilizing insulting cliches such as the above "dumbed down" remark.  Perhaps you feel that things you enjoy are being lessened or simplified, but complexity is not a very good gauge of challenge.  For example, which is more complex: Monopoly or Chess?  Which is more difficult to master?  Which has more potential for being a challenge?  Simplicity does not correlate to stupidity, and insulting those who prefer simplicity where you prefer complexity are not more likely to be less intelligent or capable than you. 






Vorpal only applies to SLASHING WEAPONS, NEWB Image IPB

#268
Guest_SkullandBonesmember_*

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Terror_K wrote...

And my favourite game of all time is Unreal Tournament. A shooter. And yet I'm complaining. What does that tell you?

Things are never absolute. Not all RPG
fans are going to be disappointed, but one can't ignore the fact that
the Shooter is the far more popular genre these days. I said "Shooter
Fanatics" on purpose rather than "Shooter Fans" or anything that
general. The "gamer" public out there these days on the generic message
boards are I imagine far more likely to be big shooter fans than big
RPG fans. There will be some who like both. It's just becoming harder
and harder for the RPG fans (or Purists if you'd prefer) to ignore a
factor that the original ME1 had that ME2 doesn't: the ability to put
the combat aside. One of the things BioWare were (once) proud of with
ME1 I remember reading was that their established fanbase didn't have
to be shooter fans to play ME1, even though it had shooter elements.
That is no longer the case.


QFT.

SurfaceBeneath wrote...

And no, the combat in ME1 was very boring. I certainly wouldn't call myself an FPS fanboy for a moment (I enjoy some FPSes, but generally do not play most FPSes that come out) and I got tired of it about 5 hours in to ME1. Again, go to most neutral websites and you will get told this repeatedly. And don't come back with "well most people who play games are FPSers so yadda yadda yadda" because that is the most ass retarded statement I've ever heard. It tells me that you think people that enjoy FPS games are 1.) dumber than RPG fans and 2.) that what you're saying is correct in the first place (it's not).


When you can't enjoy a game unless it raises your blood pressure and has EXPLOSHUNS, that says a lot about the type of gamer you are.

Terror_K wrote...

Not true. Aside from the fact Fallout 3
had VATS (which was based on a percentage chance weighed against your
level in said skill combined with factors like distance and cover)
every shot you made was determined by your points spent in said skill
along with your base S.P.E.C.I.A.L. attributes that influenced it. This
influenced your chance to hit, your damage, etc. in the combat. Where
Mass Effect had the "Cone of Death" that got smaller as you leveled it
up Fallout 3 simply had shots not hitting their mark as often which got
more accurate as you leveled it up. It's not really that different.

ME2
on the other hand is based almost entirely off skill. There's no factor
that influences your accuracy beyond your own accuracy.


I actually thought VATS was one of the only redeeming qualities of Fallout 3.

Hahaue wrote...

BioWare said Mass Effect was a shooter
with RPG elements. If it's not to your taste, then don't play it. Just
because they're making a story-driven decision-based shooter doesn't
mean all of their future games will be shooters. Complaining about it
is pointless. If you don't like something, don't buy it. It's that
simple.


Yes, and it worked perfectly fine for a non shooter fan like me in the first. Don't fix something that isn't broken. Again,
the only people that complained about the combat system was those who
wanted a flashier game, RPG fans were fine the combat. But because shooter fans make up the majority of gaming demographics like Terror said, their voice is louder than ours.

Terror_K wrote...

I like and enjoy shooters. That doesn't mean I want my favourite RPG's to become them.


Once again QFT.

Terror_K wrote...

Just like I like chocolate and I like potato chips, but that doesn't mean I like chocolate-flavoured potato chips.


Thiiiiis, I'm not too sure of. That kinda sounds good. [smilie]../../../images/forum/emoticons/lol.png[/smilie]

#269
Guest_SkullandBonesmember_*

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Terror_K wrote...

Murmillos wrote...

Terror_K wrote...

I'll guess I'll see for myself in a week's time.


And we'll all be looking forward toward your 2nd Bioware apology letter.


That could very well be the case, I fully admit that. Time will tell.


I've even said on the original boards before the move was made I'll make an apology thread to Bioware if my concerns are unfounded. :P

#270
Soruyao

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I love this topic, I was so bored until I came
across it.  This is fun!  I'm deleting the parts where you agree with
me for post simplicity.

[quote][quote]

We fill and act out the role of commander shepard, the savior of humanity and
the universe.  So far both ME1 and ME2 both qualify.

[/quote]

Yes they do. But... As you see I made a definition of what roleplaying is
contra what a roleplaying-game is.

I never said ME doesn't include roleplaying.

Heck, many rpg games include less roleplaying than ME does (strange as that may
sound). BioWare is a company emphesizes roleplaying in their games.[/quote]

So alright, we've established that all role playing games are games where you
play a role, but you argue that not every game where you play a role is a role
playing game.  I find this distinction a little bit strange to be
honest but maybe it'll make more sense to me later in the post.

[quote][quote]

Both ME1 and ME2 had numerical rule sets, they just shifted away from the
passive weapon skills towards the active abilities and our technology.[/quote]

Here you actually lost me. Please explain what you mean. [/quote]

Another poster put it really well earlier.    First of all I
will say that reducing the skill based accuracy modifiers is indeed a reduction
in stat complexity.  However, it is the only such reduction that
I can find, and it was the most necessary for both gameplay and lore
reasons. 

If it makes you uncomfortable to be without it, imagine this: Lets say
there actually is a weapon skill.  There's 10 points to put into it to
make your guns aim straight.   Lets say you start with 10 extra squad
points at the start of the game.   99% of people would just dump all their
points into the shooting power first because it's the biggest increase in
effectiveness you can get.   (There was never any reason not to put
those points in anywhere else first, because it was really painful to be
without them.)   

If you have a feature where there is a choice that smart players are going to
all make the same way and be very effective, and new/unexperienced players are
going to make different ways that make them markedly less effective, you have
what is known as a "noob trap."   Noob traps are bad for
gameplay and should be eliminated whenever possible, especially in a game where
you cannot "respec" your character.   

They should be replaced with abilities that smart players will choose
differently based on playstyle and that once chosen will change the way those
players play once they have them.  This is exactly what
happened.  Some soldiers will focus on one ability first, like say
adrenaline rush, so they can pretend they're in the matrix with their constant
bullet time.   Or maybe they'll focus on picking a little of
everything and not be a specialist, picking the ability that is the most useful
for the job.   Or maybe they will dump all their points into an ammo
power and never use abilities at all, playing as if it were a
shooter.     There are many choices in this system, and suspect
that players builds will differ from each other a lot as time goes by.

So now that we've taken the passive increases from the weapon skill away and
replaced them with active skills that bring more choice and complexity, we can
take it a step further.   In order for combat to scale properly
with higher level enemies, we do need some kind of passive damage increase.
  This increase was implimented in researching weapon customization.
  We make mods for our guns that make them do more damage or fire
more accurately or increase ammo capacity. (I'm speculating on the last part
there)   Those improvements have the same effect on our gameplay as
if we had put in skills in a "make my guns better" talent, but they
make for more interesting gameplay decisions while also making more sense in the
lore.

Also, putting points into ammo powers is technically a way to put skill points
into your ability to use guns and make yourself do damage, so technically the
weapon skills are still there in a sense in these.    It seems
like we have a cake that we can eat, as it were.

[quote][quote]

I think both games have things that work well and that don't work incredibly
well in the internal consistency department.    A charging
krogan surviving 45 shotgun shells to the back because of immunity was really
difficult to hold suspension of disbelief over.   Also, shepard not
being able to hold a gun straight after being in the military so long also
strained credibility.

[/quote]

You're right there. Strangely enough most rpg games seem to allow for the
strangeness of surviving being hacked 100 times with a sword, or shot with 100
arrows.  So while being shot 45 times by a shot-gun is odd, it's not
strange compared to rpgs. (Personly I once tried a ninja fighting game on PS2
where you died after being hit once with a katana). Shooters tend to do this as
well.

I also agree on the part with Shepard shooting badly, which was also on par
with most RPGs, where you pretty much only can fight rats with your 1st lvl
fighting skills. Removing this does not make a better RPG, though. It could as
well have been changed to having really good skills with the weapon, and ending
with mad-skills a-la gun-fu or something (also rather silly, but showy as heck www.youtube.com/watch).[/quote]

To be fair, in a lot of RPGs where you start out really innacurate and weak
with your weapons, your character really is someone who has never picked up a
sword or bow before, so it makes sense when they miss.  There are two
things that should decide whether you impliment a feature in a game.
 Gameplay and internal consistency with the universe.  (Lore, I
guess.)   

If you impliment a mechanic because it improves gameplay even though it
contradicts lore, you're likely to still sell copies of your game.   
The mass effect universe has always had several of these, such as the fact that
you can get shot in the head by anything with your shields down and not
instantly die.

If you impliment a mechanic because it improves lore even though it weakens the
gameplay, you are in danger of selling less copies, while also punishing the
players loyal enough to the lore to keep playing.  Of course, this depends
on the extent of the change.   A small thing will likely have little
effect, however we could take this to the hypothetical conclusion and imagine a
game where if you get shot once you die, and if you die your game is over
permanently.   It would likely not sell very well at all.

If you can remove a mechanic that detracts from gameplay, while simultaneously
adding mechanics that enhance gameplay, while also having them make more
lore-sense at the same time, you have the perfect gameplay change.  
We're in agreement that it didn't make any sense for shepard not to be able to
hold a pistol steadily lore-wise, so removing it actually enhances the amount
of interesting gameplay decisions available to the player then it makes perfect
sense to remove it.

As far as starting as a deadeye and then improving further, I'm having trouble
figuring out how that would work.   You go from hitting what you aim
at to extra-hitting what you aim at?    Maybe at max rank
you could fire your shotgun as if it were a sniper and hit someone 300 yards
away?    If we start with perfect accuracy, improving accuracy
doesn't do much except unbalance the guns that are balanced around being
innacurate.    All we have left is passive damage increases and
some  new made up aspects we could add.  (Matrix cover rolling slow
motion pistol action?)  In that case, since we have our passive
damage increase base already covered with weapon research, why not just make
the new ability you added into an active ability that relies on gunplay? 
Perhaps some sort of weapon imbue that makes enemies catch on fire or freeze? 
Or maybe a special shot you can fire that knocks people down...

I also can name several RPGs that are unarguably rpgs that don't have a weapon
miss mechanic.   For instance, there's no such thing as a
miss (other than one caused by player error)  in jade empire.  If
you hit someone, you hit them.   Sometimes you might not do damage,
but it's because of immunities and not an arbitrary diceroll saying that your
weapon didn't hit the thing you were aiming at.     Are we
going to argue that jade empire is less of an rpg than mass effect 1?

Off the top of my head, I also think star ocean 2 had no miss system, but I
don't actually remember.   I know I didn't miss much, but I'm not
sure if you could or couldn't.

[quote][quote]

I've argued long and hard in other threads to get the point off that every
change so far in ME2 is more believable in the game universe than immunity spam
ever was.   I can clarify further if you'd like to name specific game
mechanics that strain credibility for you. [/quote]

Sure, if you want to. That would be interesting [/quote]

Well, I was actually kind of hoping you'd name a feature so that I could I
could address it, but I'll give an example anyway. 

One of the most contentious changes (if not the most) is the move to an ammo
like system.  I feel that it both makes sense in the lore and as a
gameplay feature.  I saved an argument for cut and pasting if the
issue came up again.

rhue.blogspot.com/2010/01/ammo-part-1.html
<-  This part addresses the lore aspect.

rhue.blogspot.com/2010/01/ammo-part-2.html
<- While this one addresses gameplay.

[quote]

[quote]
How do we not have a formal system anymore?  [/quote]

A missunderstanding. I didn't say ME2 doesn't have a formal system.

I was making a point that roleplay without a formal system is not a roleplaying
game. Thus logically a game with less rpg elements (that makes a replacement of
them with something else) is less of an RPG.[/quote]

I don't follow your logic at all here.   As far as I can gather, the
wiki article you posted said that an RPG is a game where you play a role
through an avatar in a formal system with rules.     A system where
making X change to a gun while using Y type of ammo makes your shots do Z
damage and proc Q attribute on a V% chance sounds very much like a formal rpg
system to me.    In fact, a system where you fire a shot and it
uses complex math behind the scenes to measure the angles and judge whether you
headshotted one (IE: every shooter ever) sounds formal to me too.

Perhaps you could clarify what you mean by a "formal
system" such that ME1 has more of one than ME2 and both have more
than something like gears of war?   I'm not exactly seeing it
because it's very vague terminology.

[quote][quote]

The game is still calculating what happens in combat using numbers that are
based on our skills and reacting accordingly.  I can't just tell the game
"I want to grow wings and fly up and use my magic angel laser"
because it's outside of the formal system.    I would argue that
indeed both mass effects are rpgs by this category as well.   I would
even hazard to say that the halo series fits the description you put forth,
since it also has a formal system decided on by an internal GM of sorts.
  ("Okay, he tried to snipe that guy.   Calculating
trajectory of his shot based on where he was aiming.  Calculating
position.   Does head line up with that
shot?  Yes?   Headshot successful."  That's
a GM at work, using a formal system and numbers.)

[/quote]

Interesting take on it.

But I truly doubt that you are arguing that Halo is an cRPG, but trying to poke
holes in the definition.

I hope that, as well as I, you know that it's oversimplified. Wall of text and
so on.[/quote]

cRPG?  No, but I don't believe that we've been using that term so
far.    I do think that it's an RPG by the wiki definition
however.



In psychology we have two terms that have to do with how we catagorize things.
 Exemplars and prototypes.(Sorry if this gets too lectury, but I think it
will help me explain what's going on here in this thread.)

An exemplar is an example of a specific thing.   For instance, a
hairless siamese cat is an exemplar of catness.  It might not be the first
thing we picture when we think of a cat, but we can identify it as one pretty
quickly.

A protoype is an amalgamation of every aspect of that thing into a single
perfect example, which may or may not actually exist.   In our cat
example, it would be the most catlike cat you could possibly imagine.
 (For me it would be a short hair black/white/brown tabby, since they are
fairly common and several of the cats I've owned have looked like that.) 
The more any particular animal you see resembles your prototypical cat, the
more easily and quickly you would be able to identify that thing as a cat.

How does this relate to the RPG issue?  Well, most of the arguments
I've seen so far hinge on "these changes make this game seem less like an
rpg to me and more like a shooter." and the reason we're having so much
trouble is that we have very vague definitions for what an RPG or a shooter
are, and are instead comparing aspects of the game to aspects of our personal
prototypes for what an RPG and a shooter are.
    (And, I think there has also been some comparison of
people to prototypical shooter or rpg fans, with very negative effect.
  This is exactly how prejudice works, in psychological terms.)

For most people, I think the prototypical shooter is a mix
between halo 3, gears 2, and call of duty 4/5.   Some of the changes to ME2 resemble things that exist
in our prototypical shooter.  
(Especially reloading, which is one of the things that is being argued
about the most.)

The prototypical rpg is something that I think differs based
on your backround, but I would assume it would be something final fantasy, wild
arms, or possibly fallout1/2 like. 
(I’d be curious if people could tell me what they think of when they
picture the ‘perfect’ rpg.)

The problem of course is that the mass effect series is by
design straddling the line between the two genres.   Any change that makes the game look at all more like
the prototypical shooter (even if it’s only during combat!) sets off warning
bells and has people making slippery slope arguments that the game is going to
simply become those games and no longer be something they enjoy.   

However, shooters have existed for a long time, and for
people to spend as much time with them as they have, there must be things about
the gameplay that work really well.  
If there’s something stilted and wrong with your gameplay in a game with
shooter elements, and implementing something other shooters have that works for
them would also fix the problem here, then why not use if it doesn’t contradict
the lore?

If we were talking about running out of arrows, I would
guarantee you nobody would have an issue with it the way they do with the ammo
system in this game, because there’s no such thing as an archery shooter.   (Well, there is a bow in gears of
war, but that’s neither here nor there.)   However, there are rpgs where you could run out of
resources and ammunition. 
(Fallout1/2 for example have both reloading, ammunition, and carryable
health kits, and nobody would argue those aren’t rpgs.)

So, because people are deciding whether the game is an rpg
or not by comparing it to prototypes, we will never be able to come to a
consensus without very carefully defining our boxes so that we can objectively
determine whether the game is or isn’t an rpg or shooter or both.      Is a shooter a
game where you shoot people? (Then fallout1/2 are shooters)  I an rpg a game where you play a role?
(Then every video game is one)  
Is a shooter a game where you shoot people and never gain experience and
level up? (Then call of duty 4/5 aren’t shooters!)   Is an rpg a game where you never have to deal with
running out of ammunition?  (Then
none of the fallout games and ME2 aren’t.)

Oh and on a random aside, game designers have been adding
rpg elements to shooters for awhile now, and shooter players don’t seem to mind
at all.  In fact, they’re loving
every minute of it.   You gain
experience from kills in the modern warfare games and level up, and you gain
access to new guns and equipment that make you do more damage and become harder
to kill. Both games have sold incredibly well.   Interesting that this sort of blending bothers us more
than it bothers them.   :3

[quote]

You are right, in itself this post doesn't. But, this was not my first post on
this thread. I was basing this conclusion not solely on my post. Frankly, I was
using this post for explaining what an RPG is. The debate has been going back
and forth on wether certain removed game elements make this game a less of an
RPG. There seemed to be a lack of concencus on what RPG elements are and what
is an RPG game.

Simplified example.

Person 1 says that because elements ABC are removed it's less of an RPG.

Person 2 says that it's not true, because it's DE and F that make an RPG and
they are not dumbed down at all. And elements ABC do not matter anyway. So the
game is a better RPG than it was before.

My post is simply an argument for what makes an RPG, and through ignoring ABC I
go towards the "less of RPG" conclusion. [/quote]

I would argue that the defintion you linked supports my
position that ME2 is very much still an RPG, and that none of the changes
actually make it less of one. 
There was nothing in there about how complex the customization of the
player character had to be, simply that the system of rules their avatar lived
within while interacting with the game world is “formal.”

[quote]

And note, by that statement I don't mean it's less of a game - just a different
game that might not be enjoyable for the fans of ME1. And note as well, that
most people who enjoyed ME1 were NOT rpg purists, since ME1 was not a pure rpg.

I wish some of you would get what is being said, instead of just trolling and
throwing around insults.

[/quote]

This is where I agree with you the most out of anything you’ve said so
far.  Indeed, the game mechanics
have changed, and any time you change something you risk ruining it for people
who were used to the way things were before, even if those changes are
improvements.

Change is scary, and adapting to change is difficult for
some people.  But not changing a
broken mechanic or a “noob trap” just because people are used to it is a good
way to make your game series stagnate and become quickly outdated.   But I challenge everyone in this
topic to look at every game change on their own merits, objectively, rather
than simply stating “I hate them all because they’re different and it doesn’t
look rpgish enough for me anymore!”

[quote]

No other comments that I agree to a lot of things you said
there.

But.... hmm... some things that has been said by you and me got me thinking
about the roleplaying games contra roleplaying and contra rpg systems.

[/quote]

Great, that’s exactly what a good discussion should do.  It definitely got me thinking about
stuff more :D   You’re by far
the most civilized person I’ve disagreed with on this forum so far.


-edit-  Fixed weird formatting issues.

Modifié par Soruyao, 21 janvier 2010 - 11:21 .


#271
Schneidend

Schneidend
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I give up. Sure, fine, Mass Effect 2 is totally not a roleplaying game, despite all that roleplaying going on in there. The skills, the skill evolutions, the leveling up, the upgrades, the research, the armor customization. All those statistical things are totally shooter mechanics. No denying that. How silly of me to think otherwise. How foolish of me to expect others to be able to grasp obvious summaries of the actions on the dialogue wheel. Clearly, when you threaten somebody's life, you would never pull your gun on them. That's Bioware making Shepard do things you never told him to do.



You must be right, I must be wrong.



So please, don't buy the game and move on, Sylvius. This idiot's playground of a 1337 FPS shooter is clearly too low-brow for you. Save yourself! Run! GO!

#272
Terror_K

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Perhaps we're getting hung up on the "more or less" aspect of ME1 vs. ME2 when it comes to it being an RPG. Or we're looking at it from the wrong angle. Perhaps a more accurate way of describing it is "Mass Effect 2 is a simpler RPG than the original game." A lot of factors have been simplified after all, and BioWare have admitted as such. Whether the game is more or less RPG or not, the fact remains that ME2 has been created to be more accessible and cut some of the fat off. The problem is, many of us RPG fans like some of that fat and feel that BioWare have gone too far and oversimplified things. It doesn't matter that new RPG elements have been added when they too (like the existing ones) have mostly been presented in such a simple way. It's like Mass Effect was for "Ages 15 and above" and ME2 has become "Ages 5 and above" instead. Then there's the fact that much of the game resembles a newer version of Microsoft Word and decides it's going to decide to make changes and automatically assume things for you. This is supposed to be a Role Playing Game... not a Self-Playing game.

#273
Soruyao

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Terror_K wrote...

Perhaps we're getting hung up on the "more or less" aspect of ME1 vs. ME2 when it comes to it being an RPG. Or we're looking at it from the wrong angle. Perhaps a more accurate way of describing it is "Mass Effect 2 is a simpler RPG than the original game." A lot of factors have been simplified after all, and BioWare have admitted as such. Whether the game is more or less RPG or not, the fact remains that ME2 has been created to be more accessible and cut some of the fat off. The problem is, many of us RPG fans like some of that fat and feel that BioWare have gone too far and oversimplified things. It doesn't matter that new RPG elements have been added when they too (like the existing ones) have mostly been presented in such a simple way. It's like Mass Effect was for "Ages 15 and above" and ME2 has become "Ages 5 and above" instead. Then there's the fact that much of the game resembles a newer version of Microsoft Word and decides it's going to decide to make changes and automatically assume things for you. This is supposed to be a Role Playing Game... not a Self-Playing game.


First of all, I have to say that I'm not at all convinced this game is less complex than mass effect 1 in any way.   However before I adress that, I do have to ask:  Even if it were less complex, does that make it worse?    Is a more complex rpg necessarily superior to a less complex one? 

"Lets look at a hypothetical situation to illustrate this, shall we?: Lets discuss a skilled called "combat walking."   It would affect how often I trip and fall during combat, and how much I can run without becoming greatly more likely to trip and fall.   In order to level up your combat walking, you would need to place three skill points into mobility, which would then unlock a special menu you would access by clicking on the walking ability in the menu.   In this new menu, you would have to place 5 points into walking in order to unlock combat walking.  

Then you would place 3, but not 4 points into combat walking, because you'll want to have enough points saved up for when you get to level 7b and you can unlock combat running.   Next you want to go back out into the main menu, then go into the attribute menus, and then into the mobility attribute toggles and turn on combat walking.   Now you're done and you can run around in combat without tripping, but be careful not to run too much or you'll be in danger of tripping anyway, until you unlock combat running."

Would this setup be fun gameplay wise?  No.  Would it be annoying?  Very much so.   Would it sell very well?  Probably not.    Does it make sense in the lore?   Heavens no.  Would it be more complex?   Of course.

That said, is ME2 going to be less complex than ME1?    Well, the combat is getting more complex because you have 3 different types of enemy defenses, you have to choose which power and weapon you want to use for each situation, and you have to manage your ammunition.  (People complain about the ammunition being shooterlike, but is it not an addition in complexity?  It is one more thing to think about in combat.)   

Character development shifted around where you get what bonuses from.  We didn't lose passive increases to our damage because that moved from our skills to our gun upgrades.    In the process we gained several interesting offensive skills and the ability to greatly differentiate our characters from each other.   We lost and gained about the same amount of abilities, it was just a shift from passive and defensive skills to active and offensive.

#274
todahouse21

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@Terror

But it doesn't self-play. You are still tasked with evolving Shepard as the game goes on. But now its his special skills, not his ability to fire a rifle that grow over time. To me, if you're playing a roleplaying game it has to immerse you in the character, it has to make that character truly yours skills wise. For example, my Dragon Age character was probably pretty different from yours even if we shared a class. Reason being, you have a play style, I have mine. ME 1 didn't have that. You evolved yes, but the playstyle came entirely from the class not the skills. In ME 1 character differences came from the classes themselves, but after a few level ups, everyone in the same class was pretty much playing same stats give or take a few points here and there. Because of this, people called ME 1 a hybrid, and it was. Where I take exception is where because of a few changes to the system, now certain people are saying it's not an rpg at all.

It is. It's not a deep rpg or a pure one but there certainly remain elements of the genre. I simply saying that I take exception to specific people blasting Bioware for actually listening to the forums. All they did was simplify an existing formula and all of a sudden (not you, you seem very level headed) people come out of the woodwork screaming "this is terrible, they made this game for fps tards". If I fit in any genre of gaming it would be the sports genre (of course MGS and ME1 are my all time favorite games), does that mean I'm somehow less intelligent?

There seems to be a certain elitism among the hardcore rpgers (again not you or a lot of posters on this thread for that matter). But there are knuckleheads like Kalfear who vomit hate to anyone who doesn't believe that Mass Effect 2 is a shooter and not an rpg. My point is it's both and it does both things exceptionally well. (at least I think it does, basing on the reviews and what I've seen in gameplay videos.)

Modifié par todahouse21, 22 janvier 2010 - 01:14 .


#275
Terror_K

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I was actually referring more specifically to the new "looting" system. What remains of the looting system has the... I dunno what the best term here is, so I'll just say "A.I." of the game automatically choosing what it considers to be the best items for you and your squad and auto-equipping them. No longer does the player have to look at their items and work out which is best for them, because it's all done for them... a bit like an auto-level up system which pretty much no proper RPG player would use, IMO. Aside from doing the work for the player, this also seems to illustrate that guns are no more diverse than they were in the original game. A good RPG has a wide selection of items and which is best depends on what the player is after. Sounds like ME2's guns lack that diversity if the system can automatically detect "the best" gun. What makes it the best? Damage? Accuracy? Rate of fire? Some additional ability? This sounds like Master Spectre Gear syndrome all over again.