Rendar666 wrote...
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
No, you cannot. You cannot choose what Shepard says, or even what Shepard does not say, because the Dialogue Wheel hides the results of your choices from you.
You have no control over Shepard in conversations in ME, and you will have even less in ME2 as a result of the interrupt system.
Schneidend wrote...
You must be right, I must be wrong.
I should put that quote in my signature.
Murmillos wrote...
Are you telling us that if somebody don't like an aspect or two that are staple elements of RPG's then you are not a "real" RPG fan.
If those elements are necessary conditions for the game to be an RPG, absolutely. If you tell me you like lasagna, except that you don't like noodles so you only want lasagna that contains no noodles, then YOU DON'T LIKE LASAGNA. Without the noodles, it's just a casserole. It is not lasagna.
CmdrFenix83 wrote...
Apparently you aren't familiar with what the term 'RPG' means. It means you step into the role of a character, and perform actions and decisions that you belive the character would make. There's an immersive storyline, character development in terms of both story and equipment, and choices you have to make. I would honestly love to hear one example of something, anything, that makes ME1 'not' an RPG.
The inability to make decisions during dialogue - that prevents ME from being an RPG.
Not once in the entire game are you given the opportinity to choose what Shepard will say and be confident that Shepard will say it as you intend.
Whereas, in DAO (or KotOR or Baldur's Gate) your character (or in BG's case, the character you're controlling, as any party member could speak on behalf of the party) says the line you chose exactly as you expect. Every time. This allows you to choose them intelligently. But ME offers no such choice; never can you choose an option in dialogue and be confident you know what your character will say or do.
Static Entropy wrote...
As a side note, I'd also like to point out that weapon skills made no sense in ME anyway: you're a frelling Spectre--you should know how to look down the scope of a sniper rifle, even if you're an Engineer. Everything is, of course, IMHO.
You're partly right. It made no sense that Shepard couldn't fire a pistol well at the start of the game. But that was a problem of implementation, not with the stat-driven combat overall. What ME2 has done is made Shepard ALWAYS be a lousy shot whenever his player is a lousy shot, and that makes even less sense. Now, not only might Shepard not have skills that he absolutely should have within the lore of the game, but now he's incapable of learning those skills or improving. He's become a proxy for the player rather than a character of his own.
ME's fans keep pointing out that Shepard isn't my character, that he's BioWare character and I'm just playing him. So why does he suck with weapons if I suck with weapons? If I really, really suck with weapons, then Shepard dies and this supposedly epic story is very very short (and not so epic).
And if we were meant to abuse the ability to aim while paused in order to overcome that, then we'd also be able to fire our weapons while paused (just as we can fire Biotic or Tech abilities while paused). But we can't, because insists that the player's skill WILL MATTER with regard to Shepard's abiliy to shoot things. This unequivocally makes Shepard not a character I am playing, but simply a proxy for me in the game world. That is a difference in kind.
Tokalla wrote...
Language is merely a tool of communication. If the majority believe a term means something, it gains that definition by virtue of common use. This is how language works, and has worked for ages.p
That is how language works, but that is not how definitions work. Definitions have a formal structure. Definitions are static.
New definitions can arise, but the old definitions never go away.
You've studied too much linguistic history and not enough language theory.