Limits of role playing and NME.
#51
Guest_Catch This Fade_*
Posté 07 janvier 2014 - 06:27
Guest_Catch This Fade_*
#52
Posté 07 janvier 2014 - 06:28
Ahh there's that arrogance.Seival wrote...
Like some stagnation? Unbelievable...
#53
Posté 07 janvier 2014 - 06:28
Liamv2 wrote...
Remember me is an action game with RPG elements not a RPG. The game doesn't even identify itself as a RPG.
You can say the same about any Diablo game. But personally, I prefer to call both action-RPGs.
#54
Posté 07 janvier 2014 - 06:29
Seival wrote...
Yes, I played Morrowind and Oblivion. Each game bored me in matter of hours just because of the open world, and how it interfered with role playing and storytelling. Spending so much time on pointless wandering around... After these two games I decided that I will never try to roleplay in games like these again... Well, I might try TW3, and I really hope it will not be Oblivion-like.
The open world nature of the Elder Scrolls games actually gives you more freedom to roleplay your character as you see fit.
What it doesn't do is give you a character to roleplay with your own spin on it, but instead just wants to you make a new one.
If I'm being perfectly honest, it doesn't surprise me that you didn't like it because that doesn't seem like your style based on conversations here on the BSN.
The Witcher series is closer to something like what BioWare does, only with less black and white morality. I would definately recommend trying at least the second one in the series.
Modifié par Cyonan, 07 janvier 2014 - 06:30 .
#55
Posté 07 janvier 2014 - 06:33
#56
Posté 07 janvier 2014 - 06:36
Seival wrote...
Liamv2 wrote...
Remember me is an action game with RPG elements not a RPG. The game doesn't even identify itself as a RPG.
You can say the same about any Diablo game. But personally, I prefer to call both action-RPGs.
dreamgazer wrote...
Oh, sweetheart. No. You're completely overlooking everything else that actually does make the Diablo games action-RPGs, from inventory and strategy to exploration.
#57
Posté 07 janvier 2014 - 06:36
The Mad Hanar wrote...
It's true that the definition of RPG has become broader. Some people would consider the myCarrer mode in the NBA 2K series to be an RPG.
So, if BioWare would make NME with twice less quantity of dialogue options than in ME3, but with each dialogue created with 10 times better quality, you will be quite happy? Still RPG, correct? Just looks and feels much better.
Modifié par Seival, 07 janvier 2014 - 06:42 .
#58
Guest_JujuSamedi_*
Posté 07 janvier 2014 - 06:40
Guest_JujuSamedi_*
#59
Guest_The Mad Hanar_*
Posté 07 janvier 2014 - 06:41
Guest_The Mad Hanar_*
Seival wrote...
The Mad Hanar wrote...
It's true that the definition of RPG has become broader. Some people would consider the myCarrer mode in the NBA 2K series to be an RPG.
So, If BioWare would make NME with twice less dialogue options than in ME3, but with each dialogue created 10 times better quality, you will be quite happy? Still RPG, correct? Just looks and feels much better.
If a game is good, then it's good. That's really all there is to it for me. Including or excluding a game element doesn't affect my enjoyment of a game. I just want the overall game design to make sense and be somewhat consistent. Like I said earlier, if they put twice as much dialogue options in the next game, that doesn't necessairily mean that the quality is going to go down. They would need more time to make the quality of a high standard. Developers need to make a game based on how much time they have to make it, not some quota on how many things are needed to fit within a genre. Even still, quantity isn't a bad thing as long as a studio can pull it off.
#60
Posté 07 janvier 2014 - 06:42
Excellent idea, remove RPG elements from an RPG game, not to mention ME3 had the least amount of dialogue options in the trilogy which angered quite a lot of folks.Seival wrote...
So, If BioWare would make NME with twice less dialogue options than in ME3,
#61
Posté 07 janvier 2014 - 06:42
I'd be happy for the amount of rage that would create.Seival wrote...
The Mad Hanar wrote...
It's true that the definition of RPG has become broader. Some people would consider the myCarrer mode in the NBA 2K series to be an RPG.
So, if BioWare would make NME with twice less dialogue options than in ME3, but with each dialogue created with 10 times better quality, you will be quite happy? Still RPG, correct? Just looks and feels much better.
#62
Guest_Catch This Fade_*
Posté 07 janvier 2014 - 06:44
Guest_Catch This Fade_*
Let me speak on this right quick. It's not about broadening when it comes to NBA 2K. Sports games, but moreso modes like a MyCAREER are legit RPGs.The Mad Hanar wrote...
It's true that the definition of RPG has become broader. Some people would consider the myCarrer mode in the NBA 2K series to be an RPG.
#63
Posté 07 janvier 2014 - 06:48
Seival wrote...
The Mad Hanar wrote...
It's true that the definition of RPG has become broader. Some people would consider the myCarrer mode in the NBA 2K series to be an RPG.
So, if BioWare would make NME with twice less quantity of dialogue options than in ME3, but with each dialogue created with 10 times better quality, you will be quite happy? Still RPG, correct? Just looks and feels much better.
Considering how many situations in ME3 were handled with only two dialogue options to reflect your perspective, I'd say cutting that number in half wouldn't be good for it as an RPG.
#64
Posté 07 janvier 2014 - 06:51
The Mad Hanar wrote...
Seival wrote...
Yes, I played Morrowind and Oblivion. Each game bored me in matter of hours just because of the open world, and how it interfered with role playing and storytelling. Spending so much time on pointless wandering around... After these two games I decided that I will never try to roleplay in games like these again... Well, I might try TW3, and I really hope it will not be Oblivion-like.
Can you at least admit that there are plenty of people who find the exploration aspect of the game to be the game's selling point, and that your opinion is no more superior than theirs? I used to be the same way for a while. I would only play linear titles that were plot driven because exploration games seemed pointless. It was only after I dropped my expectations that all games should be a certain way that I saw the merit of exploration games, and now I have games that I can never get bored of as a result.
Of course. I just don't understand why some people call exploration "an RPG element", or "a feature that each RPG must have"... Mako in ME was so boring.
Modifié par Seival, 07 janvier 2014 - 06:53 .
#65
Posté 07 janvier 2014 - 06:56
#66
Posté 07 janvier 2014 - 06:57
By that, I mean the player was given as much access to the game as possible.
Point of fact, the dialogue options.
ME1 and 2 allowed players to revisit dialogue. This seems to have been a game mechanic that frustrated some players who didn't want to run from one end of Normandy to the other to sit through the same dialogue as before. Not that they had to. After each mission there was usually something new there that fleshed out the character.
What this also offered the player in ME1 and 2 was a reward for travelling from place to place. New dialogue opened with every mission so there was a point to traversing the length and breadth of the ship. In ME3 one of my frustrations with Ash is that as a character she has nothing to say upon boarding the ship. Yet I go to her every time to shen I do the 'Meet and Greet the NPC's' run after all missions.
After getting into a standoff at gunpoint with Shep I'd think they'd have alot to discuss. But the character is just window dressing. Not a BW NPC character with motivations, fears, anxieties, pet loves etc.
All because she has nothing to say. Because she has no dialogue. On this front, when she joins the cerew on the Normandy, she's worse than Vega.
A little more commitment to allowing NPC's to hand their perspectives on event's over the player after each mission. And making those conversations accessible so the player does not feel like invisible walls placed there by game developers would go a long way towards bringing ME back to what was so good about it in the first place. That being the luls between the missions where the developers actively worked to build a game mechanic that allowed the gamers to connect with your crew.
#67
Posté 07 janvier 2014 - 06:57
Seival wrote...
Of course. I just don't understand why some people call exploration "an RPG element", or "a feature that each RPG must have"... Mako in ME was so boring.
I thought it was...
#68
Guest_The Mad Hanar_*
Posté 07 janvier 2014 - 06:58
Guest_The Mad Hanar_*
Seival wrote...
Of course. I just don't understand why some people call exploration "an RPG element", or "a feature that each RPG must have"... Mako in ME was so boring.
I've always considered exploration a "nice to have" in games like the one's Bioware produces. Their selling point is the cinematic experience. I liked the Mako, and I thought it was nice of them to make it optional. It served the purpose of making the game more varied, which can make things fresh for certain types of players, or it can be pointless to players who are more concerned with the story. Overall, if time and resources allow it, then why not throw in something extra that players can enjoy or skip over?
#69
Posté 07 janvier 2014 - 07:03
Seival wrote...
Of course. I just don't understand why some people call exploration "an RPG element", or "a feature that each RPG must have"... Mako in ME was so boring.
Driving the Mako around reminds me of this from when I was younger:


... so, yeah, I can't help but disagree a bit.
#70
Posté 07 janvier 2014 - 07:08
The Mad Hanar wrote...
Seival wrote...
Of course. I just don't understand why some people call exploration "an RPG element", or "a feature that each RPG must have"... Mako in ME was so boring.
I've always considered exploration a "nice to have" in games like the one's Bioware produces. Their selling point is the cinematic experience. I liked the Mako, and I thought it was nice of them to make it optional. It served the purpose of making the game more varied, which can make things fresh for certain types of players, or it can be pointless to players who are more concerned with the story. Overall, if time and resources allow it, then why not throw in something extra that players can enjoy or skip over?
Devs spent time for creating this extra, meaning they did not spend this time for improving the main aspects of a game. Extra things always come for a price.
#71
Guest_The Mad Hanar_*
Posté 07 janvier 2014 - 07:12
Guest_The Mad Hanar_*
Seival wrote...
Devs spent time for creating this extra, meaning they did not spend this time for improving the main aspects of a game. Extra things always come for a price.
I trust developers enough to think that they know perfectly well when it's time to add something and when it's not time to add something.
#72
Posté 07 janvier 2014 - 07:15
Seival wrote...
The Mad Hanar wrote...
Seival wrote...
Of course. I just don't understand why some people call exploration "an RPG element", or "a feature that each RPG must have"... Mako in ME was so boring.
I've always considered exploration a "nice to have" in games like the one's Bioware produces. Their selling point is the cinematic experience. I liked the Mako, and I thought it was nice of them to make it optional. It served the purpose of making the game more varied, which can make things fresh for certain types of players, or it can be pointless to players who are more concerned with the story. Overall, if time and resources allow it, then why not throw in something extra that players can enjoy or skip over?
Devs spent time for creating this extra, meaning they did not spend this time for improving the main aspects of a game. Extra things always come for a price.
Or maybe they feel they did enough for the main aspect and then started creating the extra
It's their choice for adding the extra
#73
Guest_Catch This Fade_*
Posté 07 janvier 2014 - 07:17
Guest_Catch This Fade_*
It's a safe bet to say that you don't know what the main aspects of a game are.Seival wrote...
Devs spent time for creating this extra, meaning they did not spend this time for improving the main aspects of a game. Extra things always come for a price.
#74
Posté 07 janvier 2014 - 07:20
The Mad Hanar wrote...
Seival wrote...
Devs spent time for creating this extra, meaning they did not spend this time for improving the main aspects of a game. Extra things always come for a price.
I trust developers enough to think that they know perfectly well when it's time to add something and when it's not time to add something.
It's not that easy. Devs usually think more about how to avoid feature creep, than about how to add more features. Usually they gladly remove or avoid implementing something (even if it would be quite interesting for many players) to make the rest of the game with better quality. And I believe this is the right way to go, considering the development time constraints.
Modifié par Seival, 07 janvier 2014 - 07:20 .
#75
Posté 07 janvier 2014 - 07:20
dreamgazer wrote...
Seival wrote...
Of course. I just don't understand why some people call exploration "an RPG element", or "a feature that each RPG must have"... Mako in ME was so boring.
Driving the Mako around reminds me of this from when I was younger:
... so, yeah, I can't help but disagree a bit.

The Mako was AWESOME.
And I'd buy this argument if only ME1 wasn't the best title in the series in terms of plot, narrative and overall story. But it was. Therefore, your argument is invalid.





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