I really agree that the whole definition of an RPG is too wide to allow people to usefully discuss the merits of a game, nowadays. Bioware games are no longer RPG per se, if there was ever such a thing.
What do you guys think of the segregation of gameplay and mechanics/story and background?
http://tvtropes.org/...torySegregation
Let me explain where I'm coming from:
I was really pissed after the first night playing DAI, mostly because of marketing (I play on PC obviously). I did something about it, got my Deluxe edition refunded and then bought immediately after the 35 dollars version via "VPN/Mexico" now well/known method.
Having a lot of time on my hands, I decided to give the game another chance and played like 70 hours. Long story short I just quited playing, without finishing the game, which is rare for me.
And, obvious tech and bugs problems aside, I found that every thing I didn't like about the game could be explained by this game-design decision:
- too much game mechanisms don't really reflect the story, for example the fetch quests are not justified by story reasons enough to make them interesting, the side content is too different than the main time-sink mechanisms
- the mix of different art styles don't work me (e.g. you have "traditional looking, beautiful and to my taste suit full plate suit of armor on such groups as the Blades of Hessarian (or sthg) and you and your group are a lot more flashy, bordering on tasteless (male elf Skyhold outfit there). The areas are beautiful and unified in style (Crestwood, Desert especially), expect for the Hinterlands.
...
I could go on and on - and maybe will if someone is kind enough too answer me
, but let me give you and example of three games that applied the inverse approach and were true masterpieces IMHO :
1. Mass effect series, especially Mass effect 1. Everything was connected and coherent, from the infinite bullets being explained by the ME itself (later retconned in ME 2 and 3) to biotics powers or even the type of side-missions you're being offered. Explore the Galaxy, then find some planet and maybe got something interesting to do, turns out the central quest-hub is a beautiful ship you encounter on the prologue...
In ME 2, the story is to recruit people to do a diffiult mission.recruiting people so your side -missions and optional content in fact ARE the game). Very stylish. Beautiful, immersive, classical.
2 The Witcher series. You role-play as Geralt, which is a character already fully-fleshed in Zapotsky's novels and the way your inventory is managed, style of fighting - hard-paced, unforgiving and an action-RPG- gracefully derives from this character. And of course the side-quests, monster-hunting (character's vocation), skirt-chasing (he's a freak womanizer), racism-related (he's a freak).
3. BG2. You start the game in Atkathla, a vibrant commercial town ruled by merchant-princes and a council of mages. The main antagonist chase after you for personal profit... you can't use magic in town...you first assignments consist of making money to get a powerful ally... and on and on again till the end of the game.
I hope you get my meaning.
So, to answer the OP question-affirmation, I don't really think that DAI is a very good game or video-game RPG because it lacks this unity of style and overall coherence between all the tiny contents that make a game, because this extreme segregation of gameplay/story, which is just too much for me, and maybe others, to allow myself to immerse in the world of Thedas.
I apologize for the long post and look forward to hear your thoughts, if any.
Edited for typos
Modifié par Ashen nedra, 03 décembre 2014 - 09:11 .