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Can someone please explain to me how ME2 is not an RPG?


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#101
Daeion

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Inhocmark wrote...

RPG is an antiquated term anyways. Consider that some people consider quite a few MMOs RPGs even though the majority of people play them with little or no Role Playing.

Personally I think the Term RPG is like the trunk of a tree, there are many different branches that are attached to that trunk. I like that developers are willing to look outside the traditional paradigms of a genre to bring different ideas and concepts that can shape and change things.

I mean we're getting to the point that different genres have recognizable Role Playing elements in them. Sports games, Shooters, third person adventure etc etc etc.

The term is old fashioned, has been for a long time.


Well technically they are RPGs because you are taking on the aspect of your avatar and then developing them the way you want to to an extent.  Sure you are going along a predetermined path but the role you play can differ from one person to another.  You also have core RPG elements in many of them so it makes sense to call it an RPG.

#102
DJStarstryker

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GrapeJelli wrote...
There might be something just around the corner that will make my guy 1% better!!  It's the constant treadmill of optimization, skill progression and micromanagement that RPGers like. 


I like collecting. But I don't like that aspect. I have NEVER cared for that aspect. Maybe it's because I "grew up" with RPGs on JRPGs. JRPGs, IMO, highly abuse stats. They have eleventy bajillion items, and to survive you're constantly looking out for that next item that improves you 1% (or sometimes less). You have to look in every single store in every single town you come across to buy that 1% stat improvement for hundreds or thousands of in-game money more than you paid for that last improvement you got (most of the time, that last improvement was bought, not found - JRPGs are worse than any Bioware RPGs as far as loot goes in general).

Honestly, I'd rather deal with less items. This is why I liked my last run of my engineer Shepard on insanity. It was a new game + and I already got all of the best items I could get for him during the first run. No need to worry about comparing items - if I should trade less damage protection for more shields or what have you.

#103
malkuth74

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Not all people like change. Even though the change to me2 is actually good for the most part! But not all people like it. Because they like complexity even though they might have been the ones complaining about me1 back in the day. Plus some people just like to moan.

#104
talon4000

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it's not the most ridiculous complaint is that ammo makes it less of an rpg. People will complain always

#105
Tazzamann

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JaegerBane wrote...


Well said. I think there is a general confusion in the minds of some forum dwellers as to what is actually bad game design and what is their own preferences.

I can agree that ME2 is not a pure RPG. It's certainly not an old school one like DA:O. I don't really see why this is such an issue for people however. Fallout 3 was a fairly radical departure from the previous episodes in the series, so I can understand why long time fans were a bit miffed.

But ME1 was never a 'pure' RPG. I don't understand why there are some whinging about the fact that ME2 isn't, either.

I'm probably biased, as I personally think RPG shooters strike a great balance between action and role playing, I loved Fallout 3 and ME1. There's still room for DA:O, it's my fave fantasy game. I just don't get why people are so against the rise of the RPG shooter.


I think a lot of purist rpg fans think shooters are for stupid people? that ME has been dumbed down to appeal to shooter fans. I'm the same as you i love the way shooting and rpg-ness was mixed in fallout and the original mass effect , but a lot of purists think that for some reason playing rps makes you smarter than people who love, for example modern warfare. Im' not having a go at anyone on this thread, but there was a lot of anti shooter on the old forums.

#106
the_one_54321

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Sidney wrote...

the_one_54321 wrote...
so "playing a role" must mean something different. way back when RPGs were first invented, using paper media and dice, to play a role meant that you replaced your own abilities and personality with the characters. if that definition was suitable then, it should be suitable now as well.


I think this D&D version of "role playing" being about stats and die rolls is silly. Acting is role playing and there's no die roles in King Lear last I checked. Role playing should be, about having a higher degree of participation in a game than your typcial game. Master Chief is a charcter, a role if you will, but he has no effect on the game world other than shooting it. He doesn't make choices and "your" master chief is no different than anyone else's master chief. The protagonist in Bioshock is a role. He does make a tiny handful of choices (little sisters and the artist) but they don't affect the game and "your" guy isn't much different than anyone else's "guy" in that game.

By contrast in ME, and I assume ME2 as I move through it, my Shep will make tons of decisions that matter and the sum of those decisions will not be unique but they will be a distinct set different from yours. That's now a role. My PC in DAO made a ton of choices and those make him distinct, same for KoTOR (althought that game enocurages more all or nothing decisions so I'm guessing there is a lower total variability).

The rest of inventory and stats and customzed armor is just overhead people have loaded on top of the best part of the expereince and that is playing a role.


pre-defined choices do not a role make. the only place "play acting" is role playing is when you are doing it in multiplayer or LARPing. otherwise, the writer did all the character creation for you, and you're just choosing your path within their creation. (this does still count as role playing, but the point is that "play acting" is not what defines role playing, it is merely one aspect of it) your freedom in creation in your character is limited to his mechanics and the instructions you give him.

Modifié par the_one_54321, 27 janvier 2010 - 11:37 .


#107
Daeion

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GrapeJelli wrote...

ME2 changed a lot of things.  Anyone who has nothing but negative things to say about those changes is just a troll.  In general, the combat changes were incredibly positive.  The actual doing of the fight feels more fluid, challenging and fun.  Combat is much more chaotic - at times it's hard to even tell where shots are coming from. 


Just because one disagrees with you does not make them a troll.  Many people have what they feel to be legitimate complaints.  I personally didn't have an issue with the combat in ME 1 but I'm ok with the combat changes because it doesn't make sense for me to ahve someone lined up in my sniper scope and then not hit them. 

GrapeJelli wrote...
I think what has people upset (and to be honest, I found myself a little dissapointed in the RPG-liter tweaks), is the gimping of traditional RPG intensive elements.  There are two major changes that I think caught original ME1 fans (who traditionally were RPG, not TPS people) by surprise.

I imagine the biggest one is loot.  There are no longer any randomly dropped guns, mods or equipment.  The "gotta collect 'em all" mentality plus the constant lure of new treasure is hugely fun for a lot of people.  Honestly, walking around a mission stage feels pretty static now.  It's mostly thermal clips you don't need, raw materials from stuff you can't use and on very, very rare occassion a new technology or gun (all of which seem to be static - no random drops).   

The second is customization.  I appreciate a lot of people didn't like the inventory system in ME1 (personally, I didn't mind it) but it offered really deep levels of micromanagement - you could swap out so many weapons, armors and tools, each with a series of mods you can install.  That level of tweakability is a major part of the fun for RPG fans. 

These two things combined remove a lot of what RPG fans find addicting.  There might be something just around the corner that will make my guy 1% better!!  It's the constant treadmill of optimization, skill progression and micromanagement that RPGers like. 

ME2 very much prioritized the TPS streamlining of gameplay.  I appreciate that's probably a better mainstream appeal decision - and not necessarily a bad one - but I think they overdid it.  It makes the game feel too static - in the first 10 hours of play I more or less found nothing new to do!  I'm pumping points into my two key biotic skills, shooting the same two pistols over and over and generally waiting for an opportunity to use my heavy guns.  I definetly enjoy the combat MUCH more - it's a lot more fun to play - but I don't care about the outcome as much.  It's not like they're going to drop a new gun I can use and taking the time to explore every nook and cranny will probablly only result in a medi-kit I can't pick up and 500 units of ore. 

To be extremely clear: I think ME2 is a phenomenal game.  The dialogue system is groundbreaking, the storytelling is hollywood-worthy and the characters feel real.  I think Bioware is the most forward thinking development house in the world and foremost masters at pushing video games into the category of 'art.'   But, unless I'm missing something, they appeared to remove huge swaths of the RPG elements which for a lot of people, make the actual PLAYING of the game a lot of fun. 


Right there you hit the nail on the head as to what the majority of us have issues with and why we are being vocal about it.

#108
Kevin Lynch

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I wasn't much of a fan of the combat in ME1 and, in anticipation of not caring for it in ME2, I set the game on Casual so I can enjoy the story. I don't anticipate combat being much of an issue as a result, even if they made it more shooter-ish, and I'd recommend it to anyone who's worried about the shooter design of the game. For me, the shooter nature of the gameplay is what draws me away from enjoying the RPG side of the game, the latter consisting of the character development and interaction, the story, and exploring the world.



In many ways, I find the traditional RPGs to rely on your character's skills, abilities, and stats while a shooter-style relies a lot on player skill and quickness with controls. I vastly prefer the former. Fortunately, ME2 allows you to choose to limit or enhance the effect of the shooter-style so it should work for both sides of the coin, I think.

#109
EvilChani

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I actually posted this in another thread but it seems more applicable here. In response to the original poster...

I don't know where people get that something qualifies for a RPG simply because you're "playing a role". If you go by that criteria then Simpsons Road Rage is a RPG (so is every other game in the universe since most of us don't run around in every day life shooting things, driving race cars, or flying around in space with aliens).

What really distinguishes a shooter from a RPG is this: does battle rely mainly on your abilities or your character's abilities? If the answer is the latter, then you have a RPG. Dragon Age is clearly a RPG. With ME1 the answer was close enough to classify it as a RPG. Sure, you had to shoot in the general direction of the thing you wanted to die, but you had other abilities you could rely on, you didn't have to constantly plan to make sure you had enough ammo (heatsinks, whatever), and your character did most of the work. You just pointed and hit buttons, then got the heck out of the way when your gun overheated and you were out of powers. ME2 doesn't fit that category. If you aren't able to shoot the nards off a fly, then you'll die. You don't plan your shots perfectly, you're out of ammo and you'll die. Use one of your powers and you're stuck without any powers for however long it takes them to cool down. In other words, in ME2, battle is almost completely dependent on *you*. Ergo, it's not a RPG. End of story.

#110
Daeion

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grieferbastard wrote...

AlanC9 wrote...

grieferbastard, why isn't it an RPG? What key RPG features is ME2 lacking?


Stuff it doesn't need. A complex character leveling system, inventory management, the ability to micromanage your allies, the ability to completely personalize the main character. Not just a handful if different skills but attributes, look, resources, etc.


How was the ME1 system any more complex then the ME2 system?  You hovered over a skill and it told you exactly what putting that point there would do, that's complicated how?  Yes, we all know the inventory system in ME1 sucked, that doesn't mean they shouldn't have improved it instead of just scrapping it.  Many people like to be able to customize their squad mates and were expecting to be able to do that just like they could in ME1.

#111
Daeion

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DiggingistDog wrote...

My opinion is that people cling to categories too much. Get over it and enjoy a wonderfully made game. But if you can't then too bad for you sucka.


Ok, lets get rid of categories.  The fact still remains that they took out loot, inventory, and the ability to costomize your squads look and feel, all things that a lot of people tend to enjoy if implimented properly.  How is that an improvement?

Modifié par Daeion, 27 janvier 2010 - 11:53 .


#112
3578b

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This thread has been enlightening. I was so afraid that there would be no more RPG for me. But, after reading these posts I feel better.



The reason there is less selection for squad mates and Shepard is because there is only a level 30 cap instead of the 60 cap in ME1.



Also, loot and leveling have not been removed. They have been deferred to the place where it makes sense to change your armor and swap out weapons... on the ship.



I guess I can be happy when my game arrives, if it arrives =)

#113
the_one_54321

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Daeion wrote...

DiggingistDog wrote...
My opinion is that people cling to categories too much. Get over it and enjoy a wonderfully made game. But if you can't then too bad for you sucka.

Ok, lets get rid of categories.  The fact still remains that they took out loot, inventory, and the ability to costomize your squads look and feel, all things that a lot of people tend to enjoy if implimented properly.  How is that an improvement?


what im arguing is actually the label, not the quality of the game.

personally, i was never very big on loot. inventory control is important, but the stuff you get to put in there, less so. customization is over-rated. if it's used well then it's great, but if the writers provide you with great characters and story, and the artists provide you with great looks then it's easily just as awesome.

either way ME still doesnt fit the criteria of an RPG.

#114
Tazzamann

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its an improvement in other ways, ie: the shooting mechanic. some people may consider the lack of inventory an improvement. we're all arguing about opinions and frankly are any of us atually going to be able to change anyone elses mind? No.

#115
Tazzamann

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double post, sorry..

Modifié par Tazzamann, 27 janvier 2010 - 11:58 .


#116
the_one_54321

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Tazzamann wrote...
 we're all arguing about opinions


actually, im not. my main concern is the technecalities surrounding the label of the game. rather, i think that is not a matter of opinion.

#117
the_one_54321

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Kevin Lynch wrote...
In many ways, I find the traditional RPGs to rely on your character's skills, abilities, and stats while a shooter-style relies a lot on player skill and quickness with controls. I vastly prefer the former. Fortunately, ME2 allows you to choose to limit or enhance the effect of the shooter-style so it should work for both sides of the coin, I think.


kevin, lately you have consistently been my hero. :D keep up the good work.

#118
TopDomino

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GrapeJelli wrote...
I think what has people upset (and to be honest, I found myself a little dissapointed in the RPG-liter tweaks), is the gimping of traditional RPG intensive elements.  There are two major changes that I think caught original ME1 fans (who traditionally were RPG, not TPS people) by surprise.

I imagine the biggest one is loot.  There are no longer any randomly dropped guns, mods or equipment.  The "gotta collect 'em all" mentality plus the constant lure of new treasure is hugely fun for a lot of people.  Honestly, walking around a mission stage feels pretty static now.  It's mostly thermal clips you don't need, raw materials from stuff you can't use and on very, very rare occassion a new technology or gun (all of which seem to be static - no random drops).   

The second is customization.  I appreciate a lot of people didn't like the inventory system in ME1 (personally, I didn't mind it) but it offered really deep levels of micromanagement - you could swap out so many weapons, armors and tools, each with a series of mods you can install.  That level of tweakability is a major part of the fun for RPG fans. 

These two things combined remove a lot of what RPG fans find addicting.  There might be something just around the corner that will make my guy 1% better!!  It's the constant treadmill of optimization, skill progression and micromanagement that RPGers like. 

ME2 very much prioritized the TPS streamlining of gameplay.  I appreciate that's probably a better mainstream appeal decision - and not necessarily a bad one - but I think they overdid it.  It makes the game feel too static - in the first 10 hours of play I more or less found nothing new to do!  I'm pumping points into my two key biotic skills, shooting the same two pistols over and over and generally waiting for an opportunity to use my heavy guns.  I definetly enjoy the combat MUCH more - it's a lot more fun to play - but I don't care about the outcome as much.  It's not like they're going to drop a new gun I can use and taking the time to explore every nook and cranny will probablly only result in a medi-kit I can't pick up and 500 units of ore. 

To be extremely clear: I think ME2 is a phenomenal game.  The dialogue system is groundbreaking, the storytelling is hollywood-worthy and the characters feel real.  I think Bioware is the most forward thinking development house in the world and foremost masters at pushing video games into the category of 'art.'   But, unless I'm missing something, they appeared to remove huge swaths of the RPG elements which for a lot of people, make the actual PLAYING of the game a lot of fun. 



I'd add that what truly differentiates an RPG from any other type of game where you play a character (RPG's, FPS, TPS and adventure games), is that it is the character's stats that determine the outcome of the action, not the player's ability to perform the action. This is why the fantasy genre is dominated by RPG's, because no player can be expected to have any ability whatsoever in casting a spell or hurling rocks with a golem. This is also why FPS's can exist, they measure the players ability to aim and shoot, the player's reflexes and hand/eye coordination, not the character's. This is also why adventure games like Myst are not an RPG, because it is the player that must perform the action (figure out the puzzle or whatnot).

For example, for those who played DAO, you needed a rouge with a certain skill to open certain doors or chests. You couldn't have Shale crush the chest or slam the door open, they were meant as tests of the character's lockpicking ability not the player's ability to come up with another solution (though perhaps that could change in the future as long as it is based on some character's ability). The player's role in all this was managing character progression and equipment, and determining party composition, battle strategy (but not ability to hit) and story progression in NPC interactions. 

All that being said, I think the problem most people are having is this: For shooter fans, having to go through some dialog is tedious but it's nothing that they don't do on a daily basis (basically talk), and then they just go back to the action. For RPG fans, having to aim and shoot is problematic because they do not have those skills and would rather not get tested on them in their games. The balance is an inconvenience for TPS fans but a game breaker for RPG fans. 

So some say, if you don't want to aim and shoot, don't buy the game, right? Well the problem with that is the complete dearth of good RPG's out there. Space based RPG fans don't have a choice. It's ME2 or nothing. So why gripe about ME2 and not Halo? Because in its origins the ME series was an RPG with some shooter elements which were greatly assisted by character ability or progression (an RPG hallmark). RPG fans took that in stride realizing that it broadened the appeal of the game. This is where shooter fans (and some RPG fans) came in and said the combat could have been better in ME1. But, better means improved, not completely refocused. By making ME2 a shooter (it's now player ability that's important) with RPG elements, RPG fans basically have their one and only space based RPG pull the rug out from under them. 

Shooter games are not inherently good or bad. Some are excellent and some are horrible. People who like them, play them and well they should. Game store shelves are overflowing with them. In fact, I am in awe of players that have the ability to pwn in them. I, and RPG fans in general, do not have that ability and do not want to develop it, or maybe even some cannot develop it. It is not an elitist position at all. It is a recognition of out likes and limitations. 

I hope this clarifies the point for those who think ME2 is an still an RPG, or even an RPG with shooter elements. It may be a great game, epic, groundbreaking, your favorite game of all time, but it is at best a Shooter with RPG elements, and that is disappointing for RPG fans who do not also happen to be shooter fans.

Modifié par TopDomino, 28 janvier 2010 - 12:19 .


#119
Daeion

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Tazzamann wrote...

JaegerBane wrote...


Well said. I think there is a general confusion in the minds of some forum dwellers as to what is actually bad game design and what is their own preferences.

I can agree that ME2 is not a pure RPG. It's certainly not an old school one like DA:O. I don't really see why this is such an issue for people however. Fallout 3 was a fairly radical departure from the previous episodes in the series, so I can understand why long time fans were a bit miffed.

But ME1 was never a 'pure' RPG. I don't understand why there are some whinging about the fact that ME2 isn't, either.

I'm probably biased, as I personally think RPG shooters strike a great balance between action and role playing, I loved Fallout 3 and ME1. There's still room for DA:O, it's my fave fantasy game. I just don't get why people are so against the rise of the RPG shooter.


I think a lot of purist rpg fans think shooters are for stupid people? that ME has been dumbed down to appeal to shooter fans. I'm the same as you i love the way shooting and rpg-ness was mixed in fallout and the original mass effect , but a lot of purists think that for some reason playing rps makes you smarter than people who love, for example modern warfare. Im' not having a go at anyone on this thread, but there was a lot of anti shooter on the old forums.


I'm a shooter fan but I prefer RPGs, I don't think shooter fans are stupid.  From what I've experienced so far in ME2 I prefer ME1.  When I say they dumbed down the game I'm not saying the shooter fans are dumb, they just prefer a game with less depth to it outside combat, to me they just want to go go go and not worry about anything else then killing what's around the next corner.

#120
Skyweir

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TopDomino wrote...

/snip
[


You wrote down my position for me. This point I made a few times on the forms last year, when the details of the combat system was reallly starting to be leaked. Though not as well.

I agree completely, of course. The sci-fi RPG genre is truely dead.

#121
Daeion

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3578b wrote...

This thread has been enlightening. I was so afraid that there would be no more RPG for me. But, after reading these posts I feel better.

The reason there is less selection for squad mates and Shepard is because there is only a level 30 cap instead of the 60 cap in ME1.

Also, loot and leveling have not been removed. They have been deferred to the place where it makes sense to change your armor and swap out weapons... on the ship.

I guess I can be happy when my game arrives, if it arrives =)


you're right, loot and leveling haven't been removed, they've just been gutted to a point where it doesn't matter anymore.

#122
Samurai Pumpkin

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Question on difficulty. Will playing on Normal offer the best overall Mass Effect experience that was originally intended?



I assume that your abilities do not scale with difficulty.

#123
Shannara13

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Daeion wrote...

3578b wrote...

This thread has been enlightening. I was so afraid that there would be no more RPG for me. But, after reading these posts I feel better.

The reason there is less selection for squad mates and Shepard is because there is only a level 30 cap instead of the 60 cap in ME1.

Also, loot and leveling have not been removed. They have been deferred to the place where it makes sense to change your armor and swap out weapons... on the ship.

I guess I can be happy when my game arrives, if it arrives =)


you're right, loot and leveling haven't been removed, they've just been gutted to a point where it doesn't matter anymore.


Since when did loot matter in ME1? All you got in ME1 was about a million pieces of vendor trash and a clear upgrade.

I would argue that the leveling system in ME2 is infact more indepth than the one in ME1. Sure you have a few less skills but each of your skills has a branching path so each class really has 12 different skills and not 6. Also I don't consider a bunch of skill levels that are nothing more than you barrier now has 500 health instead of 480 health as being more indepth than one where each skill up is much more significant.

Honestly in ME1 there were really only 3 skillups per skill that actually counted for anything. Those were the ones where you got the upgraded ability. All the rest were just filler between abilites. Just padding that the foolish look upon as giving them more skills.

#124
Sylvius the Mad

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Sidney wrote...

Sylvius the Mad wrote...

BioWare's stated objective is to make "story-driven games", but I'm not confident that's actually been their objective.  Yes, they've always have a very strong authored narrative in their games, but until ME came along they also allowed a robust emergent narrative that is the hallmark of the roleplaying genre.  The game isn't just what the designers wrote, but also what the players do with it.


Huh? Bioware is always about a story that you operate within. You want "emergent storylines" you go dredge up something more open world from Bethesda. Bethesda is about giving you a sandbox to experience with a fob to the story. Bioware is always about giving you a story to experience with a fob to an open world. Bioware's breakthrough was BG2 where they put you into a narrative much, much more strongly than they did in BG - bye bye open world. ME fits right into that vision.

Yet another gross failure to understand what I wrote.

#125
Skyweir

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Shannara13 wrote...


Since when did loot matter in ME1? All you got in ME1 was about a million pieces of vendor trash and a clear upgrade.

I would argue that the leveling system in ME2 is infact more indepth than the one in ME1. Sure you have a few less skills but each of your skills has a branching path so each class really has 12 different skills and not 6. Also I don't consider a bunch of skill levels that are nothing more than you barrier now has 500 health instead of 480 health as being more indepth than one where each skill up is much more significant.

Honestly in ME1 there were really only 3 skillups per skill that actually counted for anything. Those were the ones where you got the upgraded ability. All the rest were just filler between abilites. Just padding that the foolish look upon as giving them more skills.


The other skill levels worked much like stats in other RPGS (1 consitution gives you 10 more HP, that sort of thing). It was very much like the system in Dragon Age, but with the same name for skills and other stats.
This aspect of RPG character development seems to be lacking from Bioware's newest game, thus making the game more like Bioshock than Dragon Age in those terms.

And as much as I found Bioshock facinating, it was in no way an RPG.

Modifié par Skyweir, 28 janvier 2010 - 12:54 .