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Stats are an integral ingredient of an RPG


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Coldcall01

Coldcall01
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Okay I have yet to play ME2 as Im in the UK, but i could not help but comment on some of the shooter versus RPG debate.

First off i hear folks say that stats have nothing to do with an RPG, and instead as long as one can make different dialogue/action choices then ME2 can be defined as an RPG. Rubbish.

Role-playing is based on your stats as much as any choices in game. Your "role" is defined by your skills, talents, achievements, stats etc...The fact is that when a game is made complex by the different potential chracter builds availbale then one can play different roles through various playthroughs. That makes an RPG varied and RPG like, not a few varied dialogue choices.

Lets look at it from a simple perspective which i believe will suffice as evidence that stats play a larger factor in role-playing than a few dialogue choices.

In ME for instance there was only ever at most 3 different solutions via dialogue, and as many folks know, much of the time the so-called choices were a dead end because they led to the same outcome each time. That is misleading for a start because one would think each dialgue choice would lead to a unique follow-on but we all know thats not how it worked out. So in such a game there are really on 2 or three different choices to be made.

Now with a heavy stats based RPG one has an almost infinite amount of replays because each and every character is different not becaus eof what they say, but because of their abilities to effect the game world in different ways.

So while dialogue choices are important for an RPG, without a good stats system the game will be less of an RPG because replay value has been greatly diminished.