Why does it matter what BioWare is trying to do?I'm not asking for less roleplaying, I'm just saying it shouldn't be an excuse for laziness. BioWare are trying to tell a story, so it's their burden to keep me interested throughout. Roleplaying should only enhance my experience. It shouldn't be a requirement, especially if it's to ignore poor design.
How do you determine whether a design is poor? How many assumptions underlie that definition?
How do you know they set that standard?I don't understand how that was inconsistent. BioWare set a standard and then stopped trying to meet it in certain parts of their game.
The game is what it is. What it was supposed to be should have no bearing on our evaluation of of it, assuming we can even know what it was supposed to be.
They make roleplaying games. I question them just as much when they eliminate roleplaying content from their games, as they did with much of the ME series.BioWare are storytellers, when they stop telling stories in their games for no good reason, I think that's a valid basis for criticism.
I don't think telling stories is compatible with roleplaying game design. I also think that they've done a generally better job of making roleplaying games.
A roleplaying game can't tell a decent story, because the writers of a roleplaying game know very little about the protagonist.
I dispute that "art" is a meaningful label, but that's neither here nor there.You dispute the fact that games are art? Or that they can tell their own stories? That's simply false.
What the games express has no necessary relationship to the designers' intent.
I can make up rankings about a lot of things. That doesn't make my rankings meaningful or relevant.As a guy who designs games as part of his coursework, I can tell you for a fact that content can be categorized and even ranked.





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