I don't get why this discussion ends up derailing every single thread related to mechanics. "What is an RPG?" has little to do with the OP, and Pen and Paper games or whatever in particular have practically nothing to do with Mass Effect. It's far closer to Gears or a Micheal Bay flick with a CC and some limited interactivity and reactivity, rather than Sci Fi D&D.
I'd definitely say yes to more moments like the Omega DLC reactor interrupt for the Engineer, and different types for other classes as well. I don't have any inherent problem with the Interrupt system that wasn't far more contingent upon how it interacted with the P/R ideological system (which just needs to die off anyway IMO).
Because the discussion about these sorts of mechanics isn't should BioWare do X–that's a simple yes or no. The discussion is why BioWare should do X (or not). Generally (especially with Sylvius), that's going to come down to which philosophy you believe BioWare should follow: either purist RPG or shooter/cinematic experience (depending on the context). So many of the hot-button topics come down to this divide:
Should combat be stat-bound or skill-bound, and should BioWare bother making more non-combat skills?
Should BioWare spend more resources making multiple playable races or refining the reactivity of only humans?
Should levels be more open-ended and loose or should they be more linear and crafted?
Should BioWare make the story or should the player?
Quite simply, it seems that people like Sylvius do not believe that Mass Effect is (or at least, should be) "far closer to Gears or a Micheal Bay flick with a CC and some limited interactivity and reactivity." As long as people have a disagreement on these fundamental aspects of Mass Effect, we're always going to get into this argument.
Maybe I'm wrong, but I tend to notice that issues like "we should remove the P/R system," are largely accepted without much debate because they aren't split across the purist/nuanced RPG divide.
I'd also be perfectly willing to discuss the how, but very few people tend to care about the nitty gritty bits of game development.





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