AlanC9 wrote...
Terror_K wrote...
No. All that amounts to is the fact that some people can't separate gameplay mechanics from narrative.
Or don't want to separate them. You keep showing a devotion to existing CRPG conventions without actually expressing any reason why those conventions are good.
Like I said though, they'll conveniently ignore the clashes between gameplay and narrative when it suits them. It only becomes an issue when the factor gets in their way.
As for the RPG conventions I'm so devoted to, I've actually explained this countless times why I feel they're good, some of which is automatic if you read between the lines when I say why the ME2 method is bad.
For example, having a greater selection of weapons in each type with visible stats and the ability to mod them gives me far more variety and customisation. How can you say this isn't a good thing in an RPG? Having more weapons of each type gives me more choices, having visible stats and abilities with them gives me a clear indication as to how each one performs and where their strengths and weaknesses are (
many have complained that they have to go to the ME wiki just to find this currently with ME2) and thus gives me a choice in which type I'd prefer, while modding allows me to upgrade my gun in a meaningful way, making it more personal while also forcing me to pick and choose between various options so I can have a weapon that suits my playstyle. Items being randomised means I don't always know where they are, and forces me to perhaps put up with a lesser weapon for a while until I can find a better, as well as giving me a "thrill of the hunt" and sense of surprise when coming across stuff, which is much like the difference between opening an Xmas present and just seeing what it is as it lies beneath the tree unwrapped. I fail to see how all these factors can't be considered better than ME2's complete lack of weapon variety, with items always in the same place every time, a completely linear progression system and no ability to modify your weapons, customise them or make them personal in any way, shape or form.
That's just one example... I'm not going through them all, since I've explained my reasons countless times in countless threads before. Suffice to say most of them come down to variety, more options and restricting the player, all of which are good things in an RPG, IMO.
AlanC9 wrote...
This is an RPG, and its supposed to be about character building and progression. If Shepard was as apparently badass as is made out, there'd be next to no character building and progression.
Exactly what I was saying. The plot says that Shepard should start as maybe a level 50 character, assuming the universe works on a 1-60 scale. If your definition of an RPG requires more character progression than 50-60 then by your definition of RPG ME2 not only isn't an RPG, but ME1 shouldn't have been an RPG.
No, that's by
your definition. By my definition people should get over this and just ignore it.Otherwise RPGs will be limited to only ever being about farmboys becoming "the chosen ones" or heroes with amnesia. If somebody were to play as Shepard and run around like an idiot shooting at the walls and ground and never hitting an enemy, constantly running into the wall and dying every two minutes because they never hit anybody then the game is clearly flawed because you're not automatically a badass. Same principle, since Shepard is now only as good as a player's skill. If a player sucks, does that mean the game is broken because it automatically doesn't make them win?
Modifié par Terror_K, 16 juin 2010 - 12:53 .