Il Divo wrote...
No, it does not mean almost any game. If there is no role-playing, then a game is not an RPG, hence why games like Warcraft are such failures. Statistical progression has no value if there is no choice and by extension roleplaying. As I explained before, numerical statistics are the lowest form of RPG. They offer the player choices only in how they impact combat with no regards to character personality, emotion, or backstory.
But it's what
defines an RPG. There are plenty of games out there that have roleplaying factors such as giving you choice and allowing you to shape events and the story, such as It Came From The Desert, Fahrenheit and Heavy Rain to name a few, but these aren't RPGs because they have no statistical ruleset or experienced-based progression system and allow you to develop your character beyond dialogue choices.
If it claims to be an RPG, then it is trying to be an RPG, no? And if this is the case, then WoW is an absolute failure where there is little to no character-focus, story value, or player choice impacting the world. It's why I find the notion of Jrpg's funny. It's intended to denote a different style but all it really means is that they ignore player choice, character creation, in the place of statistical combat.
If DOOM suddenly claimed to be an RPG it wouldn't be one. You seem to be one of those people who think that an RPG is defined by character rather than by rules, which I guess we'll just have to disagree with. Though I prefer RPGs that do allow player choice and shaping of their character, which is why I too generally dislike most JRPGs as well.
Underlined: Not even sure what this means. Mass Effect did plenty well to not be a statistical RPG already. Your point still seems to be that Mass Effect 2 is bad because its a sequel. This isn't comfort to a Bioware fan. If they announced that they were only making first person shooters from now on, are you comforted because it might be a "separate series"?
I would be unhappy. But I would be fine with things if they made their mainstream RPG-lite games along side their deeper ones. In fact, I encourage it. It would stop them watering down their existing IPs just to appeal to the mainstream to make their dosh. That's why I thought that if they wanted to make a game that was mostly shooter like ME2 turned out to be they should have made it a seperate game instead of a Mass Effect title.
Italics: I never felt the need to spend hours "building my character", largely because most options were worthless (1% pistol damage yet again). This is still you pointing out Mass Effect 2 is dumbed down while pretending
that Mass Effect is Calculus. "I spent 3 minutes creating my Mass Effect 2 character." "Well, I spent 5 minutes creating my Mass Effect character!" Pretending that one is substantially higher than the other is an exercise in futility.
Bold: And you just did a wonderful job of describing Mass Effect. Play an Adapt or Sentinel and we'll talk about the pointlessness of the soldier class. You're basically just describing all of Bioware's failures by entering player skill into the factor. The minute that happened, combat classes became dumbed down. If you want a return to the days of the Fight-Mage-Thief breakup, you're going to have to go back alot further than Mass Effect to find it.
I don't think ME1 is a really deep RPG, and have always thought of it as "RPG-Lite" but then I never expected it to be completely deep since it's a hybrid. I did think the balance in ME1 was better though, as I've said. And it's not about how long it takes to make the character, but that I felt where I spent my points and in which order mattered in ME1 while it didn't in ME2. I could also build different styles of character within the same class, while each class in ME2 is pretty much the same no matter what I do.
Also, at least in ME1 you needed to take a tech-based class with you to hack, decrypt, etc. which was akin to needing a theif/rogue with you to unlock chests, set traps, etc. in a fantasy RPG. That was thrown out the window with ME2.
As others have pointed out, Mass Effect can be beaten with no talent points allocated. It's an exercise in stupidity, but it's possible. Here's an equivalent comparison: Mass Effect is instant gratification. All my options focus around combat (even tech options) and there is absolutely no skill system. Compare this to Kotor where my character coudl use skill points to solve scenarios in alternate ways.
Are you starting to understand why Mass Effect is not that much higher up the totem pole?
I've said I already admit that ME1 isn't a really deep RPG in the same vein as Baldur's Gate or even KotOR. But that doesn't mean that ME1 wasn't deeper than RPG. Even not being that much higher up the totem still
is higher. And at least ME1 did have some non-combat skills, such as hacking, decryption, electronics, first aid, persuasion, etc.
Again, if this is your approach to the Mass Effect 2 debate, how have you shown that Mass Effect is a deep and meaningful experience? All you're demonstrating by this is that Mass Effect is "slightly better than its retarded brother" which isn't necessarily very intelligent to begin with. Mass Effect's inventory system was absolutely terrible; there were far too many items and not a single one felt unique. A good RPG does not make you cringe with fright when you pick up a new toy.
Again, slightly better than its retarded brother is
still slightly better. And that makes all the difference. At least Mass Effect 1 tried to be an RPG, while ME2 tries its darndest not to. And ME1's inventory system may have been bad, but it was better than ME2's non-existent one with a horribly item-devoid assortment of linear weapons that can't be modded, can be upgraded fully without any trade-offs easily and are always found in the same places. Not to mention armour that doesn't even act like armour and the complete removal of omni-tools and biotic amps. On top of it all what's there doesn't even have any visible stats for comparison, making the whole system essentially a watered-down shooter one (and that's saying something considering the CoD series and Hitman: Blood Money even have items with stats and better modding and they aren't even RPGs).
No, I'm afraid it didn't. Name one instance that Mass Effect allowed you to avoid an entire combat dungeon and Mass Effect 2 did not. Everytime I go to Feros, I must fight the Geth; the same with Noveria, Virmire, and Artemis Tau.
Everything in Mass Effect was the same every playthrough. If I make a ruthless Spacer Soldier, my game will play out exactly the same my first round or my second round. The game does not change at all. You're still only offering generalizations. I'd like some specific examples.
Noveria. There are at least half a dozen ways to get a garage pass there for one, each which result in different outcomes and vary in how much XP you earn and how fast you do it, as well as how many combat encounters you have. Then later on at Peak 15 you can either fight your way through the back area to get straight to Benezia, or talk your way through the long way by investigating some more and getting the cure for Dr. Cohen, etc. This also has avoidable combat encounters, in both paths.
On Feros you can just charge through and wipe out the infected colonists or you can stop off and get the thorian grenade gas to do it peacefully and save them.
On Virmire you can help Captain Kirrahe and his team by taking out optional targets along the way, or you can simply charge through the middle, avoiding battles at either side and avoding more enemies just inside the breeding labs if you're willing to sacrifice Kirrahe and the salarians.
There... that's
four examples, and that's more than you get throughout the entirety of ME2. The only variations there are dialogue-based, and even then these are only usually at the very end of each mission, so they really only change the result and even then only on the surface. They don't offer alternate paths at all, with no choices ever being more efficient or netting you more XP, etc.
Modifié par Terror_K, 22 juillet 2010 - 05:32 .