Pocketgb wrote...
There's a lot I could've said to that huge portion of your post, but I need only direct you to this:Terror_K wrote...
A car doesn't need a stereo to be a car, and an RPG doesn't need roleplaying elements to be an RPG, so these factors don't define them.
"A role-playing game doesn't need role-playing elements to be a role-playing game." Without the abreviations, that's what you've just said.
Can you now understand why so many would disagree with you? Can you comprehend that people have different wants, needs, and preferences when it comes to the word "role-playing game"?
I can understand this, yes. But one also has to understand that there are those of us that also want the statistical stuff there as well. It doesn't have to be as deep and game-shaping as Baldur's Gate, but it needs to be a foundation upon which the rests sits instead of being a weak, slapped-on extra, ala ME2. ME1 was still built on RPG foundations, while ME2 was built on shooter ones and then had some RPG bits tacked on (a factor which even the devs have admitted to when designing ME2). And I don't think any of us are saying that we don't want these other elements that you and others want too, because we do. But we feel both can exist, because they have before, and did somewhat in ME1.
But you are right: RPGs weren't known for actual role-playing. That's when Bioware came and gave us Baldur's Gate. That's where things changed, that's where standards were set, that's why so many other developers are basing their games off of the concepts Bioware have pioneered.
That's why people who actually enjoy role-playing are able to find enjoyment in Bioware's games: Because Bioware provided it for us. I'm no longer just a 'hero' set on the path set for me, I'm actually talking to people, making conversations, finding friendship, falling in love - ALL in a video game. More specifically, a Bioware game.
Yes, and it's why BioWare games tend to be amongst my favourites. But I still love my statistical elements too. If BioWare made a game that was more like the CRPG's of old like the old SSI titles where everything is pretty linear, there's next to no dialogue and the characters are almost non-existent personality wise beyond basic stereotypes then you and all the others who value story, character and narrative would throw a fit in a very similar fashion to those of us who feel ME2 is a watered down game. What we have here are two sides of the same coin, and you prefer one and I prefer the other. I see no reason both sides can't win. It's not like we're flipping this coin and it can only come up one way.
If you view the mechanics from the prequel as poor then yes, it's definitely better. It's removing more pickles from my sandwhich.
But I don't hate on people for like pickles at all.
It sure is irritating when they pick on me, though...
To me it's more like removing almost everything from the sandwich except one ingredient and replacing it with nothing, just because some of the ingredients were a little off, leaving a rather plain and bland sandwich. Sure... the original sandwich wasn't ideal either, but if the ingredients were of slightly better quality we would have had something really tasty. Instead the sandwich maker just gave up and left the one thing that was okay.
If you feel I'm picking on you I'm sorry, but as far as I'm concerned the more people who let BioWare know that this game could have been a lot better and deeper the better. People all arguing against those of us who want richer RPG elements are only going to make BioWare think more and more that ME2 was perfectly fine and we're just going to get an equally if not more shallow ME3 as a result.
And the fact is, how many of these non-statistical, story-based elements were that strong too? I mean really... the original game's Noveria gave far more options and roleplaying opportunities than anywhere in ME2 did. There were less chances to actually roleplay a character beyond Paragon or Renegade dialogue options towards the end of a mission, and many times this rarely ever changed the outcome of anything that much. All the main missions were pretty much recruitment ones with the same inevitable "you got them" ending, and the Collector ones barely had any choices at all until the final mission itself. The exceptions to this would be the loyalty missions of course, but these were essentially optional sidequests and didn't impact the main story that much until, again, the very end. The Suicide Mission itself is kind of the exception to the rule.
The point is, wouldn't it be nice to get some strong roleplaying stuff too? Wouldn't it be neat if, for example, different dialogue options were open to only biotic or tech-based classes? Wouldn't it be neat if certain abiltities, skills or alignment were to effect how certain NPC characters reacted towards you? Wouldn't it be great if there were some deeper consequences beyond mostly emails and character+dialogue swaps and that the universe actually seemed to shift and change depending on your choices? Wouldn't it ne nice to customise your items more, including biotic amps and omni-tools as well as weapons and armour?
I'm fully willing to admit that the combat is tighter now that stat-based aiming is gone, but wouldn't it be nice to have a bit more to it instead of just running from one set of waist-high cover to the next? Why not introduce some Gears of War style puzzles and different-from-norm situations and boss-fights where it's not just about hunkering down behind cover and shooting until they're dead?
I'll admit that the inventory is cleaner now and less cumbersome, but did the item list really have to shrink so much? Did the stats of the weapons have to go? Did we have to lose modding and just get an all-too-easy upgrade system? Do all items have to be in the same locations every single time? Does it have to be so easy to get and upgrade everything without true limitations? Did omni-tools and biotic amps really have to go? Did armour classes? Did stat-based decryption and hacking, etc?
I'm just saying that a lot of these elements didn't need to go the way of the dodo just to make combat better.
Modifié par Terror_K, 22 juillet 2010 - 02:56 .




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