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Disappointment With Mass Effect 2? An Open Discussion.


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#7526
Il Divo

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[quote]Terror_K wrote...

What sided dice the game uses is irrelevant, you need the stats and ruleset to have an RPG. Otherwise all you have is a story-driven game. A "Choose your own adventure" game isn't an RPG. By that logic Fahrenheit, Heavy Rain, It Came From The Desert, Indiana Jones and the Fate of Atlantis, etc. would all be RPGs, but they're not. If you can name me a story-based CRPG that doesn't have a statistical form of character progression in some form and a rulset behind it and is still classed as an RPG I'd like to hear it. [/quote]

For the final time, no you do no need stats or rulesets. That is not what a "role-playing" game is. If I were to play a Wizard in Dungeons and Dragons with no combat, it would still be a role-playing game. Why? Because I can choose his background, I can choose his personality, I can choose whether he is good, evil, driven by selfish or selfless desires. I can decide if he was the son of a king or a bastard child forced to live on the streets. I can do all these different things without combat. If my dungeon master said from now on we were just going to skip combat and cut out all dice rolls, as long as we have character-interaction, divergent choices, and motivations then it is an RPG. Warcraft III, World of Warcraft, etc make absolutely no provisions for this. The more a game defines a character for you, the less choice you have and the farther it is from an RPG.

That is what role-playings is. Look up the term if you have to or recall your own experiences. Heavy Rain is not an RPG because of the degree to which it limits your options; you are given a heavily pre-defined character whom you have little control of. It certainly incorporates heavy RPG elements, but it's not quite there. Explain how d20 (or any rule system) has anything to do with actual role-playing.

[quote]
And yet before Baldur's Gate game along there were dozens upon dozens of CRPGs out there which didn't even have any of these elements, including the SSI AD&D titles. And yet these are RPGs. [/quote]

No character choice, no RPG. Following your logic, Borderlands is an RPG because it involves some statistical progression. CRPG's named themselves such because it sells better. I don't deny that alot of role-playing games feature statistical based combat, but taking the statistics without the actual roleplay doesn't an RPG make.

[quote]
Again, a common misconception, considering there have been so many RPGs that
don't have these aspects and so many games that have that aren't RPGs. For something to be defined by attributes every example of it must have those attributes.[/quote]

Marketing something as an RPG does not make it an RPG. Warcraft III allows you to level up, yet it's no more an RPG than Halo. I would even argue that combat-heavy focused tabletops like Gurps aren't entirely role-playing games which is fine. They may be considered "pen and paper" but it's designed specifically for power-gaming.

[quote]
Only compared to Baldur's Gate, NWN, DAO, etc. You can't call ME1 "dumbed down" when comparing it to games that have nothing to do with it and are going for a different style entirely. That's like calling God of War "dumbed down" compared to Dragon Age when they aren't even in the same club or trying to do the same things.
ME is not a pure RPG and never tried to be. And ME1 may reduce this element to two things (you said only lock-picking, but there's also computer hacking), but that's still a case of it being present compared to ME2's zero things. [/quote]

If you are going to call Mass Effect "an RPG first" and if Bioware is going to market their game as an RPG, then I'm going to compare it to RPG's. God of War and Dragon Age don't pretend to be the same thing and don't market to the same crowd. Bioware commonly refer to themselves as "award-winning RPG makers". Your claims that Mass Effect is a separate series are lost. First and foremost, if you're playing a game like Mass Effect for combat, then this already speaks for itself. Second, is that Bioware could easily divert their time and resources to make more old school RPG's like Baldur's Gate if outcry was large enough. Tell me, should I make a call to arms telling all Bioware fans that Mass Effect is dumbed down and should be abandoned? And finally, as your claims, Mass Effect 2 is not a pure RPG and never tried to be. It's a TPS with RPG elements, much like Mass Effect 1. Bioware simply redistributed their weight to focus on the TPS a little more.

[quote]
Because to me how ME1compares to Baldur's Gate or any other CRPG before it is irrelevant. The gap only seems smaller because you're comparing it on a grander scale with something that doesn't really fit. Mass Effect isn't
Baldur's Gate, isn't trying to be Baldur's Gate and has little to do with Baldur's Gate, and the same goes for any other BioWare RPG. Baldur's Gate is Baldur's Gate and Mass Effect is Mass Effect. ME1 may be miles off being a strong RPG compared to Baldur's Gate, but it never intended to be, and if it had it would be a completely different kettle of fish and wouldn't even work in the same manner, thus failing to achieve what it set out to. All I'm asking is for some consistency and a common balance within the IP and between the games themselves, not between ME and all of BioWare's previous titles. [/quote]

Mass Effect 2 never intended to be a purist RPG either. You want consistency between those two games. Some want a consistency in the RPG mechanics of all Bioware games. Some people like statistical progression (as you do). Bioware used to deliver this and they have stopped recently with games like Mass Effect. Your claims are void when Bioware abandons the entire old-school system for watered down gameplay.

[quote]
Mass Effect 2: Half the Talents <--- Completely diluted. [/quote]

Do you understand the concept of "illusion of depth" as I've been trying to explain to you? You seem to have fallen for it completely. Mass Effect's mechanics are not deep. When I choose my assault rifle for 174 damage, I use it the exact same way as my 172 assault rifle. Mass Effect 2 stripped away this illusion completely and said "it was pointless". Talents are exactly the same way. 1% pistol damage did not change my playstyle at all. It did not make me feel a sense of progression, ergo it was useless and filler to create gaps between abilities like "Marksman, Advanced Marksman, etc."

Mass Effect 2 cut the crap and just left you to choose those improved abilities. A good stats based system makes you feel like your style/focus matters. Choosing fireball in Dragon Age, using  a 2H, going into stealth, all change my playstyle. Once I choose my class in Mass Effect 1 and 2, my playstyle is essentially defined (barring player choice/stupidity).  The only exception are possibly the specialty classes which are extremely obscure, to start with. 
 
[quote]
As I said, XP should be a reward based on effort, not just a meaningless pre-defined number thrown at you no matter how you completed the task. [/quote]

And yet the emphasis you put on XP is astounding. Do you also go around killing helpless peasants at level 1 when you role-play? I personally never look at my XP bar in Mass Effect. I don't see how you view this as being a defining quality of an RPG. "Meaningless pre-defined numbers" is what Mass Effect lived for. 1% pistol damage (yet again).

[quote]
And the examples I gave do alter things. Of course they're means to the same end to a degree, since you
are after all trying to achieve a single purpose. The point is how you get there and what else it effects alter, not the actual path. [/quote]

So what did you affect in Mass Effect 1 that you did not affect in Mass Effect 2? As I said, no matter how I get a garage pass, whether through Opold or Lorik Quinn, it leads to exactly the same goal with very little variation. Certainly I could change (extremely) minor details along the way, much like your example of Feros proves. Killing or sparing the colonists feels largely meaningless, designed to hand out paragon/renegade points. But this is equivalent to the minor choices you come across in Mass Effect 2 like whether or not to heal the Batarian in Mordin's recruitment mission. That is to say: good for flavor, but largely pointless.   

[quote]
Let me put it this way: the examples SSV Enterprise gave are like opening two doors that lead to the same room. The Noveria example is more like opening several doors that lead to different corridors that each eventually lead to the same room. In SSV's examples each door just results in the same thing, with the only difference being the way I came in. In my example each corridor is of different length, involves a different puzzle to solve, and in
turn branches off in a few more corridors before getting to the final room. [/quote]

Only example you really offered for this was Benezia's sequence on Noveria. How many corridors precisely are you imagining when you choose to kill or incapacitate the colonists on Feros?

[quote]
Good roleplaying games have always had this, and in the case of P&P RPGs things often hinge on you and your party trying to come up with various solutions to a puzzle or problem, and being rewarded more for doing it smart and efficiently. ME1had some of this, but save for a few rare exceptions ME2 doesn't. Most of the ones it does are loyalty missions and not really part of the main story. And none of them compare to Noveria (which even I will admit was ME1's only truly diverse roleplaying area). [/quote]

And this I actually agree with. Alot. It's why I regard Deus Ex and Elder Scrolls III: Morrowind as probably being the closest in spirit to how party mechanics work because they allow some very diverse (and unexpected) solutions to most puzzles.

But I still think your point is lost. Mass Effect offering one instance of this is something to be mourned, not praised. As you said, Feros and Virmire really are almost entirely meaningless. The manner in which you reach Benezia is the only truly unique situation ( I count 3 different solutions). You say "Well, Mass Effect 2 did it worse than Mass Effect 1." I say "Well, Mass Effect 1 did a terrible job to start with." It's not something you forgive because the original did it 'slightly' better. To be blunt, eating crap is still eating crap hence why I don't give points to either game on this.  

[quote]
You may still consider it one, but it wouldn't actually be classed as one. As I said before, it would basically be an story-driven adventure game, akin to a "Choose Your Own Adventure" book. [/quote]

No, it would be a role-playing game. Three questions to ask

1) Can I establish my character's personality?
2) Can I establish and employ his background in a meaningful way?
3) Can my choices and motivations impact the world around me?

If you answered 'yes' to all three of these, then you are role-playing regardless of the mechanics. Mass Effect dilutes this by pre-defining several major aspects of your character's background and voice. Whether or not something is a role-playing game can be subjective, certainly when answering these questions. But your notion that statistics has anything to do with actual role-play is a false one. Explain to me how I am role-playing in Warcraft III or Borderlands.

Modifié par Il Divo, 23 juillet 2010 - 06:44 .


#7527
tonnactus

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SSV Enterprise wrote...


That's the only truly personal matter that can be held up as a shining example from ME1 (even then, you can just charm/intimidate your way out). 


8 points in charm and intimidate was a quite huge requirement.And wrex mission was a real loyality mission in the sense of the word. The ones in MAss Effect were pointless gameplay switchs who just improved the chance of teammembers to survive. Why shepardt needed a high renegade/intimidate bar to solve the conflict with Miranda and Subject Zero?

What the ****ing point in doing their "loyality mission" then??

Everything else that tries to be personal is either half-baked (Garrus and Dr. Saleon, Liara and Benezia) or buried in dialogue with no dramatic effect (Ash and her sisters, Kaidan and Jump Zero).


Yes,because it wasnt so dramatic.,right?? No one with daddy,mother issues. Just adults who more or less are done with their past without big whining. I can only speak for myself,but kaidans jump zero stories arent that far away from the exeriences of subject zero. At least they were more emotional engaging then lonely rich girl problems.

Modifié par tonnactus, 23 juillet 2010 - 09:22 .


#7528
Pocketgb

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tonnactus wrote...

I can only speak for myself,but kaidans jump zero stories arent that
far away from the exeriences of subject zero. At least they were more
emotional engaging then lonely rich girl problems.


Er, Subject Zero? She was beaten, tortured, and forced to fight every single day her whole childhood. Then she got picked up by raiders and had to have sex with them for transport (unless she insinuated something else when she said they "used" her). Not what I'd consider a 'rich girl' problem, unless you meant Miranda (in which case it's still far more than a simple 'rich girl' problem).

Modifié par Pocketgb, 23 juillet 2010 - 10:05 .


#7529
tonnactus

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Pocketgb wrote...



Er, Subject Zero? She was beaten, tortured,

Like kaidan.Or do you think it was a exeption that the turian trainer hit this one girl in the biotic training(that wanted to drink water) with his fists was an exception.

Not what I'd consider a 'rich girl' problem, unless you meant Miranda (in which case it's still far more than a simple 'rich girl' problem).


Right.All she said basicly in her loyality mission: I didnt have friends(but niket who helped her to excape??) and  my father didnt love me. So i robbed my genetic twin and gave it to another family.

#7530
Pocketgb

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tonnactus wrote...

Like kaidan.Or do you think it was a exeption that the turian trainer hit this one girl in the biotic training(that wanted to drink water) with his fists was an exception.


I think that what Kaiden went through was no where near as traumatic as what Jack and all of her 'classmates' had to endure.

tonnactus wrote...

Right.All she said basicly in her loyality mission: I didnt have friends(but niket who helped her to excape??) and  my father didnt love me. So i robbed my genetic twin and gave it to another family.


Pretty sure there was more to it than that.

#7531
SSV Enterprise

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tonnactus wrote...

8 points in charm and intimidate was a quite huge requirement.And wrex mission was a real loyality mission in the sense of the word. The ones in MAss Effect were pointless gameplay switchs who just improved the chance of teammembers to survive. Why shepardt needed a high renegade/intimidate bar to solve the conflict with Miranda and Subject Zero?

What the ****ing point in doing their "loyality mission" then??


To get them on your side if you charmed or sided with one of them.

Everything else that tries to be personal is either half-baked (Garrus and Dr. Saleon, Liara and Benezia) or buried in dialogue with no dramatic effect (Ash and her sisters, Kaidan and Jump Zero).


Yes,because it wasnt so dramatic.,right?? No one with daddy,mother issues. Just adults who more or less are done with their past without big whining. I can only speak for myself,but kaidans jump zero stories arent that far away from the exeriences of subject zero. At least they were more emotional engaging then lonely rich girl problems.


Liara and Benezia and Ash and her sisters certainly were family issues, done with no dramatic punch compared to the stories in ME2.  Some of the ME2 loyalty missions aren't family issues at all, either. (Mordin, Garrus, Grunt, Kasumi, Zaeed, Jack, Legion) and those that have family issues are ones that pop up that they thought was squared away beforehand, but some new problem had arisen.

And was Kaidan separated from his family to the point that he doesn't remember them?  Did he undergo painful experiments?  Was he forced to fight other biotics and given drugs when he won?  Was he not allowed to have any friendships?  Was he a kid when he went through his strict training?  That's a resounding "no".

Modifié par SSV Enterprise, 23 juillet 2010 - 10:48 .


#7532
tonnactus

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Pocketgb wrote...


I think that what Kaiden went through was no where near as traumatic as what Jack and all of her 'classmates' had to endure.



The result that he killed his trainer "with a biotic kick" didnt implied that traumatic things happened? Interesting.

Modifié par tonnactus, 23 juillet 2010 - 11:05 .


#7533
tonnactus

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[quote]SSV Enterprise wrote...

To get them on your side if you charmed or sided with one of them.
[/quote]
So what? The loyality mission allowed it to side with one them.Great! Wrex Mission allowed to convince him to do something against the future of his whole race(at the first view). That is what i call loyality in the sense of the word. Not just a lame gameplay switch.



[quote][Quote]
Everything else that tries to be personal is either half-baked (Garrus and Dr. Saleon, Liara and Benezia) or buried in dialogue with no dramatic effect (Ash and her sisters, Kaidan and Jump Zero).

[quote]
And was Kaidan separated from his family to the point that he doesn't remember them? 
[/quote]
He was seperated from his family.His parents were concinced that he is dangerous.
[quote]
Did he undergo painful experiments? 
[/quote]
Very painfull training at least.
[quote]
?  Was he a kid when he went through his strict training? 

[/quote]
Yes.

#7534
Pocketgb

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tonnactus wrote...

Pocketgb wrote...


I think that what Kaiden went through was no where near as traumatic as what Jack and all of her 'classmates' had to endure.



The result that he killed his trainer "with a biotic kick" didnt implied that traumatic things happened? Interesting.


That's not what I said at all. Re-read what you quoted.

Modifié par Pocketgb, 23 juillet 2010 - 11:27 .


#7535
bjdbwea

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tonnactus wrote...

So what? The loyality mission allowed it to side with one them.Great! Wrex Mission allowed to convince him to do something against the future of his whole race(at the first view). That is what i call loyality in the sense of the word. Not just a lame gameplay switch.


Indeed. Too bad it was so easy to gain his loyalty. Just a switch, like in ME 2. Do this one favor, and suddenly he does everything for you. Still, the consequence of gaining the loyalty of Wrex was much better thought out, implemented and presented than in ME 2. Do this one favor, and suddenly your companions aren't killed by falling debris. Really?

The concept of gaining the loyalty of your companions is great, but it would require some real efforts to weave it into the story properly. Too bad that's obviously too much efforts, even in ME 2, a game which was supposed to be character-driven.

#7536
SSV Enterprise

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tonnactus wrote...

So what? The loyality mission allowed it to side with one them.Great! Wrex Mission allowed to convince him to do something against the future of his whole race(at the first view). That is what i call loyality in the sense of the word. Not just a lame gameplay switch.


Wrex's mission basically does act as a gameplay switch.

He was seperated from his family.His parents were concinced that he is dangerous.


I don't remember that.  Are you making stuff up?

Very painfull training at least.


Yeah, he had a tough teacher.  Big deal.

Yes.


No, he was a teenager.  Not a little boy.

#7537
Pocketgb

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bjdbwea wrote...

tonnactus wrote...

So what? The loyality mission allowed it to side with one them.Great! Wrex Mission allowed to convince him to do something against the future of his whole race(at the first view). That is what i call loyality in the sense of the word. Not just a lame gameplay switch.


Indeed. Too bad it was so easy to gain his loyalty. Just a switch, like in ME 2. Do this one favor, and suddenly he does everything for you. Still, the consequence of gaining the loyalty of Wrex was much better thought out, implemented and presented than in ME 2. Do this one favor, and suddenly your companions aren't killed by falling debris. Really?

The concept of gaining the loyalty of your companions is great, but it would require some real efforts to weave it into the story properly. Too bad that's obviously too much efforts, even in ME 2, a game which was supposed to be character-driven.


The Mass Effect series as a whole suffers from weird relationship issues: you can treat party members rather poorly and they will still follow you, all the romances feel rather rushed (save for Garrus and Tali), overall the characters in both games definitely feel like they could be more dynamic.

#7538
Iakus

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Pocketgb wrote...

The Mass Effect series as a whole suffers from weird relationship issues: you can treat party members rather poorly and they will still follow you, all the romances feel rather rushed (save for Garrus and Tali), overall the characters in both games definitely feel like they could be more dynamic.


I am inclined to agree on this.

ME 2 suffers from this in particular since it's supposed to be "about the squad" more than ME 1.  Wrex and Garrus's quests as well as Tali's geth data can be seen as just more side quests in ME 1.  The loyalty missions in ME 2 were supposed to mean something.  They're even listed in the main quest area of the journal.

#7539
Terror_K

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@ Il Divo: I gotta say, your own stubbornness is astounding regarding what an RPG is, despite all evidence to the contrary. By your logic The Witcher isn't an RPG and many of the pre-Baldur's Gate CRPGs aren't RPGs, but stuff like The Sims and Saints Row 2 apparently are. You can think what you want, but I know the truth, and I can't be bothered arguing with you when you ignore evidence that is contrary to your views.

#7540
Pocketgb

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Terror_K wrote...

@ Il Divo: I gotta say, your own stubbornness is astounding regarding what an RPG is...


Touche'!

Terror_K wrote...

despite all evidence to the contrary. By your logic The Witcher isn't an RPG and many of the pre-Baldur's Gate CRPGs aren't RPGs, but stuff like The Sims and Saints Row 2 apparently are. You can think what you want, but I know the truth, and I can't be bothered arguing with you when you ignore evidence that is contrary to your views.


What matters is not that those games were simply labeled "RPGs" but how they earned that label.

"RPGs" were only called such because the only gameplay mechanics that existed in them could be seen only in tabletop RPGs. Imagine the board game, Chess, and then imagine the first video game renditions of it to only feature half of the pieces. That's what the video game genre of RPGs were: Half of the actual RPG. With technology boosted and standards set even higher are people who enjoy the other half of a complete RPG are able to be satisfied.

The role-playing immersiveness of the Sims 2 and Saints Row (and, for many, Mass Effect) are about as deep as telling a unit in Starcraft what to do. You tell him what to do, where to go, by means of a push, a nudge, a right-click. It only allows you to get into his shoes, but not his head. If you're going to apply such a loose definition then by your logic Modern Warfare is a first-person RPG.

There's definitely a lot more to things than that.

#7541
Terror_K

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Pocketgb wrote...

What matters is not that those games were simply labeled "RPGs" but how they earned that label.

"RPGs" were only called such because the only gameplay mechanics that existed in them could be seen only in tabletop RPGs. Imagine the board game, Chess, and then imagine the first video game renditions of it to only feature half of the pieces. That's what the video game genre of RPGs were: Half of the actual RPG. With technology boosted and standards set even higher are people who enjoy the other half of a complete RPG are able to be satisfied.


The problem now though is that we're starting to see what you might call the "first half" of the RPG disappearing as the other half becomes more prevalent. Yes, we can half the complete RPG these days, but except for rare exceptions (like Dragon Age) we're not. As the narrative, character and presentation aspects improve the mechanics seem to become lesser.

#7542
Pocketgb

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Talking about Dragon Age goes back to what I was talking about people having little to no care for poorly developed game mechanics. I'll refer back to what I said about how I sympathize your view of ME2 since I shared an equally heavy disappointment with what DA:O brought in terms of RPG mechanics: it's possibly their biggest case of biting off way more than they can chew: it was terribly shallow, terribly balanced, terribly hind-sighted, and all based in the terrible direction of "tank and spank" gameplay (i.e. WoW).



Might be a shift in philosophy on Bioware's part, not sure, but balance and depth wise I've seen no difference between systems that *appear* to contain depth to systems that appear to contain little.

#7543
Vena_86

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Well the difference with DA atleast is that by its nature its changeable to something better either through official upgrades or through community made mods. In the later case it has been long done already. ME2 can hardly be rid of its flaws, if shallow and oversimplistic systems are seen as flaws, because they are pretty much hardcoded into the basic sturcture of the game.

If ME1 was more moddable then Im sure that several modders would have shown bioware how to improve the inventory without losing any depth but offering the same comfort as the ME2 alternative.

#7544
Il Divo

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Terror_K wrote...

@ Il Divo: I gotta say, your own stubbornness is astounding regarding what an RPG is, despite all evidence to the contrary. By your logic The Witcher isn't an RPG and many of the pre-Baldur's Gate CRPGs aren't RPGs, but stuff like The Sims and Saints Row 2 apparently are. You can think what you want, but I know the truth, and I can't be bothered arguing with you when you ignore evidence that is contrary to your views.


I don't recall saying that Saint's Row 2 is an RPG. I also don't understand what evidence you think you've shown. "I know the truth". I'm still waiting for an explanation on how I can role-play with numbers, Chief.

Indeed. Too bad it was so easy to gain his loyalty. Just a switch, like in ME 2. Do this one favor, and suddenly he does everything for you. Still, the consequence of gaining the loyalty of Wrex was much better thought out, implemented and presented than in ME 2. Do this one favor, and suddenly your companions aren't killed by falling debris. Really?


The idea of a loyalty "bar' was pretty bad. I try to think of the loyalty switch as more of a "focus switch" if you understand my meaning. I can't understand why Garrus and Tali wouldn't be loyal otherwise given everything we did together. But loyalty was less about the squad deciding to follow Shepard and more about if they had their minds clear on the assignment.

The concept of gaining the loyalty of your companions is great, but it would require some real efforts to weave it into the story properly. Too bad that's obviously too much efforts, even in ME 2, a game which was supposed to be character-driven.


The game was character-focused and it did pretty good in this regard. The character missions weren't really woven in because they had separate issues to square away from the Collectors, which Jacob comments on. I do think however it would have been alot better if they never told you what party members were loyal or not. It would have made it more interesting if you had to determine what party members were loyal based on how you handled the loyalty missions.

Modifié par Il Divo, 24 juillet 2010 - 12:47 .


#7545
Terror_K

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Il Divo wrote...

I don't recall saying that Saint's Row 2 is an RPG. I also don't understand what evidence you think you've shown. "I know the truth". I'm still waiting for an explanation on how I can role-play with numbers, Chief.


The evidence I've shown are games that are classed as RPGs despite the fact they don't fit your definition, as well as the fact that you've yet to come up with the name of a single CRPG that has what you claim RPGs have to have while not having a ruleset and statistically based form of character progression governed by numbers. You claim that in order for a game to be an RPG you have to be able to craft and define your character beyond building their stats (i.e. their personality), and yet games like ADOM, The Witcher and many of the SSI AD&D titles and other RPGs from that era don't have this. It's like you're saying almost every CRPG that was made prior to Baldur's Gate isn't an RPG at all.

#7546
Terror_K

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Pocketgb wrote...

Talking about Dragon Age goes back to what I was talking about people having little to no care for poorly developed game mechanics. I'll refer back to what I said about how I sympathize your view of ME2 since I shared an equally heavy disappointment with what DA:O brought in terms of RPG mechanics: it's possibly their biggest case of biting off way more than they can chew: it was terribly shallow, terribly balanced, terribly hind-sighted, and all based in the terrible direction of "tank and spank" gameplay (i.e. WoW).

Might be a shift in philosophy on Bioware's part, not sure, but balance and depth wise I've seen no difference between systems that *appear* to contain depth to systems that appear to contain little.


I think the difference in our opinions is that you determine depth by success of elements while I determine it by the presence of them. To me that's a bit like saying that a fifty metre shallow well isn't deep if it fails to hold the water, but it is if it does. The success of the elements, to me, doesn't dictate the degree of them.

I mean... DAO isn't that much different from Baldur's Gate when it comes to the degree of RPG mechanics it has, but Baldur's Gate just works better in most areas, probably mostly due to being based on a tried-and-true ruleset that had already been in-play for quite a few years and gone through many iterations and tweaks, etc. and that there's a few more options, restrictions, paths to take, etc. And even then AD&D isn't entirely well-balanced, and to a degree Baldur's Gate still suffers a little from "well built mages beat all!" in all versions. And DAO did a few things a little better, at least for a CRPG. It made things a little more user-friendly, without sacrificing too much depth (e.g. death doesn't equal death, control is easier overall, etc.)

Now, I'm not saying that I'm right and you're wrong here exactly... just that I think this is why we tend to clash a little on this subject. How different people view depth is entirely personal after all. Though feel free to correct me if my ascertation is incorrect here too.

#7547
Il Divo

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Terror_K wrote...
The evidence I've shown are games that are classed as RPGs despite the fact they don't fit your definition, as well as the fact that you've yet to come up with the name of a single CRPG that has what you claim RPGs have to have while not having a ruleset and statistically based form of character progression governed by numbers. You claim that in order for a game to be an RPG you have to be able to craft and define your character beyond building their stats (i.e. their personality), and yet games like ADOM, The Witcher and many of the SSI AD&D titles and other RPGs from that era don't have this. It's like you're saying almost every CRPG that was made prior to Baldur's Gate isn't an RPG at all.


You have not shown that they are actually role-playing games besides being marked under the title. So please, stop telling me classification is relevant. Let us, you and I, use logic. And as beings of logic, explain to me what the relationship is between numbers/mechanics and actual role-play.  If you can do so, I withdraw all claims against your classification.

#7548
Terror_K

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Il Divo wrote...

Terror_K wrote...
The evidence I've shown are games that are classed as RPGs despite the fact they don't fit your definition, as well as the fact that you've yet to come up with the name of a single CRPG that has what you claim RPGs have to have while not having a ruleset and statistically based form of character progression governed by numbers. You claim that in order for a game to be an RPG you have to be able to craft and define your character beyond building their stats (i.e. their personality), and yet games like ADOM, The Witcher and many of the SSI AD&D titles and other RPGs from that era don't have this. It's like you're saying almost every CRPG that was made prior to Baldur's Gate isn't an RPG at all.


You have not shown that they are actually role-playing games besides being marked under the title. So please, stop telling me classification is relevant. Let us, you and I, use logic. And as beings of logic, explain to me what the relationship is between numbers/mechanics and actual role-play.  If you can do so, I withdraw all claims against your classification.


For starters, they're "marked under the title" for a reason. All computer/video games that are classified as RPGs and ever have been consist of a statistical ruleset governing them and a character progression system. They don't always have character roleplaying beyond gaining experience and leveling up, but this is the common factor they all share. This is what defines them. Now, I suppose you could say that it shouldn't be this way, and that they shouldn't be dubbed as RPGs unless they involve some form of roleplaying, but nonetheless this is the way it is. Maybe one day that will change... after all, for the longest time Pluto was a planet, despite not quite adhering to the definition. But if you read old game magazines they will still be classified as RPGs in them, just like Pluto will still be called a planet in old encyclopaedias. Whether you agree or not that is the aspect which the gaming industy has used to define an RPG.

Now, that said, there is a certain degree of stats and numbers and rule-based RPG mechanics that link to roleplaying. Usually in a P&P RPG you try and define what kind of character you'd like to play, and then you look to the classes, species, skills, talents, etc. to help form that character. If you want to make a dashing rogue, then you go with a thief/rogue-based class, giving them a high dexterity and cunning/charm/whatever dictates personality and specialise them in using a sword. You want a tough-as-nails burly drawf you make a fighter/warrior who uses a two-handed battle axe, has a high strength and constitution (and probably a low intelligence and wisdom), and build him so that he can wear the best armour and yet not be too hindered by it. In other words, the statistical build and design of your character helps you roleplay them by complimenting their personality.

The rules supporting it all determine what you can and can't do in the universe you're set in, shaping your environment, and determining how successful you are based on your other characters' attributes. If you need to go for a swim it is the rules and your character's build combined that determine how well your dwarven fighter will do. They're needed to properly roleplay to give your character strengths, weaknesses, boundaries, limitations and structure.

On top of it all, character progression through gaining experience and/or leveling up helps your character grow and improve, rather than remain static. If your character wants to reach certain goals he/she is going to need to be ready to face that which stands between him/her and that goal, and at the start they're probably not going to be able to do that. While some people will simply try and build the best character for the job, others will roleplay their character. They'll have a picture in their mind of what their character is like, then look ahead at how to build their character further as they progress, not always picking "the best" skills/talents/feats, etc. but the one that best suits their envisioned character. Without this form of growth and progression, a character is static and never really improves or has anywhere to grow or expand.

Are these aspects absolutely needed to roleplay a character? Not necessarily I suppose, but that depends on how exactly you plan to go about it. Like creating a character for a story you don't need these aspects to design them, shape them and give them personality. But when you're taking them into a world where you don't have full control of what happens and there are rules and regulations that determine all that goes on there, you need aspects that govern your ability to function within that world. To a certain degree, the stats transfer the identity of your character into a form that can inhabit this world, and give them meaning and purpose in it. What they say and do and feel is defined by you, but how they succeed, fail, function and progress is determined by the stats.

#7549
akkaze

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This is a thread of War and Peace proportions now and I won't pretend I've read every post.



Just wanted to say, I have completed a replay of ME1 tonight, and game mechanics and all of that aside, ME1 wins just for the climax. That whole sequence from the Conduit to the final scene is magic. It just plays so so well. There's nothing in ME2 that touches that unfortunately.



Not that I dislike ME2. But it feels like a sort of a "filler episode". I really hope that ME3 gets back to some serious space opera/action.

#7550
bjdbwea

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Pocketgb wrote...

Talking about Dragon Age goes back to what I was talking about people having little to no care for poorly developed game mechanics. I'll refer back to what I said about how I sympathize your view of ME2 since I shared an equally heavy disappointment with what DA:O brought in terms of RPG mechanics: it's possibly their biggest case of biting off way more than they can chew: it was terribly shallow, terribly balanced, terribly hind-sighted, and all based in the terrible direction of "tank and spank" gameplay (i.e. WoW).

Might be a shift in philosophy on Bioware's part, not sure, but balance and depth wise I've seen no difference between systems that *appear* to contain depth to systems that appear to contain little.


I have to disagree on the "biting off way more than they can chew" part. I have no doubt that BioWare would be able to develop a proper RPG system. As sceptical as I am about BioWare/EA now, I am still sure their developers (the people who actually make the games) could do better if they were allowed to.

DnD wasn't their invention, but they had to learn a lot by working with it in several games. I am very sure they could've done something better than the DA system. But already before EA became involved, someone probably figured the game had to be easier accessible and very action oriented. Who knows how much had to be changed later when it was decided to release the games on consoles too.

In comparison to other current so-called RPGs, the DA system was still "complicated" and "deep" though. Too much apparently, as the successor seems to be going to get the ME 2 treatment.

Regarding ME 2, I am also sure they could've done much better if not for the changed parameters (I think "dumb down, speed up" is a good term).