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Disappointment With Mass Effect 2? An Open Discussion.


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#7551
tonnactus

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bjdbwea wrote...


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.


Thats right,the effort for that could be better.But the results of doing him this favour is real loyality in the sense of world, in a situation where it was really tested. But the stupid high school girl catfight between miranda and subject zero...

Just horrible. I thought shepardt work with the best, professionals who are adults...

#7552
tonnactus

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SSV Enterprise wrote...

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



Biotic Acclimation and Temperance Training[/b], or BAaT (pronounced 'baht') was a programme set up in 2160 to train potential human biotics. Children who had been exposed to element zero and showed signs of biotic potential worth augmenting were sent to Gagarin Station (Jump Zero) by a company called Conatix Industries for training, with support from the Alliance.
Most of the children sent to Jump Zero were teenagers, who
nicknamed the programme 'Brain Camp'. Anxious for non-interference, the
authorities made a concerted effort to separate the teenagers from their
families, by convincing them that biotic abilities—and therefore their
own children—were dangerous



Yeah, he had a tough teacher. Big deal.

Someone want to drink somthing.But is only allowed to do to that by using biotic abilities.But isnt strong enough to do that this way and decide to do it the ordninary way. The "tough teacher"(a trained turian officer) beat him/her with his fists in the face. Did you have such "tough teachers" in the school?


No, he was a teenager.


Teenager--> thirteen to nineteen. This could mean that he and others start a jump zero when they are kids.

#7553
Pocketgb

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Terror_K wrote...

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.


Exactly. That's why stating a game is "dumbed down" is a hard stance to take.

bjdbwea wrote...
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.


Baldur's Gate 2 was released in 2000. They've had a *decade* to do so, and they've yet to develop anything even remotely close to the amount of depth, challenge, and variety that BG2 brought to the table. DA:O was supposed to be the game, but it was grossly imbalanced, leveling was strict, and the difficulty curve was both completely non-existent but annoying (why do I see a couple wolfs to be tons more threatening than a dragon???). That and it focused it's gameplay around the dreaded concept of "tank and spank", a terrible gameplay concept that more and more developers are doing their best to stray from.

Sure, they can definitely make their systems look fun: it's awesome being a fast-hitting Jedi, or a future soldier with awesome gear, or a short and stubby lady with a huge axe. But the depth, the balance, is all astray. DA:O was to show that they *could* make a well-thought out combat system - it was in development forever! - yet they still missed the mark.

Thus I have little no to hope in Bioware being able to achieve such a well-developed system, hence  why I would prefer a smaller in scale but more balanced system.

tonnactus wrote...

Someone want to drink somthing.But is only allowed to do to that by using biotic abilities.But isnt strong enough to do that this way and decide to do it the ordninary way. The "tough teacher"(a trained turian officer) beat him/her with his fists in the face. Did you have such "tough teachers" in the school?

No, he was a teenager.


Teenager--> thirteen to nineteen. This could mean that he and others start a jump zero when they are kids.


Are you trying to show that Kaiden had a 'rougher' upbringing?

Modifié par Pocketgb, 24 juillet 2010 - 11:27 .


#7554
SSV Enterprise

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tonnactus wrote...

Biotic Acclimation and Temperance Training[/b], or BAaT (pronounced 'baht') was a programme set up in 2160 to train potential human biotics. Children who had been exposed to element zero and showed signs of biotic potential worth augmenting were sent to Gagarin Station (Jump Zero) by a company called Conatix Industries for training, with support from the Alliance.
Most of the children sent to Jump Zero were teenagers, who
nicknamed the programme 'Brain Camp'. Anxious for non-interference, the
authorities made a concerted effort to separate the teenagers from their
families, by convincing them that biotic abilities—and therefore their
own children—were dangerous


Uh, yeah, not specific to Kaidan's character.  We have no idea if such coercion was necessary for Kaidan's family or if they willingly let him go.  Still not as bad as not knowing your parents at all.

Someone want to drink somthing.But is only allowed to do to that by using biotic abilities.But isnt strong enough to do that this way and decide to do it the ordninary way. The "tough teacher"(a trained turian officer) beat him/her with his fists in the face. Did you have such "tough teachers" in the school?


No, Vyrnus broke the girl's arm with a single hit.  He didn't continuously beat the students.  Not like what Jack went through as a little girl.

Teenager--> thirteen to nineteen. This could mean that he and others start a jump zero when they are kids.


Kaidan was born in 2151.  BAaT hired turian mercenaries in 2166.  At a minimum Kaidan went to Jump Zero at the age of 15.  Not a little kid like Jack.

#7555
Iakus

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SSV Enterprise wrote...

No, Vyrnus broke the girl's arm with a single hit.  He didn't continuously beat the students.  Not like what Jack went through as a little girl.


As Kaiden said, Vyrnnus "Had a free pass to break us if it turned out a decent biotic"  Te wiki states that several students snapped or even died under his training, though I don't recall that coming up in any conversations with Kaiden.

When Kaiden stood up to him (after Rahna's arm was broken) Vyrrnus "beat the crap out of him" and pulled a knife on Kaiden, ranting about how the turians should have bombed humanity back to the stone age before Kaiden broke his neck (he was 17 at the time)

Kaidan was born in 2151.  BAaT hired turian mercenaries in 2166.  At a minimum Kaidan went to Jump Zero at the age of 15.  Not a little kid like Jack.

 
Kaiden did speculate that Conatix deliberately and secretly exposed at lot of kids to eezo in utero.  You may develop biotics that way.  Or get brain tumors.  Kaiden's life may have been affected by Conatix a little sooner than his teen years.

I don't know if this debate is over "whose childhood was worse" but i think we can say that Kaiden's was definitely "not ideal" while Jack's was "Completely over-the-top lousy"  Much about ME 2 is over the top.

#7556
Pocketgb

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iakus wrote...

I don't know if this debate is over "whose childhood was worse" but i think we can say that Kaiden's was definitely "not ideal" while Jack's was "Completely over-the-top lousy"  Much about ME 2 is over the top.


Probably in response to people considering ME1 'tame'. Win some, lose some.

#7557
bjdbwea

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Pocketgb wrote...

Probably in response to people considering ME1 'tame'. Win some, lose some.


ME 1 was never "tame". Whoever said that has to be one of those people who skip dialogue to get to the next pew-pew part. If a character doesn't fly like a super hero or doesn't take down three heavy mechs in one single motion, he's boring? That is the kind of audience BioWare of all sorts should not cater to, even though they unfortunately did.

Modifié par bjdbwea, 25 juillet 2010 - 10:19 .


#7558
Badger8126

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Terror_K wrote...

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.


I think you underestimate how important a good DM is in any RPG.
cRPGs are moving away from the rulesets and stats because the computer DM is too stupid and easy to fool.
It takes a lot of time and effort to program a good DM that can foresee and seethrough players cheating and exploiting the system.

A jedi with an inteligence of eight shouldn't have the same tactical insight in combat as one with an inteligence of eighteen but in kotor this is what you get.
The computer can't stop you from cheating in this way like a flesh and blood DM could.

Stats and rules mean nothing if there isn't somone to enforce them, it just makes them hollow.
Players can't be trusted to be faithful to their build without someone there to remind them of their characters flaws and limitations.
Substituting the stats for pure or partial player skill is a more honest way of setting up the game.

#7559
CroGamer002

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IT'S OVER 300?!

ARGH!!!!

#7560
JaegerBane

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tonnactus wrote...
Thats right,the effort for that could be better.But the results of doing him this favour is real loyality in the sense of world, in a situation where it was really tested. But the stupid high school girl catfight between miranda and subject zero...

Just horrible. I thought shepardt work with the best, professionals who are adults...


I'm not really sure what was so horrible about the sequence. I thought it was done quite well - both women are so strong in their opinions of what happened that neither are willing to bend, and the fact that they're total opposites heightened the tension.

Frankly, I would have found it somewhat suspicious if nothing actually occured with them two on the ship. It's be the character equivalent of throwing a petrol on a fire without anything happening.

#7561
Il Divo

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Ah, now this is much better. Thank you. Your point is well-made. I disagree with pretty much everything you said, but it is well made regardless. Good thing we have the next hundred pages or so to argue it.

Terror_K wrote...
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 I won't ever dispute you on what the gaming market calls an RPG. I will however always dispute the logic in such a choice. Your underlined comment presents the exact problem. There is absolutely nothing wrong with enjoying statistical based combat. But how can we call it a "Role-playing game"? It defies its own definition. If the gaming industry started marketing the FPS genre as "Racing Games", are shooters really now racing games? I would say no. RPG's are no different. I will refer back to my Warcraft III example: how can Warcraft III be a role-playing game with no role-playing? It's baffling to me.

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. 


Another well-made point. I will even help you by citing skills such as intimidate, diplomacy, etc to show that the rules do have some effect on our role-playing opportunities. But as before, I still disagree. Can statistics help us "define" our characters? Yes. Are they necessary? Absolutely not. Remember, pen and paper games require imagination. It's not much different to do away completely with statistics and tell your group "I'm a dashing rogue, or a fighter/warrior". You'll find that personalities ultimately go farther in defining our characters than what we have written on our paper (not to imply I don't enjoy d20 combat). The decisions I make with my dashing rogue ultimately are more important than watching him stealth in combat (which I know can be done regardless).

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.


True, true. But then, keep in mind we also have a Dungeon Master who is there to guide us. Often times my DM may buff/nerf my character based on how his performance is within the group. Let's imagine a scenario in which we never rolled a d20. Instead, the DM cycles through combat assuming we "kill" everything and relies on the interactive story. The DM ultimately controls the world. If I decide to make a Wizard who is good at swimming, my DM may say 'yes' or 'no' based on his background, traits, etc. Statistics are helpful, but not necessary to define our characters' strengths and weaknesses.

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.


This is true, but this is as you say "character progression". How much does Mass Effect provide for this? Very little. I don't feel progression with 1% pistol damage or 3% melee damage. I don't feel it either when I obtain Master Marksman. This goes for Mass Effect 2 as well. I already felt that Mass Effect was instant gratification compared to something like Dragon Age (which had stringent level and attribute requirements). When I obtain that really awesome fireball spell, I should feel thrilled, ecstatic, etc. With Mass Effect it is all "business as usual". This also doesn't keep a character's personality static. It is still very much possible for characters to undergo great changes provided that they are placed in the right situation.

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.


But do you not see what I'm saying with the bold? Let us consider our scenarios and see what they mean for role-playing.

If we take your scenario for what a role-playing game is (strictly numbers), then role-playing becomes an impossibility. Role-playing amounts to nothing more than choosing a class and skills, etc at which point we might almost qualify Modern Warfare 2. The truth is we can't role-play with just numbers. Role-playing is essentially an interactive story, which is why most JRPG's don't qualify. Even if it's the best story in the world, if I am simply watching the events as they happen with absolutely no input, how can we call it role-playing? Above all, I need to have choice.

Now, let's consider my scenario: a game relying on character personality and imagination but with no combat. Yes, I will concede that the statistics and some skills (diplomacy, bluff, etc) can be useful in developing our characters' appearance, equipment, etc. But ultimately they are not necessary. With few hurdles, I can still role-play almost any scenario imaginable without a single number to consider. In your scenario, role-playing is absolutely impossible. In my scenario, albeit with a little more difficulty role-playing is almost unaffected. That is the difference, I think, in citing Mass Effect 1 as an RPG than Mass Effect 2 based on combat mechanics.

Modifié par Il Divo, 25 juillet 2010 - 11:49 .


#7562
Darth Drago

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JaegerBane wrote...

tonnactus wrote...
Thats right,the effort for that could be better.But the results of doing him this favour is real loyality in the sense of world, in a situation where it was really tested. But the stupid high school girl catfight between miranda and subject zero...

Just horrible. I thought shepardt work with the best, professionals who are adults...


I'm not really sure what was so horrible about the sequence. I thought it was done quite well - both women are so strong in their opinions of what happened that neither are willing to bend, and the fact that they're total opposites heightened the tension.

Frankly, I would have found it somewhat suspicious if nothing actually occured with them two on the ship. It's be the character equivalent of throwing a petrol on a fire without anything happening.

-The fact that it didn’t happen until you finished their loyalty missions is what bugs me. Same thing with Tali and Legion. These so called conflicts only happen when you finish both of the pairs loyalty mission. Yet you need to have a high paragon or renegade level to resolve these issues to keep them both loyal?

Miranda and Jack have been at each others throats since they met and yet they have this fight because you do their loyalty missions? Why not have it after Jack has learned about the location for hers and read more about Cerberus and what they have been doing? That makes a lot more sense than the sudden fight after their loyalty missions are done.

With Tali and Legion again their fight just happens after you finish the loyalty missions for them. In this pair for their fight its even worse since neither of them even acknowledge each others presence throughout the game up to this poorly written fight. Not like there is much of the game left after you get Legion which is another problem on its own. “Hey lets give the player one last companion just before the final mission.”

Jacob has an issue with Thane being an assassin but nothing ever comes up on this between them despite a potential conflict between them. Other potential conflicts or interactions at least, between your team members on the ship could and should have been added. Instead we get a group of individuals instead of an actual team.

For a game that centers about the recruiting and these individuals working as a team it sure doesn’t feel like it. It feels more like a game where Shepard is the host of a tv show. “Hello, welcome to the Shepard show. Today we’ll be solving father son issues with our guests Jacob and Thane.”

#7563
Terror_K

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Il Divo wrote...

Ah, now this is much better. Thank you. Your point is well-made. I disagree with pretty much everything you said, but it is well made regardless. Good thing we have the next hundred pages or so to argue it.


The thing is you'll get little argument from be, because I don't directly disagree with anything you've said here. That said, much like with your responses to my stuff, I'm going to adopt a little "Yes. But however..." approach on a few points.

Now I won't ever dispute you on what the gaming market calls an RPG.


And this was the main point I was trying to get across: what an RPG is considered to be in the common gaming market.

I will however always dispute the logic in such a choice. Your underlined comment presents the exact problem. There is absolutely nothing wrong with enjoying statistical based combat. But how can we call it a "Role-playing game"? It defies its own definition. If the gaming industry started marketing the FPS genre as "Racing Games", are shooters really now racing games? I would say no. RPG's are no different. I will refer back to my Warcraft III example: how can Warcraft III be a role-playing game with no role-playing? It's baffling to me.


Last time I checked Warcraft III was an RTS and not an RPG, but anyway...

The thing is that this, for lack of a better term, "misconception" of what an RPG is with regards to a video game came about because when the first cRPGs came out there was so little opportunity for real roleplaying in them. They were generally adaptations from AD&D and other P&P rulesets, and they in turn spawned knockoffs that were based on the CRPG equivelents rather than the P&P ones, and it kept going from there. As such, these type of games were commonly called RPGs.

Another well-made point. I will even help you by citing skills such as intimidate, diplomacy, etc to show that the rules do have some effect on our role-playing opportunities. But as before, I still disagree. Can statistics help us "define" our characters? Yes. Are they necessary? Absolutely not. Remember, pen and paper games require imagination. It's not much different to do away completely with statistics and tell your group "I'm a dashing rogue, or a fighter/warrior". You'll find that personalities ultimately go farther in defining our characters than what we have written on our paper (not to imply I don't enjoy d20 combat). The decisions I make with my dashing rogue ultimately are more important than watching him stealth in combat (which I know can be done regardless).


True. But this must be restricted somewhat when there's no DM and only a computer to handle things.

True, true. But then, keep in mind we also have a Dungeon Master who is there to guide us. Often times my DM may buff/nerf my character based on how his performance is within the group. Let's imagine a scenario in which we never rolled a d20. Instead, the DM cycles through combat assuming we "kill" everything and relies on the interactive story. The DM ultimately controls the world. If I decide to make a Wizard who is good at swimming, my DM may say 'yes' or 'no' based on his background, traits, etc. Statistics are helpful, but not necessary to define our characters' strengths and weaknesses.


Again, a CRPG doesn't have a true Dungeon Master, and thus can't do non-combat freeform roleplaying as well. When you don't have a DM the rules are far more crucial in order to guide the player. One also has to remember that no computer game will ever have the real freedom of a P&P game, and it's unrealistic to expect it to.

But do you not see what I'm saying with the bold? Let us consider our scenarios and see what they mean for role-playing.

If we take your scenario for what a role-playing game is (strictly numbers), then role-playing becomes an impossibility. Role-playing amounts to nothing more than choosing a class and skills, etc at which point we might almost qualify Modern Warfare 2. The truth is we can't role-play with just numbers. Role-playing is essentially an interactive story, which is why most JRPG's don't qualify. Even if it's the best story in the world, if I am simply watching the events as they happen with absolutely no input, how can we call it role-playing? Above all, I need to have choice.

Now, let's consider my scenario: a game relying on character personality and imagination but with no combat. Yes, I will concede that the statistics and some skills (diplomacy, bluff, etc) can be useful in developing our characters' appearance, equipment, etc. But ultimately they are not necessary. With few hurdles, I can still role-play almost any scenario imaginable without a single number to consider. In your scenario, role-playing is absolutely impossible. In my scenario, albeit with a little more difficulty role-playing is almost unaffected. That is the difference, I think, in citing Mass Effect 1 as an RPG than Mass Effect 2 based on combat mechanics.


As I said earlier, all I was disputing was what the industry considers to be an RPG. Whether you like it or not, they've used statistical rules and progression to dictate it rather than actual roleplaying. RPGs have changed over the years of course, and maybe the definition will change too, but it would be kind of weird for Diablo III to come along next year and suddenly be no longer classed as an RPG despite its predecessor being one. Same goes for the next Witcher game, which has everything an RPG needs according to your definition but would fail simply because you're stuck with a pre-defined character you can't really customise beyond stat-building and dialogue choices. We also have to keep in mind that while roleplaying itself may be the main focus of P&P RPGs and the main point of it all, 95% of them (or more) have some ruleset and statistically-based progression system with them. They vary in depth and roleplaying-to-stat ratio, but they're present.

Perhaps what is needed is distinction and clarity when referring to the different aspects common to an RPG. When I personally say "RPG elements" I mean the statistical stuff, and usually refer to what you call the "RPG elements" as the "Story/Character/Narrative Stuff," not because I don't think these are RPG elements but because I've played so many RPGs without them and so many non-RPGs with them.

The point is, perhaps we need to split these elements into two distinct sub-genre categories. Something perhaps like "RPG Stat Elements" and "RPG Roleplaying Elements" or something to that effect. I dunno.

In either case, I think both of these RPG aspects could be strengthened and improved in ME3 from ME2.

#7564
Orchomene

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Pocketgb wrote...

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.


Wrong. Bioware wasn't pioneers. Interplay with Black Isle Studio was and Fallout came before BG. The real pioneer may be Brian Fargo if you need a pioneer.

#7565
Orchomene

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Outside of dialogue only based RPG, a RPG needs a ruleset. The rules/characteristics (abilities, skill, whatever) gives the 'potential' of your character. It's what defines the part of the character that is distinct to you. Some characteristics are the same as the player one (the freedom of choice, the tactical sense or some forms of intelligence) with sometimes some distinctions if a characteristic exists in the ruleset and is really low or high.

Otherwise, nothing would separate a character from another, nothing would help determinate what are the strengthes and weaknesses of the character played. That is what is in 'role' in role-playing. Without rules, the role would be limited to attitudes and not actions. Only freedom of choice and not outcome of the decisions.

Roleplaying is about assuming entirely the role of a character. This character has specific abilities and may have better talents than you or worse. When you remove the rules and characteristic you then replace all that by the arbitrariness of the GM and your character will be essentially only you with some cosmetic differences and put inside another environment. An adept in ME2 is a better shooter than a soldier if the player of the adapt is a better shooter player than the layer of the soldier. This is not what you should expect from a RPG.

#7566
Il Divo

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Orchomene wrote...

Roleplaying is about assuming entirely the role of a character. This character has specific abilities and may have better talents than you or worse. When you remove the rules and characteristic you then replace all that by the arbitrariness of the GM and your character will be essentially only you with some cosmetic differences and put inside another environment. An adept in ME2 is a better shooter than a soldier if the player of the adapt is a better shooter player than the layer of the soldier. This is not what you should expect from a RPG.


And yet, how is this any different from Mass Effect 1? An Adapt who places points in the pistol skill will be a better shooter than the soldier who places points in pistol if the Adapt is a better player. This is the same in both games.

#7567
Iakus

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Darth Drago wrote...

-The fact that it didn’t happen until you finished their loyalty missions is what bugs me. Same thing with Tali and Legion. These so called conflicts only happen when you finish both of the pairs loyalty mission. Yet you need to have a high paragon or renegade level to resolve these issues to keep them both loyal?

Miranda and Jack have been at each others throats since they met and yet they have this fight because you do their loyalty missions? Why not have it after Jack has learned about the location for hers and read more about Cerberus and what they have been doing? That makes a lot more sense than the sudden fight after their loyalty missions are done.

With Tali and Legion again their fight just happens after you finish the loyalty missions for them. In this pair for their fight its even worse since neither of them even acknowledge each others presence throughout the game up to this poorly written fight. Not like there is much of the game left after you get Legion which is another problem on its own. “Hey lets give the player one last companion just before the final mission.”

Jacob has an issue with Thane being an assassin but nothing ever comes up on this between them despite a potential conflict between them. Other potential conflicts or interactions at least, between your team members on the ship could and should have been added. Instead we get a group of individuals instead of an actual team.

For a game that centers about the recruiting and these individuals working as a team it sure doesn’t feel like it. It feels more like a game where Shepard is the host of a tv show. “Hello, welcome to the Shepard show. Today we’ll be solving father son issues with our guests Jacob and Thane.”


This.

It's like I say, each squad member exists only in his/her personal universe.  Shepard can visit it, but nothing else on the ship or in missions can penetrate it.  They aren't squadmates, they're inventory.

#7568
Il Divo

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[quote]Terror_K wrote...
Last time I checked Warcraft III was an RTS and not an RPG, but anyway... [/quote]

It's considered to be an RTS with RPG elements; you have the ability to level your 'hero'.

[quoe]
The thing is that this, for lack of a better term, "misconception" of what an RPG is with regards to a video game came about because when the first cRPGs came out there was so little opportunity for real roleplaying in them. They were generally adaptations from AD&D and other P&P rulesets, and they in turn spawned knockoffs that were based on the CRPG equivelents rather than the P&P ones, and it kept going from there. As such, these type of games were commonly called RPGs. [/quote]

Yes, I'm familiar with what happened. But I still find this to be an issue of semantics. "RPG" sounds better than "numbers game" or whatever term we could think of. This way, we can now corner those who are familiar with pen and paper, etc. But logically your conclusion suffers from errors. "World of Warcraft is a role-playing game where I cannot role-play." The conclusion is ultimately invalid. 

To compare, it's like saying "I will read a romance novel where there is no romance" or "I will watch an action film where there is no action". I can understand someone preferring combat-based statistics, but it still defies its own definition.

[quote]
True. But this must be restricted somewhat when there's no DM and only a computer to handle things. [/quote]

True, there is no computer as of now that can consider the number of permutations that a human being can, but I still give points to those that make a good attempt. Mass Effect 1 and 2 are both probably Bioware's most restrictive role-playing games. Compare this to something like Morrowind where I can do whatever I desire as long as my character is physically able, such as how I can kill any quest-giver and take the reward off his body. Personally I see where role-playing elements are most apparent.

[quote]
Again, a CRPG doesn't have a true Dungeon Master, and thus can't do non-combat freeform roleplaying as well. When you don't have a DM the rules are far more crucial in order to guide the player. One also has to remember that no computer game will ever have the real freedom of a P&P game, and it's unrealistic to expect it to. [/quote]

And this is something I agree with, but it still doesn't make games which rely on statistics.

[quote]
Same goes for the next Witcher game, which has everything an RPG needs according to your definition but would fail simply because you're stuck with a pre-defined character you can't really customise beyond stat-building and dialogue choices. We also have to keep in mind that while roleplaying itself may be the main focus of P&P RPGs and the main point of it all, 95% of them (or more) have some ruleset and statistically-based progression system with them. They vary in depth and roleplaying-to-stat ratio, but they're present. [/quote]

Again, I will never dispute what the market calls an RPG. And some as you said vary in role-playing to stat ratio. But let's consider Golden Sun, a really enjoyable JRPG for the gameboy advance. Ratio of role-play to stats is 0:100. We need choice to role-play.

I'd like to clarify the bold. Role-playing is a threshold. Role-playing is something that can translate across almost any genre (except for perhaps sports games). I can make an FPS that is more an RPG than any JRPG if I incorporate choice into the story. If the Witcher allows dialogue options (as you say), then I would say it's probably an RPG. Pre-defined characters is merely a portion of what an RPG makes up, including character personality, history, choices, etc. If it featured none of those, then I would probably say the Witcher isn't an RPG.

[quote]
Perhaps what is needed is distinction and clarity when referring to the different aspects common to an RPG. When I personally say "RPG elements" I mean the statistical stuff, and usually refer to what you call the "RPG elements" as the "Story/Character/Narrative Stuff," not because I don't think these are RPG elements but because I've played so many RPGs without them and so many non-RPGs with them.
[/quote]

Let me try explaining like this. Let's consider Dragon Age: Origins. Let's consider that dashing rogue you mentioned earlier.

Okay, so I'm role-playing a dashing Elven rogue. In conversation, I choose the most suave responses. I flirt, I'm charismatic, etc. People refer to me by my race/background.I can pick a lock like nobody's business. I'm good with a dagger, etc. Okay, so let's get to combat. What happens? I go into stealth. I'm role-playing a rogue entering a stealth, I sneak up behind my enemy, I stab him, stun him, pickpocket, etc.Whatever it is rogues do, I do. And I feel like a rogue.  

Now, perhaps I was harsh in saying numbers have no relevance to a role-playing game. It's true that if there's no role-playing then it can't be a role-playing game, but if it is a role-playing game then attributes, skills, feats, etc. are useful. And I'll show you why by comparing this to Mass Effect.

Okay, so I'm now role-playing an Engineer. In conversation, I choose...? I'm not sure. The most...suave options? Not really. The most...technical options? Again, not possible. Well, in combat I have tech skills! I'm role-playing an Engineer! But not really, because it never translates to anything beyond Commander Shepard. Perhaps you see what I am now getting at.

Gameplay, statistics, etc should be designed so that I still feel like I am role-playing. When I stealth, I feel like I am this Elven rogue. In Mass Effect, I am only an adapt when I'm in combat. I'm only an Engineer in combat, a soldier in combat, etc. Little details could have made this more believable; letting adapts use their powers to open containers, or use them during cut-scenes, etc. My Shepard is your Shepard is the guy in china's Shepard only paragon vs. renegade. The game makes absolutely no effort to turn my gameplay into a role-playing tool like other RPGs. 

This is why I think that Mass Effect offering more "RPG-esque gameplay" than Mass Effect 2 is an illusion. Just take a look at your skills as a soldier: shotgun, pistol, assault rifle, first aid, ...intimidate? Where did that come from? Mass Effect basically threw the only 'skill' in the game along with combat which served no useful purpose.  Ultimately Mass Effect 1 and 2 make absolutely no effort to turn my most basic playstyle decisions into a role-playing tool.

Modifié par Il Divo, 27 juillet 2010 - 02:16 .


#7569
bjdbwea

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At least the background of your Shepard was mentioned repeatedly by NPCs in ME 1. That was great, exactly the kind of thing that creates atmosphere and immersion. It was not mentioned once by NPCs in ME 2, only in emails and one distinct news for each background.

Modifié par bjdbwea, 26 juillet 2010 - 09:03 .


#7570
Xeranx

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bjdbwea wrote...

At least the background of your Shepard was mentioned repeatedly by NPCs in ME 1. That was great, exactly the kind of thing that creates atmosphere and immersion. It was not mentioned once by NPCs in ME 2, only in emails and one distinct news for each background.


To be fair, it's mentioned before Shepard meets TIM and (IIRC) during romance dialog with Miranda.

#7571
bjdbwea

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Right, I forgot that. My mistake, and I take that criticism back. I maintain that it's too little in comparison to ME 1, and even there I would have liked for it to play a larger role.

#7572
tonnactus

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JaegerBane wrote...


I'm not really sure what was so horrible about the sequence. I thought it was done quite well - both women


Women or high school teeenagers? That is the question. The claimed second in command is to dumb to resolve such an situation or to prevent it. Grotesque. The whole confrontation is idiotic.

#7573
Il Divo

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bjdbwea wrote...

Right, I forgot that. My mistake, and I take that criticism back. I maintain that it's too little in comparison to ME 1, and even there I would have liked for it to play a larger role.


Keep in mind that by Mass Effect 2, Shepard's reputation has encompassed far more than the "butcher of Torfan" or whichever background you chose. That's not how your accomplishments are measured anymore while in Mass Effect 1 that was your biggest claim to fame for a time aside from being a Spectre. They certainly could have mentioned it (such as confronting Cerberus for Akuze), but as Shepard I don't expect people to think it's a big deal compared to fighting a Reaper.  

Modifié par Il Divo, 26 juillet 2010 - 10:04 .


#7574
tonnactus

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bjdbwea wrote...

At least the background of your Shepard was mentioned repeatedly by NPCs in ME 1. That was great, exactly the kind of thing that creates atmosphere and immersion. It was not mentioned once by NPCs in ME 2, only in emails and one distinct news for each background.


It was even mentioned in some side missions,like with balak or the atom bomb...
The sole survivor got some extra dialogue with toombs.

Anoleis also mention the background of shepardt.

But in Mass Effect 2, human security officers not even know how geth look,despite the fact that every common alliance soldier(ashley) knew this in the first game.

#7575
tonnactus

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Il Divo wrote...


Keep in mind that by Mass Effect 2, Shepard's reputation has encompassed far more than the "butcher of Torfan" or whichever background you chose. .  


What reputation? Most people didnt know who he is until he/she mentioned it.