Kai Hohiro wrote...
And that's the point I made earlier, cRPG shouldn't be like P&P RPGs.haberman13 wrote...
How about story and role-playing WITH gear and stats? You know, like almost every single game defined as RPG in the past?
Neverwinter Nights, BG, KOTOR, Morrowind, Oblivion, Fallout 3, Arx Fatalis, PS:Torment and on and on...
These were all variations on a number based ruleset (as was ME2). The problem for me is they obfuscated and hid what traditionally has been indicative of an RPG in ME2, along with stripping out pieces that created immersion. (loading screens, corridor levels, TPS cover based gameplay)
Am I taking crazy pills here?
I think it was terrible that they recreated the D20 system in many of those RPGs you mentioned, instead of making a proper system for a cRPG. Hell I'll say it: Baldurs Gate's ruleset was godawful. What made the game fun was the story and the REAL TIME STRATEGY combat (hence why people said back in the day that BG was dumbed down for Command&Conquer audiences, just like you say ME2 is dumbed down for the TPS audience).
In Pen&Paper I need those numbers, because I sure as hell can't punch my friend in the face to demonstrate my characters physical prowess. But CRPGs do NOT need that baggage. In a game like Mass Effect I don't need a skill that determines how good I aim, I can do that by myself well enough.
And like I mentioned yes I think excessive gear is a waste. I'd prefer to have a few weapons that differ from each other rather than having a long sword thats made of Iron, Steel, Mithril and whatever.
Just give me a longsword and a scimitar and make them different in a few key points and thats all I need.
And yes I love all those RPGs you mentioned above, but I also think they all could have been much better if they were more inclined to let go of their Pen&Paper roots.
OK, but you are arguing that a common and accepted (even loved) method for creating games is rubbish, and that your ideas are better.




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