shootist70 wrote...
I don't see it as a nit-picky reason at all. What you're saying is the equivalent of a sci-fi writer thinking that because his work requires suspension of disbelief then it also excuses the use of intrusive mechanics like infodump, plotdump and other clumsy exposition devices. And that's essentially all character/skill/inventory screens are: clunky use of infodump of the sort that decent storytellers wrinkle their nose at. It's a mechanical way of simulating character and story progression that doesn't need the sheer skill required to tie it into a story narrative.
Item/skill progression isn't a part of the true character and narrative progression that keeps a player compelled by conventional storytelling methods. It relies on intrinsic reward compulsion instead, and it's interesting that you brought up WoW on another post, as that's been criticised for its rat-maze reward gameplay to keep players addicted. Traditional RPG's suffer from the same problem - weak story and roleplay that can't keep a player compelled on their own merits so instead fall back on 'hunt the item/increase the skill' to keep a player going.
Stripping out reliance on item/skill based intrinsic rewards leaves the developer forced to focus on story and character driven roleplay instead to keep a player compelled. Just as stopping reliance on exposition devices forces a writer to write more powerfully. It's a good thing, honestly
Oh I completely agree, RPG's have used the same mechanics to keep players interested for years and years and those mechanics are realism breaking, but, it
is a game, and games rely on interaction to provide the entertainment as opposed to amazing story telling.. The problem I find with ME2 however is that although Bioware has attempted to streamline and minimize the impact of inventory screens, level up screens and anything else that takes the player out of the experience and causes a break in the narrative, they don't
have a good narrative to keep me interested..
It had good intentions, but ultimately it lost any semblance of tight storytelling. You mentioned that writers wrinkle their noses at infodump, but they also wrinkle their noses at pointless character resurrection and contrived, thread bare plot devices that serve no purpose beyond having a giant skeleton to fight at the end of the story...
You mentioned that stripping away reward based systems of compulsion forces the writer to be more responsible, but I argue only if the writer cares, and it's obvious they didn't in ME2.. The writing isn't more powerful or robust or plot/character driven, in fact it's less in relation to the first game's, and
it used inventory and level up screens.
The difference in my mind is work load and time limitations. ME1 took far longer to make and didn't have nearly as concrete of a deadline as ME2, if they would have kept most of the previous system in tact with only minor changes or modifications, that would have left much more time for grandiose story/plot/character progression rather than a scrambling in the development and bug testing of a nearly completely reinvented gameplay system.
That's why I think that arguing about the merits of the new system is pointless as that is simply a subjective preference. Everyone can agree on some points such as the wish for more customization or a more in depth upgrade system, but there will always be a section that hates the gameplay system and a another that likes it. The point of an RPG though is to tell an interactive story and without a proper foundation for the gameplay to sit upon, it's all for naught imo. The foundation (plot/story) that ME2 structures itself on is shallow, boring, contrived and ultimately pointless within the scheme of the overarching story, therefor, the gameplay is a redundant interaction as going through the motions holds no meaning.
If ME3 has the same gameplay mechanics of Superman 64 yet tells a story with the quality of Brave New World, I'll be happy, but if it has amazing gameplay but the story of something like Twilight I'll be sorely disappointed. That's why I enjoy RPG's, narrative, and if one can't handle the reins of story progression without resorting to Michael Bay tropes than I hope it disappears into the $5 dustbin at your local Walmart..
Modifié par Revan312, 02 septembre 2010 - 05:55 .