Terror_K wrote...
Technically you didn't illustrate that at all, you just told me that you personally found that to be the case, which means until I try the same tactic to see for myself or see a great number of other players supporting your claim, I'll have to take your word for it. My personal experiences in such games is that not having a fighter of some kind usually means there's nobody to draw attention away from the mages and they usually die because they have such pathetic defense. On the other side of things, I usually find a rogue is needed to disable traps and open chests and locked doors. While one can say that opening chests isn't always needed and that one can avoid traps, that's hardly getting the most out of the game, nor is it the best solution to the problem. A good RPG shouldn't necessarily require the presence of every class (or at least every base class) to succeed in the game, but it should provide alternative paths via said classes that provide alternate and (sometimes) more efficient routes.
True, I didn't actually illustrate it, poor wording on my part. However, remember there is no "aggro" in BG2 and aggro in DA:O is partly armor based, so in both cases you could use summons to attract monsters or spec your mage Arcane Warrior and stack them in plate. In both cases, traps are not very punishing, and you can typically just step over them, take some damage, and then rest and heal it up instantly. So there is no need to have a rogue. And while BG2 certainly did punish you on some level by not letting you have some good loot from lockpicking, in DAO there is no good loot from lockpicking. I have played through BG2 about a dozen different times and each time I do the saying becomes more clear "Anything you can do, a Mage can do better". Heck, I usually call Imoen 'Imoen the Dragonslayer" because she can solo almost any dragon encounter with smart spell selection.
As you say, a good RPG should not require every class to succeed, but it
should require that bringing a diversified team does provide more beneift than mage stacking. Or else why even have those other classes there?
My basic philosophy is this: I should have to create and build my character and their companions with care to get the most out of them, and the same goes with approaching the various situations I come across. With ME2 I could simply autolevel anybody and/or invest points willy nilly in random places and it wouldn't make a difference. In ME2 I could simply just blast my way through combat using nothing but my own skill with the mouse and keyboard, and just skip through dialogue choices with my mouse positioned mostly in the upper left, while chosing my companions with the roll of a 12 sided die and I'd pretty much succeed fully in the game. It's a no-brainer, and there's no sense that I need to think carefully about the way I build my characters or go about things.
That's because ME2 is easy unless playing on Insanity (to a lesser extent hardcore). Try to play like that on insanity and you get rolled. In that case the game does require very smart party selection depending on your class and the level you are on. Which is a first for a Bioware game (What would be best for this situation? How about MAGESMAGESMAGES!!!)
Again, this is something you've experienced that I have not. Perhaps its simply because I tend not to take a bunch of party members who are all the same class in these games. Even with a party full of mages, I imagine one would have to build them in different manners (one offensive, one support/healing, one debuffing, etc.) and even then in the likes of KotOR or ME not having a tech class would bone you when it comes to computers, locked doors/crates, etc. and in Baldur's Gate, NWN and Dragon Age there'd be no lockpicking or trap disabling from just mages. Sure, once can say you can ignore these things, but that isn't necessarily the best way to go about things, even if it does ultimately lead to success.
You should try it. You have to make sure that your mages do have a certain selection of spells, but since there isn't really any character "building" in most senses in BG2 with Mages, as long as they have the required spells memorized, every encounter becomes pretty cheesable. Also, did you really play KoTOR with anything other than 3 Jedi of various classes? Once again, traps were not punishing enough to warrant having a tech class. Jedi pretty much invalidated every non-Jedi character in that game.
Neverwinter Nights is honestly a bit shadier just due to the nature of user-generated content. The system itself is not very punishing in regards to traps, but a clever user might be able to make them. I didn't see any in my NWN adventures, but they -could- be done I suppose.
What, so you don't find laying a trap and watching an enemy stumble into it in BG or DAO fun? You didn't find hacking a terminal in KotOR, accessing security cameras and then overloading conduits and reprogramming droids to turn on their masters fun?
Each to their own I guess.
Trapping in BG? You mean setting 50 traps at a dragon's feet and then aggroing them?

If trapping was done correctly, than yes, it is fun. It's not been, and moreover it probably would not fit the style of Mass Effect.
And no, I do not find selecting options on an interface screen fun in regards to "hacking". It requires no investment from me as a player, and I like to feel involved in the game.
ME2 has quite a few bugs (mostly on the PC version) and pieces that feel very unfinished and unpolished overall. Many of the import stuff felt lazy and underdeveloped (samey substitutions, too many emails... not enough actual substance, big decisions having no real impact), certain things being wrong (Conrad Verner) or not even taken into consideration (Garrus not recruited in ME1), and the N7 missions felt tacked-on and poorly implemented. I actually feel ME2 is BioWare's least-polished game ever, and that's the main reason I drew the Obsidian comparison actually. While it does feel "finished" unlike KotOR2, it feels like it could have been in the oven a bit longer too, and could have been assembled with a bit more care.
Well that sounds like two seperate complaints. One has nothing to do with polishing. On the first count, I didn't find too many bugs, and certainly fewer than about 90% of games I own (and fewer and less annoying than most Bioware games too... I remember getting stuck on Benezia once because I literally could not go more than 2 seconds into the encounter before being bioticed through the level and being stuck. Had to restart back from a previous save 5 hours back). I got stuck in the terrain about half a dozen times in ME2, but only one of those required me to restart the level.
Your second complaint isn't about polish or production values. And neither is it a topic for this thread. I get the feeling Bioware made as many game transfer decisions as they had always intended to. ME3 is where we will see big story changes based on the build up for the first two games. Probably.
I won't get into this. MotB was pretty good; Obsidian's best effort storywise yet. But I found KotOR 2's storyline itself to be incredibly weak, even if I did love the stuff with Kreia and the psychological stuff regarding The Force throughout. Save for NWN's story (which was pretty poor), I'd rate KotOR 2 below all of BioWare's stuff.
I felt that KoTOR 2 was creative and took risks. I felt that its characters (especially Kreia) were fascinating and its take on the Star Wars universe was refreshing.
Bioware stories are... well... I love the company, but they do reuse the same story tropes constantly and often are not very adventurous with their story telling. I felt KoTOR -> ME1 illustrates this point very well. There are just so many story similiarities between them and the pacing of their plots is near identical. So yea, that's my view on the matter.
Modifié par SurfaceBeneath, 11 mars 2010 - 12:25 .