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What happened to this being a rpg?


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#426
Absurdest Derivative

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My position: roleplaying requires the ability to exert control over your character's personality/behavior. That and that alone determines whether you are roleplaying. Sylvius has a point in that ME as a whole does not give the player a full range of options, nor can s/he choose Shepard's actions and words with precision. Still, the player isn't totally lacking control, so I'd say it's a matter of degrees as to what extent you can roleplay in ME2.

Mechanics, however, are at best an aid and at worst a hindrance, at least with regard to roleplaying.

shyzny wrote...

I personally find it interesting after sifting through this debate about "role-playing," that things like having levels, stats, abilities and whatnot (essentially the game within the game) isn't what defines roleplaying. Yet when some other game says it has "rpg elements" what is it referring to? Stats, levels, etc.


True! A game doesn't have to have any roleplaying to be a RPG, and a game which includes roleplaying will not necessarily meet all/most definitions of a RPG. :P

Lusitanum wrote...

Sylvius the Mad wrote...

See? You've just explained, quite clearly, that you're explicitly not roleplaying. You're just being yourself and acting naturally. That's not roleplaying. You're allowing your character to act as a proxy for you rather than as his own person. You're letting your character serve not as a character, but as an avatar.


If that's not role-playing, then I have some sad news for you: nobody role-plays and you're the sole survivor of a dying race.


A lot of people design and play characters who are substantially different from themselves. If you're claiming not to do so, you're missing out. Hey, but that's your choice.

Modifié par Absurdest Derivative, 13 mars 2010 - 10:34 .


#427
Lusitanum

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shyzny wrote...

I personally find it interesting after sifting through this debate about "role-playing," that things like having levels, stats, abilities and whatnot (essentially the game within the game) isn't what defines roleplaying. Yet when some other game says it has "rpg elements" what is it referring to? Stats, levels, etc. Its like all the non RPG games are adding these elements and the RPG's are removing them. Eventually do we kill genre in gaming, all games becoming some stinking amalgam of everything?


I think that's what makes the definition of the genre so broad and interessting. I don't believe RPGs will keep removing its own elements until there are no more left on its own genre, but with experimentation, we may get all kinds of different gaming experiences. We will always have "old-school" RPGs (Dragon Age is proof of that) and we'll keep seeing new takes on the genre. That's what makes it so interessting to play. ^_^

AlanC9 wrote...

Sylvius the Mad wrote...
A CRPGs
job is to reproduce a tabletop RPG without the need for other people. 
Full stop.  If it fails to do that, it fails as an RPG.


I
don't want to get involved in this smackdown you've got going with
Lusitanum, but I've got to ask ... if that's the job of a CRPG, then
what's the job of a tabletop RPG?


Apparently, CRPGs are supposed to make up for the lack of friends that prevent you from playing an actual tabletop RPG. I mean, if all a CRPGs does is replace the GM and the other players, then I guess that it has the same function as a Chess videogame. Except that, if the AI is better than your friends, the Chess videogame might actually offer you something more.

Absurdest Derivative wrote...

Lusitanum wrote...

If
that's not role-playing, then I have some sad news for you: nobody
role-plays and you're the sole survivor of a dying race.


A
lot of people design and play characters who are substantially
different from themselves. If you're claiming not to do so, you're
missing out. Hey, but that's your choice.


And a lot more don't give a toss. Now, don't get me wrong, sometimes I also like to think of a kind of character and let that "personality" guide me through the game. The problem is that half of the time the game won't let me. For instance, you want to play a City Elf that resents Humans. Well, you might get a few "My life is none of your concern, human.", but 9 times out of 10, it won't be there. You want to play a female Warrior that doesn't let people push her around and has a firm will. The problem is that most "strong" responses will always be more psychotic than anything else. Granted, it's always fun to threaten the wimpy teenager Dalish Elf with a Boot to the Head, but most of the time I just wish you could have more than that.

#428
Sylvius the Mad

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[quote]Lusitanum wrote...

Hemm... yeah, it is. I don't play games to acomodate myself around the name of a genre, I play them because the characteristics of a genre are fun to play. You could change the name to anything else, I'd still like them as long as they were good. And I guess that so would anybody else who plays games just because of how enjoyable they can be.[/quote]
That's a good idea.  The characteristic I enjoy is the ability to roleplay.

You know, the core feature of roleplaying games.

Games that don't accommodate roleplaying are not fun for me.
[quote]Have you ever seen or read a book where you're just supposed to make up your own reasons as to why a character acts a given way? No![/quote]
Exactly, because books are different in kind from RPGs.
[quote]Your opinion on a character's motivation might vary when compared to other people's but you're never just given a blank page and said "do this for me, this is an interactive experience!"[/quote]
That's exactly what RPGs do.
[quote]Games like Mass Effect already already are interactive experiences by giving you "choice" and "consequence". That's what separates them from movies and books, you're given the choice to play the game and carry out the story as you decide, shaping it with your actions.[/quote]
There are a handful of big decisions to be made in ME, but not in a way that is consistent with roleplaying.  Subtle distinctions are denied you entirely.  Anything that doesn't fit neatly into BioWare's Paragon/Renegade dichotomy (which isn't well defined, so there's no way to know what falls in each group) is impossible.
[quote]That's just what good videogames do, sorry.[/quote]
As long as you play it like it's a videogame, it will never be a decent roleplaying experience.

It should never feel like a game.  This is why I complain when the UI disappears during conversations in every BioWare game after NWN.  By removing and restoring the UI, they're drawing attention to it, and that serves to remove me from the game.

Give me a UI (ideally in a frame so none of it in in front of the in-setting action) and leave it there.
[quote]Of course, I also like Oblivion. But the dialogue engine was "terrific"?[/quote]
Yes.  By selecting keywords rather than full dialogue options, it's then very clear that the options I choose are only abstractions of the lines being uttered by my PC.  Again, my PC isn't just shouting keywords at people; he asks coherent questions based on those keywords.  Those questions simply aren't featured in the game (just like eating and sleeping aren't featured in Mass Effect - that doesn't mean our characters never do them).

The game doesn't present every aspect of the characters' lives, so why should we believe that it is always presenting us with every aspect of our characters' speech?  I see no reason to conclude that my DAO characters are mute, because the game never tells me they're mute.  It never tells me they're not, either, but when you go and decide they are (and in doing so, diminishing your own fun), you're incorrectly assuming an excluded middle.  Just because the game doesn't show us our characters speaking does not mean they never speak.  It means that we never see our characters speak; that's all it means.  Everything beyond that is you irrationally jumping to conclusions.
[quote]You won't like it, you actually have to aim and shoot stuff[/quote]
I understand the VATS ssytem mostly eliminates that.
[quote]though you shouldn't have much trouble with the dialog: top option is good, middle is neutral, bottom is bad. Sounds familiar?[/quote]
Yes it does.  Good according to whom?  By what standard are things judges good, bad, or neutral?

If that standard is not made explicit, it is not useful.
[quote][quote]The less said about Fable, the better.  I have played both games, and I preferred the first one, but I wouldn't call either game an RPG.  There are no relevant decisions to be made in the game.[/quote]
Hey, why not? You can still make it all up in your head that you're actually this really complex character that for some reason never speaks or has any kind of emotions. You'll never actually experience any kind of response from the world to all that, but at this point you should already be used to that from playing games like Dragon Age.[/quote]
I was too hard on Fable, probably because I didn't find the world terribly deep (or interesting).  There is room to roleplay in Fable. Less so in Fable 2.  I also prefered Fable's combat system to Fable 2's midguided 1-button approach.

I really can't think of an RPG where I preferred the sequel to the original.  Not since Ultima IV, anyway.
[quote]Don't bash the boring combat system on the Witcher, it was there so that the "pure" RPG crowd could actually play it without whinning that you actually have to use the most basic hand-eye coordination in order to beat the game.[/quote]
That's part of my complaint.  If I could pause and queue up the attacks in advance, I probably would have played the game for more than 3 hours.
[quote]If my actions contradict some aspect of my character's personality that I don't know, then that's the developer's fault for giving me that option in the first place.[/quote]
By that reasoning, no dialogue option in ME can every contradict any other dialogue option in Mass Effect.  Since you might choose any combination of options (excepting mutually exclusive responses to the same question), you're saying that whatever you do now can't conflict with any future action.  That's absurd.

But more than that, when you do choose an option, and Shepard does whatever Shepard does, do you know why Shepard did that (keep in mind that knowledge requires certainty)?  Why did you choose it on Shepard's behalf?  What if some future uttereance from Shepard contradicts that reason?  What then?

The designers can't write around your motives, because they can't know what your motives are going to be.  So the way to prevent it from being a problem is to show you the full option so that you can avoid choosing those words and actions that will break Shepard's mind.
[quote]For instance, Shepard isn't supposed to be some mad psychotic that shoots random people on sight. Hence, you are not given the option to gun down random people on the Citadel. Whenever you point a gun at someone, Shepard automatically pulls his gun up and doesn't let you shoot.[/quote]
It's not really relevant to this discussion, but you could kill them with grenades.
[quote][quote]Seriously?  You're using empathy?

We have nothing in common.[/quote]
If you don't use empathy, then I'm glad we have nothing in common.[/quote]
There's no such thing as empathy.  You're just projecting your own emotions onto others.  If they're relevantly similar to you (as I suspect most people are - you seem pretty normal) then you'll be right a lot and it will look like you actually perceived something.
[quote]At some points in the game, Isaac find his wife, the person that he came here to see and who you'd expect would be dead and he doesn't react in the slightest! Not a word, not a gesture, nothing. How am I even supposed to connect with something like this?[/quote]
You're not supposed to connect with him.  You're supposed to inhabit him.  You create his reactions.

You're expecting the character to do perform for you.  That's not the job of the PC in an RPG.

there's a moment in the prologue of Fable 2 where my character had a very strong emotional reaction to something.  The game didn't show that reaction to me, but that doesn't mean it didn't happen.
[quote]So no, it's not my fault I don't like Isaac. Again, it's not my job to make him a likable character, I'm not the guy who wrote him, I'm just the target audience[/quote]
Then you're clearly not the target audience.
[quote]do you need a manual on how to use the very simple and segmented dialog system?[/quote]
Everyone who doesn't want to guess at his character's behaviour needs a manual to use that dialogue wheel.
[quote][quote]Your thoughts are all in your head.  Do they not matter, either?[/quote]
Unless I can put them out in some way, they matter as much as the "epic" fights I had with my Transformers and Legos when I was a kid.[/quote]
You have no internal monologue?  I feel so sorry for you.
[quote]If that's not role-playing, then I have some sad news for you: nobody role-plays and you're the sole survivor of a dying race.[/quote]
You do realise that if I find a single contrary example then you'll be demonstrably incorrect, right?

Universal claims are dangerous.
[quote]Lusitanum wrote...
[quote]Absurdest Derivative wrote...

A lot
of people design and play characters who are substantially different
from themselves. If you're claiming not to do so, you're missing out.
Hey, but that's your choice.[/quote]
And a lot more don't give a toss.[/quote]
And there it is.  If you say "nobody", then the number of people doing it has to be zero.  Otherwise you're wrong.

Absurdest Derivative just proved you wrong.

#429
Sylvius the Mad

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AlanC9 wrote...

I don't want to get involved in this smackdown you've got going with Lusitanum, but I've got to ask ... if that's the job of a CRPG, then what's the job of a tabletop RPG?

A necessary characteristic would be the need to accommodate roleplaying.

#430
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People here are starting to whine just as much about a perfectly good sequel (or perfectly perfect sequel in the case of ME2 imho... well, besides planet scanning which i thought was really tedious) as the people on Fallout's NMA, for no discernible reasons other than that it ISN'T the original game(s).

#431
A Fhaol Bhig

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Arcian wrote...

People here are starting to whine just as much about a perfectly good sequel (or perfectly perfect sequel in the case of ME2 imho... well, besides planet scanning which i thought was really tedious) as the people on Fallout's NMA, for no discernible reasons other than that it ISN'T the original game(s).

They have the right to complain, as much as we have the right to respond to their complaints.

#432
Elvhen Veluthil

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I am not saying that ME2 is a bad game, I had a lot of fun running around shooting stuff with widow, generally it was a similar experience as with Bioshock 1. But I think that the folks that say that ME2 is not a RPG are wasting their time in pointless discussion with people that don't have a clue what a RPG is. A genuine role-playing experience requires a lot of imagination and passion, and these things are hard to come by.



I still am not entirely sure about this yet (because of Planescape: Torment), but a RPG cannot be a game that make you play as someone else (as Shepard for example). In a RPG you project yourself in the game-world and do things as you decide to do, There is no PC, you are the PC. You play with your own voice and say things the way you decide to. That's the spirit of role-playing.

#433
Kalfear

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Arcian wrote...

People here are starting to whine just as much about a perfectly good sequel (or perfectly perfect sequel in the case of ME2 imho... well, besides planet scanning which i thought was really tedious) as the people on Fallout's NMA, for no discernible reasons other than that it ISN'T the original game(s).


Im sorry, I dont call people names normally but if THATS what you think after reading all the different threads about lack of RPG and other concerns over ME2,

YOU ARE A IDIOT AND A PRIME EXAMLE OF WHATS WRONG WITH PRE PUBERTY CHILDREN PLAYING MATURE GAMES!

ME2 is far from perfect, no matter what rose colored glasses you looking through and since your unable to read and form conious thought, people, NO ONE is complaining its not the original game, they complaining its not even in the same genre of the original game.

Obviously your not to bright but when the first game comes out, that sets the standard for all games following. If ME1 had been a shooter with a story and ME2 was made into a RPG, just as many would be complaining about that.

So since you obviously have nothing worthwhile to add to conversation, go tell your parents your to be sent to bed with no dinner and well STHU!

Sorry all but I have just reached my wits end with the"Game is perfect" crowd and their moronic statements that hold no relevance in reality or fiction. Id rather they all just went and played in traffic!

#434
javierabegazo

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Alright people, quit the name calling right now or this thread gets locked

#435
Vaeliorin

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Elvhen Veluthil wrote...
I am not saying that ME2 is a bad game,

This is an important thing to point out.  I like ME2, a lot.  I think it's an excellent game.  I also like ME1.

I still maintain that neither is an RPG.  Not everyone (if anyone even) is making the claim that ME2 is a bad game because it's not an RPG.  It's simply a matter of maintaining the integrity of genre definitions (at least to me.)

#436
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Vaeliorin wrote...

Elvhen Veluthil wrote...
I am not saying that ME2 is a bad game,

This is an important thing to point out.  I like ME2, a lot.  I think it's an excellent game.  I also like ME1.

I still maintain that neither is an RPG.  Not everyone (if anyone even) is making the claim that ME2 is a bad game because it's not an RPG.  It's simply a matter of maintaining the integrity of genre definitions (at least to me.)


I think we should can the rpg label. Its' not helpfull.

I have said ME2 is shallow in the strategy dept. and I stand by this.  It could be a deeper game, but that does not mean rpg elements are the solution.

ME2 has deeper and better integrated combat than Me1. I applaud this.

I just wish the leveling system, the environments, and some of the dialogue options had followed suit. Are these by nature rpg elements? I'm not so sure.

This harping on rpg vs. non rpg is getting us nowhere, and probably giving the moderators high blood pressure. Let's try to look at this from another angle.

#437
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Vaeliorin, ME1 by some people's definition, is more of a choose your own adventure, and not a pure rpg, but even if you're not putting your opwn voice into SHepard, doesn't mean it isn't an rpg hybrid. Ok, I'm not trying to nitpick, but I would consider ME1 rpg-lite with shooter elements. The player is stil playing a role, it's just more defined, than what you can achieve with Oblivion or DA, for example. I think by that same definition, people would consider the Zelda games, not an rpg, but that can't be right.

Anyway, ME2 had an awesome story, but the rpg (already lite) elements disappeared even further, and that's why I originally started this thread, not to give ppl an opportunity to fight (although, they will -_-) but so hopefully devs will see that the players want one of two things:

One, that we want the return of more rpg elements,or
Two, if the vast majority end up wanting it even more shooter/interactive story, than that will make itself clear.

Clearly, I want to see the first happen, but who knows at this point.

I'm not saying ME2 is a bad game at all! I enjoy it immensely, there are just many frustrating parts of it, which I already discussed in earlier posts.

Modifié par Shavon, 14 mars 2010 - 11:22 .


#438
Fluffeh Kitteh

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tbh I don't know if the frustrating parts should be directly associated with RPG-ness. The stuff that frustrated me in ME2 are stuff like planet scanning, and I could very easily imagine that sort of crap going into a "pure" RPG as well, in the form of a minigame or something. The combat is bland because it's repetitive/predictable, not really frustrating.

Modifié par Fluffeh Kitteh, 15 mars 2010 - 12:32 .


#439
xDarkicex

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ME2 is a Roleplaying game through dialog and the actions you take, it doesn't have a loot system and its not completely sandbox but it is a roleplaying you get to choose your actions and you get to customize your character and level up stat points(though this has been dumbed down, my guess is they did this for the FPS/TPS gamers) it is still a roleplaying game.

#440
Fluffeh Kitteh

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Ultimately one should consider which takes precedence, the overall quality of the game, or whether or not it fulfils one's expectations of what defines or doesn't define an RPG.

#441
Mendelevosa

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Mass Effect 2 is classified as an ARPG (Action Role-Playing Game). Therefore it is some kiind of an RPG. Apparently RPG fans will never be pleased, because they think that  a genre determines the quality of a agame. Besides, why does it matter if ME2 has or doesn't have RPG-classified elements? I has no idea that an RPG game can only be an RPG and nothing else. I mean, I always thought that the quality of a game was more important that elements that define an RPG. Even if ME2 was a sports game, I would still like it as long as it would be fun.

Modifié par Mendelevosa, 15 mars 2010 - 12:53 .


#442
xDarkicex

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be glad its more of a rpg then borderlands all I really got to say

sure Borderlands has stats and Loot but seriously no story no choices nothing well their is a story but you can't blink or you will miss it.

#443
AOPotter

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Shavon wrote...

... so hopefully devs will see that the players want one of two things:

One, that we want the return of more rpg elements,or
Two, if the vast majority end up wanting it even more shooter/interactive story, than that will make itself clear.

Clearly, I want to see the first happen, but who knows at this point.


I also wish for a return to the "spirit" of RPGs - that is choice. Be it in story, dialogue or items. But the more I think about it, the less likely it seems. The problem (i guess) is less the willingness of Bioware-Devs but more a catch of high production values. In the early days of RPGs a guy with a text-editor and lowlow-pay could work miracles when it comes to ways to change or influence the gameworld. Because every choice was essentially a little text and a tiny picture. But today Martin Sheen has to do the voice. And the more lines he has to say the more expensive it gets. Same with items. For every item you have a guy doing the model, a guy doing the texture etc. And because of that price-tag they want to restrict our freedom as much as possible. Thats why our decisions from the first game did not mean anything and thats why our decisions from this game will not mean anything when ME3 comes along. Because every choice the player can make costs an awful lot of additional money.

Even Dragon Age suffers from that. If you look at DA:Awakening, there is only one endgame-path that was carried over into he expansion. I am not going to put spoilers here - but there were choices that made your character unable to travel much after the game (or able to travel but travel with specific persons). And these were disregarded for the expansion (Which has really killed the fun in DA:O for me - why choose a specific dialogue/perform a specific action if it does not matter anyway?). 
 
That means Bioware has become a company that does not produce RPGs any more but adventures. The story is already set, no matter what the player does or wants - he has no way of influencing even small parts of it. The dialogue-menu has turned from a means to influence the game into "press any key to continue cutscene". That is why being a spectre in ME2 does not mean anything, that is why the citadel looks the same no matter whether you saved the council or not, that is why the guy that you don't want in your team stays in your team anyway etc.

Videogames potentially offer something no other media can: "each player his own story". I remember talking with colleagues about a part of Fallout 2(?) where we had to rescue a guy from slavers. One simply bought him,  the other traded his NPC-buddy for the guy and I killed the slavers.  Same situation, different paths and for the course of the game different consequences (slavers did not really like me after that). 
Instead of going down that route Bioware has chosen "one story for everyone" - imitating books and movies instead of capitalizing on the one special potential of games. In essence setting itself on the path of becoming more of a movie-producer than a game-producer. 
That becomes quite obvious if you look at the love that went into the movie-parts of the game and the lack of effort that went into the action-parts. These are so slimmed down, they seem just an alibi. ("Oh look: boxes! I wonder what will happen next?") They could remove the box-hugging-parts and the game would not loose much depth. Action RPGs from 10 years ago allowed players to sneak past or talk themselves through obstacles (in addition to good old firepower) - Bioware has reduced that to shooting  down a fire hose. It is like the are offering Galaga when the world has moved on to  Wing Commander.

#444
Fluffeh Kitteh

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I think ultimately the reason why it's 1-story for everyone is simply because the game is tied to a main story. You can't have 1 commander shepard deciding to fight the reapers, while another shepard decides not to do so and instead goes on other adventures like helping Wrex unify the Krogan for the entirety of his playthrough, that's simply not how it was intended to work.

#445
Chuck_Vu

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AOPotter wrote...

Shavon wrote...

... so hopefully devs will see that the players want one of two things:

One, that we want the return of more rpg elements,or
Two, if the vast majority end up wanting it even more shooter/interactive story, than that will make itself clear.

Clearly, I want to see the first happen, but who knows at this point.


I also wish for a return to the "spirit" of RPGs - that is choice. Be it in story, dialogue or items. But the more I think about it, the less likely it seems. The problem (i guess) is less the willingness of Bioware-Devs but more a catch of high production values. In the early days of RPGs a guy with a text-editor and lowlow-pay could work miracles when it comes to ways to change or influence the gameworld. Because every choice was essentially a little text and a tiny picture. But today Martin Sheen has to do the voice. And the more lines he has to say the more expensive it gets. Same with items. For every item you have a guy doing the model, a guy doing the texture etc. And because of that price-tag they want to restrict our freedom as much as possible. Thats why our decisions from the first game did not mean anything and thats why our decisions from this game will not mean anything when ME3 comes along. Because every choice the player can make costs an awful lot of additional money.

Even Dragon Age suffers from that. If you look at DA:Awakening, there is only one endgame-path that was carried over into he expansion. I am not going to put spoilers here - but there were choices that made your character unable to travel much after the game (or able to travel but travel with specific persons). And these were disregarded for the expansion (Which has really killed the fun in DA:O for me - why choose a specific dialogue/perform a specific action if it does not matter anyway?). 
 
That means Bioware has become a company that does not produce RPGs any more but adventures. The story is already set, no matter what the player does or wants - he has no way of influencing even small parts of it. The dialogue-menu has turned from a means to influence the game into "press any key to continue cutscene". That is why being a spectre in ME2 does not mean anything, that is why the citadel looks the same no matter whether you saved the council or not, that is why the guy that you don't want in your team stays in your team anyway etc.

Videogames potentially offer something no other media can: "each player his own story". I remember talking with colleagues about a part of Fallout 2(?) where we had to rescue a guy from slavers. One simply bought him,  the other traded his NPC-buddy for the guy and I killed the slavers.  Same situation, different paths and for the course of the game different consequences (slavers did not really like me after that). 
Instead of going down that route Bioware has chosen "one story for everyone" - imitating books and movies instead of capitalizing on the one special potential of games. In essence setting itself on the path of becoming more of a movie-producer than a game-producer. 
That becomes quite obvious if you look at the love that went into the movie-parts of the game and the lack of effort that went into the action-parts. These are so slimmed down, they seem just an alibi. ("Oh look: boxes! I wonder what will happen next?") They could remove the box-hugging-parts and the game would not loose much depth. Action RPGs from 10 years ago allowed players to sneak past or talk themselves through obstacles (in addition to good old firepower) - Bioware has reduced that to shooting  down a fire hose. It is like the are offering Galaga when the world has moved on to  Wing Commander.


This has been my main sticking subject about the Mass Effect series.  I don't mind that they (the Devs, be it Bioware or some other company) give all players the same scenario/mission and the same game plot.  But please allow us more choices/options on how to resolve it/them. 

Now don't get me wrong, I still like the series.  I just think more options and choices would make it better.  That's all.

#446
Fluffeh Kitteh

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If you ask me I wouldn't want more choices but rather, more diversity in consequences of choice. If say right now you have 3 ways to end ME1 and they all pretty much lead to the same gameplay in ME2 aside from minor dialogue variation, changing it to 5 ways to end ME1 isn't really much of an improvement IMO.

#447
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Kalfear wrote...

Arcian wrote...

People here are starting to whine just as much about a perfectly good sequel (or perfectly perfect sequel in the case of ME2 imho... well, besides planet scanning which i thought was really tedious) as the people on Fallout's NMA, for no discernible reasons other than that it ISN'T the original game(s).


Im sorry, I dont call people names normally but if THATS what you think after reading all the different threads about lack of RPG and other concerns over ME2,

YOU ARE A IDIOT AND A PRIME EXAMLE OF WHATS WRONG WITH PRE PUBERTY CHILDREN PLAYING MATURE GAMES!

ME2 is far from perfect, no matter what rose colored glasses you looking through and since your unable to read and form conious thought, people, NO ONE is complaining its not the original game, they complaining its not even in the same genre of the original game.

Obviously your not to bright but when the first game comes out, that sets the standard for all games following. If ME1 had been a shooter with a story and ME2 was made into a RPG, just as many would be complaining about that.

So since you obviously have nothing worthwhile to add to conversation, go tell your parents your to be sent to bed with no dinner and well STHU!

Sorry all but I have just reached my wits end with the"Game is perfect" crowd and their moronic statements that hold no relevance in reality or fiction. Id rather they all just went and played in traffic!

Thank you, sir, you truly made my day. :D

And my entire point was to highlight the possibility of the fans of this game degenerating into obnoxious r-tards like the people on NMA, who began with reasonable complaints about the aspects of F3 that were actually bad, but then derailed into whining like candy-less children, trashing the game mercilessly on points such as the Super Mutants looking differently. Right, the game sucks because it receives a graphic upgrade (your mileage may vary, but then again, that's all there is to NMA anyway).

As far as ME2 being an RPG goes... yes it is, in fact, a RPG. What's a typical RPG about?

* Playing a customizeable role.
* Being able to influence the game world.
* Improving your abilites.
* Improving your equipment.
* Having different playstyles and classes to choose from.
* Good dialogue options with NPCs and a populated gameworld.
* A good story.
* Non-linear gameplay with the option to explore the game world.

And looking at ME2, what do we have?

* Playing a customizeable role. (You're Commander Shepard, can customize gender and appearance,)
* Being able to influence the game world. (Morality, quest choices)
*
Improving your abilites. (Leveling your abilities to make them stronger and evolving them to better suit your personal playstyle)
* Improving your
equipment. (Buying upgrades and armor pieces)
* Having different playstyles
and classes to choose from. (Six classes with a number of ability/bonus ability combinations)
* Good dialogue options with NPCs and a populated game world. (546 npcs that can be interacted with, all of them voiced, very well-written dialogue)
* A good
story. (It may feel underwhelming to that "exploring the new frontier"-feeling we all had going in ME1, but it's still a damn good story)
* Non-linear gameplay with the option to explore the game world. (For 90% of the game, you get to manually fly around in the galaxy and pick what missions you want to do)

The only way this game could turn into Gears of War: Mass Effect Edition was if BioWare removed all of these features entirely. Which they won't. Because they make RPGs. Which makes this thread entirely redundant. So Yeah. :bandit:

#448
Lusitanum

Lusitanum
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[quote]Sylvius the Mad wrote...

That's a good idea.  The characteristic I enjoy is the ability to roleplay.

You know, the core feature of roleplaying games.

Games that don't accommodate roleplaying are not fun for me.[/quote]

The core feature of RPGs has been levels, equipment and XP for a while now. Lately, it's starting to become synonym with choices and gripping storylines, while role-playing has been dying for a loong time now. So, what was that about being the core feature?

[quote]Sylvius the Mad wrote...

Exactly, because books are different in kind from RPGs.[/quote]

Not when they're trying to tell you a story, they aren't. RPGs, just like any other games in general, have the benefit of being able to show you a story in a diffferent way, using gameplay to move, show and even alter the story but otherwise, there are some rules that remain the same if you want to convey a good plot.

[quote]Sylvius the Mad wrote...

That's exactly what RPGs do.[/quote]

Not it isn't. <_<


[quote]Sylvius the Mad wrote...

There are a handful of big decisions to be made in ME, but not in a way that is consistent with roleplaying.  Subtle distinctions are denied you entirely.  Anything that doesn't fit neatly into BioWare's Paragon/Renegade dichotomy (which isn't well defined, so there's no way to know what falls in each group) is impossible.[/quote]

And the same could be said of every "subtle" decision I've tried to convey through my characters who were always stuck to what the plot and the dialogue options demanded. At least ME has a reason for its limitations, you're always the same character that, despite the fact that his methods may vary from player to player, always has the same goals and motivations to do what he does: he's a soldier of the Alliance that's out to stop a threat to the galaxy, though the player is given some choice on how to do so, depending on their choices.

Still beats all my characters who were complete bastards but still had to save the world and kittens stuck on trees because THE ALMIGHTY PLOT DEMANDS IT!


[quote]Sylvius the Mad wrote...

As long as you play it like it's a videogame, it will never be a decent roleplaying experience.

It should never feel like a game.  This is why I complain when the UI disappears during conversations in every BioWare game after NWN.  By removing and restoring the UI, they're drawing attention to it, and that serves to remove me from the game.

Give me a UI (ideally in a frame so none of it in in front of the in-setting action) and leave it there.[/quote]

See, it's that kind of specific that will make people ignore you. I mean, seriously...

[quote]Sylvius the Mad wrote...

Yes.  By selecting keywords rather than full dialogue options, it's then very clear that the options I choose are only abstractions of the lines being uttered by my PC.  Again, my PC isn't just shouting keywords at people; he asks coherent questions based on those keywords.  Those questions simply aren't featured in the game (just like eating and sleeping aren't featured in Mass Effect - that doesn't mean our characters never do them).[/quote]

And he feels like a complete puppet that who you're just pulling his strings, unless you constantly remind yourself that you've said this sentence (which will be shaped by the answer you get after you've said it, if you want to keep some kind of coherence in your dialog), and that will keep reminding you that you're just playing a game because you have to fill in the gaps that are everywhere around you, pulling you out of the game.

[quote]Sylvius the Mad wrote...

The game doesn't present every aspect of the characters' lives, so why should we believe that it is always presenting us with every aspect of our characters' speech?  I see no reason to conclude that my DAO characters are mute, because the game never tells me they're mute.  It never tells me they're not, either, but when you go and decide they are (and in doing so, diminishing your own fun), you're incorrectly assuming an excluded middle.  Just because the game doesn't show us our characters speaking does not mean they never speak.  It means that we never see our characters speak; that's all it means.  Everything beyond that is you irrationally jumping to conclusions.[/quote]

I know my character isn't supposed to be a mute, but it just looks like it when he never speaks! Hell, he even seems like an emotional vacuum when I see everyone gesturing and adopting different facial expressions and vocal tones while he just stares with his humongous eyes into a given direction, ocasionaly folding his arms when he feels like it. Hell, I remember when Wynn fainted and my charcter made this really awkard "surprised" expression (with his mouth waaay too open) and I thought "What's that PC? A genuine, human reaction to an event around you? Are you sure you're feeling well?"

Or what about the sex scenes, where he'd make such goofy faces I just kept laughing and getting this mental image of his thoughts going "Duuuuhr... boobies!" but at least it was something.

[quote]Sylvius the Mad wrote...

I understand the VATS ssytem mostly eliminates that.[/quote]

Mostly, for the first moments of a fight, but then the points used need some time to regenerate so you have to actually (*shock*) aim and shoot stuff. Nothing big, I've managed to do it while getting used for the first time to playing with a XBox controller (as a PC gamer used to the keyboard and mouse, using the controler made the intial baby steps section in the game feel like actual baby steps), but if you need to pause constantly in ME just in order to aim, then you're screwed with this game.

[quote]Sylvius the Mad wrote...

Yes it does.  Good according to whom?  By what standard are things judges good, bad, or neutral?

If that standard is not made explicit, it is not useful.[/quote]

According to the game, of course. Top actions give you Good Karma, neutrals usually give you nothing, and the ones at the bottom give you Bad Karma.

Again, is it familiar?

[quote]Sylvius the Mad wrote...

That's part of my complaint.  If I could pause and queue up the attacks in advance, I probably would have played the game for more than 3 hours.[/quote]

So that the game would consist of even more tedious waiting until the next time you could click in order to continue fighting. Great. :sick:

Why does suddenly the inclusion of quick-time-events in The Witcher 2 becomes a lot more appealing that I thought at first?

[quote]Sylvius the Mad wrote...

By that reasoning, no dialogue option in ME can every contradict any other dialogue option in Mass Effect.  Since you might choose any combination of options (excepting mutually exclusive responses to the same question), you're saying that whatever you do now can't conflict with any future action.  That's absurd.

But more than that, when you do choose an option, and Shepard does whatever Shepard does, do you know why Shepard did that (keep in mind that knowledge requires certainty)?  Why did you choose it on Shepard's behalf?  What if some future uttereance from Shepard contradicts that reason?  What then?

The designers can't write around your motives, because they can't know what your motives are going to be.  So the way to prevent it from being a problem is to show you the full option so that you can avoid choosing those words and actions that will break Shepard's mind.[/quote]

Isn't that what you get in pretty much every game, RPG or not? You can have the most brilliant of games in front of you, but you can always ruin it by dicking around and acting out-of-character, like shooting people, messing with things or just plain looking at your feet while someone is making a big speech in Half-Life.

And this gets even worse in games where this lack of coherence is rewarded. You know, like Dragon Age and that stupid influence system. "Why, yes Morrigan, drinking the still-warm blood of newborn babies under the canopies of swamp trees is fun! (please kill me)"

[quote]Sylvius the Mad wrote...

There's no such thing as empathy.  You're just projecting your own emotions onto others.  If they're relevantly similar to you (as I suspect most people are - you seem pretty normal) then you'll be right a lot and it will look like you actually perceived something.[/quote]

Yes, there is such a thing as empathy. You ever heard of feelings? They're the kind of things that make you feel something for characters that aren't even real, especially when they're not like you. Hell, if a character is like me, I'll probably find them incredibly boring and lose interesst.

On the other hand, empathy is what made my cry when I saw Sniper Wolf die in Metal Gear Solid, it's the thing that still brings a knot to my throat everytime I hear her theme. Not because we have anything in common (except for the fact that I also love wolves, but my fascination came years after I played this game) but because despite all her flaws (you know, like being a terrorist who reveled on killing her targets) she had emotions, she had a purporse, she had a very tragic and believable backstory, and, above all, she was human!

Sniper Wolf dies and I cry for her. My Fallout/Dragon Age/Oblivion characters can die all they want, because all I'll be able to say is a "aww, pity, there goes my character I've spent so much time levelling up and equiping" and move on. That's the difference.

[quote]Sylvius the Mad wrote...

You're not supposed to connect with him.  You're supposed to inhabit him.  You create his reactions.

You're expecting the character to do perform for you.  That's not the job of the PC in an RPG.[/quote]

OK, first off, this is a Survival Horror. Beyond serving as another example of how genre definitions mean so little anyway (aren't you basically surviving in pretty much every single game in existence anyway?), the main character isn't supposed to be left to you. He's a character with his own motivations and goals, I'm even less supposed to make up for his shortcomings than on a RPG.

And I'm not in any way supposed to create his reactions, otherwise Isaac wouldn't have that one moment where he slumps his shoulder and takes his hand to his face in dismay when faced with The Big Reveal of the game. I didn't make that emotion, I was actually pretty indiferent to the game at that point, so that moment was Isaac having his own reaction to something that affected him (as it should).

Meaning that your argument makes no sense whatsoever.

[quote]Sylvius the Mad wrote...

Then you're clearly not the target audience.[/quote]

Yes, because the target audience for a Survival Horror game where you have to fight monsters by bloodily decapitating them while solving puzzles really is the crowd that enjoys making up their own heroes. Oh wait, no it isn't!

And let's just use that idiotic logic to everything else, shall we? You don't like this aspect of the game? Well screw you, you're not our traget audience anyway! Ergo, you have no right to complain about Mass Effect because you're clearly not the target audience. Seriously, that couldn't have sounded good even in your head.

[quote]Sylvius the Mad wrote...

Everyone who doesn't want to guess at his character's behaviour needs a manual to use that dialogue wheel.[/quote]

If you need to guess at your character's behaviour, then you probably need help dressing yourself.

[quote]Sylvius the Mad wrote...

You have no internal monologue?  I feel so sorry for you.[/quote]

I do, I even have internal monologues with another "me" in my head that sometimes reminds of things that my conscious self forgets. No, I have no idea how that's even possible, but there you go.

And that doesn't invalidate my point in any way: if it's all in your head, then it's as real playing with action figures.

[quote]Sylvius the Mad wrote...

You do realise that if I find a single contrary example then you'll be demonstrably incorrect, right?

Universal claims are dangerous.

[...]

And there it is.  If you say "nobody", then the number of people doing it has to be zero.  Otherwise you're wrong.

Absurdest Derivative just proved you wrong.
[/quote]

I would expect you to realize that "nobody" doesn't mean the absolute 100% of the world, it's what we like to call "a figure of speech" because you'll always find somebody somewhere who'd agree with something, even the aformentioned drinking of baby blood. That doesn't mean that we're going to use statements "the vast majority of a given populace farly outnumbers these small pocket of specimens, to the point where they appear to be seemingly insignificant."

It's called "common sense". Use it!

Oh, and by the way, need I remind you:

[quote]Sylvius the Mad wrote...

Everyone who doesn't want to
guess at his character's behaviour needs a manual to use that dialogue
wheel.[/quote]

I could guess with 100% accuracy what my character's behaviour would be while using the dialogue wheel without needing to read the manual. Ha! take that and your "everybody"!

Inconsistency just proved you wrong. Again.

#449
Scottthesnow

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There were changes I disliked about ME2. The ammo system, the lack of spacesuits, no customizable weapons or armor for your buds. It just makes the game more disappointing, not less of an RPG. The RPG aspects like dialog, even a few different dialog paths, and non linear progression are still pretty strong. Well, they did scrap a lot of exploration when they got rid of the mako.



Mind you my expectations have decreased since the great Black Isle, but still its excellent for an RPG. The story was exciting, the characters (usually) pretty good, and the combat (after mods) was great!



Ok, a few caveats. Have mercy, I did really like it.

#450
Schneidend

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What happened to this being an RPG? Nothing.

Thread over.