[quote]Lusitanum wrote...
the Dalish Elf is the only one who has a real reason to go through the Proving. [/quote]
The dwarven gladiator arena? That's all optional.
Or am I thinking of the wrong thing?
[quote]I still do. I'm just wondering why you had such ease on shaping reality to the rules of the Arcane Warrior and yet have so much trouble on doing the same with Shepard.[/quote]
Because Shepard can prve me wrong, thus undoing all my good work. That's my primary complaint about Mass Effect. Since I can't control what Shepard says, I can't know for sure that he won't break the personality and back story I built.
Other games do have this same problem, but to a much lesser extent. In DAO when Morrigan asks you about your mother, there are a number of options available, but none of them come close to the truth of the City Elf's mother, which is told is considerable detail during that origin. The other origins don't have any problem with conversation, but the City Elf does.
[quote]"Oh, I really liked the way I built him, a Warrior wielding two swords. By the end of the game, he looked quite cool. / Yeah, but what about his personality, what did you think of that? / Well... he was a Human Noble... / And you pretty much just played him as yourself, didn't you? / Yeah, I know it's a bit narcissitic... / Nah, not really, that's just how people play a role-playing game, they see a situation and act in kind as to what they would do if they were actually faced with that problem. There's nothing wrong with that."[/quote]
Actually, I don't think people actually do that.
I've recently been trying to play as character who's a lot like me, and it's been quite difficult, because his behavior runs contrary to how I normally have my characters behave in games. Like you, I usually have my characters talk to everybody within the game. But I wouldn't ever do that in that same situation. I don't like initiating conversations or talking to people I don't know, so I'm having to avoid all sorts of NPCs (and quest opportunities) because I'm just not that personable, so neither is this character. But acting that way in game is proving to be quite a lot of work.
In Lothering, there's a woman who's just standing there by herself, and I suspect most players have their characters go up and talk to her (she wants traps). But would you actually do that if you were there yourself? Would yuo approach everyone in the town one at a time and strike up a converastion? Of course you wouldn't.
You're not playing yourself. You're playing an idealised version of yourself. What you're doing is no different from proper roleplaying, but you already have most of the background work done because you're already a complete person.
I agree that there's nothing wrong with that, but it's not meaningfully different from what I do when I play.
The problems in ME arise when Shepard says something you wanted him not to say, and that can happen (and did, to me, on my first playthrough). It was in the first conversation with Anderson and Udina after meeting Tali, and Shepard make a factual claim that I (the player) didn't believe to be true, and thus would never had directed Shepard to say it. The rest of the conversation was based around Anderson and Udina taking that claim as fact and making decisions based on it, but actually disagreed with what Shepard had said, and thus what everyone was no doing. I wanted to tell them to stop, but the game just assumed I agreed with Shepard (which would make sense if I'd actually chosen that dialogue) and went on its merry way. From that moment on, it wasn't my game. I wasn't in control. I wasn't playing Shepard, because Shepard went and did something I didn't want him to do that directed the whole plot from that point forward.
And I'm using male pronouns for Shepard because mst people seem to have played a male Shepard. My particular experience is with a female Shepard (because the male Shepard VO didn't suit any character I wanted to play).
[quote]Unless they start breaking the 4th wall, no. You've never seen a Dragon Age character raising the quesiton as to why some bodies decompose in less than 5 seconds while others apparently endure for all eternity.[/quote]
That would actually be lampshade hanging.
I found it really irritating that the death mechanic was seemingly random in DAO. Okay, sure, the party members don't die when they're killed, but enemies do. Except when enemies are needed for some plot-related discussion after teh fight, but then they're injured. And then Bann Teagan stood up after I'd killed him and was no worse for wear at all. That was dumb.
[quote]Well, some biotics have been tweaked out to balance the game so, even though they have the same names and basic abilities, they work in slightly different ways. For instance, now and enemy can have one, two or all three degrees of protection before you can damage their Health: Armor, Biotic Barrier and Kinetic Shields. Lift won't work on an enemy who has Armor or Warp won't work on an enemy who has Shields but it can damage his Biotic Barrier or his Health.[/quote]
And there's no in-game explanation for this, I suspect.
And what's with the global cooldown? How does that make sense when we didn't have one in ME?
[quote]It's also a bit inconsistent since these powers didn't have those properties in the first game, but since it adds to the tactical element of the game and encourages you to bring different party members with you depending on what kind of opposition you're expecting to find, it's easier to overlook.
And that is supporting an inconsistency because it adds to the enjoyment of the game.[/quote]
That it's an inconsistency removes enjoyment from the game.
[quote]Right, but people enjoy them because they're set out to achieve a goal. Be it just playing as given character, enjoying the story, finishing the game, unlocking achievements, playing with friends or whatever, there's always something to attain.
That's what I meant with "not getting anywhere" when I mentioned the whole "playing chess with yourself" thing because, like I said, it's a good mental exercise, but you're not going anywhere if you're playing a tactical game where your opponent knows your ever intentions and you know his too.[/quote]
Okay, I see what you're saying, but now I don't see how that's analogous to roleplaying gameplay.
[quote]Because I don't establish something when I'm playing a defined character in a defined storyline? [/quote]
But then how do you make decisions on his behalf - especially at the start of the game?
[quote]Although I noticed that you never actually answered to my "less role-playing doesn't mean that it ceases to be a role-playing game" statment that I've made a few pages back.[/quote]
And I would disagree with that. If the game allows roleplaying whenever there's a decision to be made, then it's a roleplaying game. Since ME doesn't not allow roleplaying during the literally hundreds of decisions made during conversation, it fails.
It doesn't matter whether the character's pre-determined. Torment accommodated roleplaying, and it forced you to play the Nameless one, who had a specific appearance and gender that were both immutable. What matters is the nature of the decision-making. Mass Effect does not give the player sufficient control over the PC during conversation. The ability to avoid saying specific things would be sufficient. Since even you admit Mass Effect does not do this, Mass Effect does not meet the conditions that allow roleplaying.
[quote]Again, haven't we been though this? I've already said I have nothing against the way Baldur's Gate handles the way your party can see and share that knowledge with each other. This is one of the game mechanics where I think a lack of realism only benefits the game.[/quote]
Yes, but I'm questioning whether that's a lack of realism. The game shows you what your character can see. Since you have a bunch of characters, it shows you what each of them can see.
If there's a failure of realism here, it's that you allow your characters to act based on information not available to them.
[quote]Given that it's a nuke and you don't want to give your enemy an opportunity to get it disarmed, I'd expect it to be as short as possible.[/quote]
As short as possible, but no shorter. How short is that? We don't know.
[quote]Euripides: The best prophet is common sense, our native wit.
Henry Ward Beecher: The philosophy of one century is the common sense of the next.
Terence: What a grand thing it is to be clever and have common sense.
Thomas H. Huxley: Science is nothing, but trained and organized common sense.
Lusitanum: The notion of common sense is common sense in itself.[/quote]
I had a professor who said "The common sense of any era is roughly equivalent to cutting-edge philosophy of three centuries earlier."
I suspect the gap is somewhat smaller than that; the ideas of Immanuel Kant seem pretty widely accepted even by people who've never heard of him, for example. But, should those of us who've studied philosophy more recent than three centuries old be bound by ideas we see as obsolete? Isn't it possible - or even likely - that some of common sense is simply incorrect and has been subsequently improved upon?
But more importantly, if there's no repository of common sense, it is a useful tool in a detailed discussion such as this one? There's no formal definition of what's common sense, and we need one in order to work from a relevantly similar frame of reference. Alternately, we can just ignore common sense and defend everything from the ground up.
I'd prefer the latter.
[quote]That's the difference from when you play something where your planning isn't subject to chance: you don't have to waste your time with trying to same thing, hoping that at least this time your great plan will work. If it's good, it works, if it's not, it won't. It means that you can technically beat a game based solely on how good you are, not on how many times you happen to get screwed up when you shouldn't have.[/quote]
You like the pass/fail. I like the detailed grading information.
[quote]If it was caused by the game deciding I should lose this time just because it said so, then I'm going to get frustrated because it's basically telling me to do the same thing while I pray for it to be in a better mood next time.[/quote]
That's not a rational response.
[quote]They're videogames, which means that some of the things will fall under the responsibility of the one who's playing them. Weren't you the one complaining about the lack of imput and how ME might as well be a movie and now you want it to play itself?[/quote]
I'm drawing a distinction between how roleplaying games work and how other videogames work. In a roleplaying game, the setting exists independently of the player, and the player has no manifestation within that setting. This is how tabletop games worked, and this is how CRPGs work as well.
That it's a rioleplaying game makes it different in kind. That's why genre-mixing doesn't work with RPGs. You cannot accommodate player skill (as required by almost every other videogame genre) without violating the central tenets of roleplaying.
[quote]Isnt' the vast majority of games based on playing with someone that has the skills your don't? Seriously...[/quote]
But not all the skills. You're requiring that I be a good shot if I want Shepard to be a good shot. Why should Shepard's characteristics matter with regard to how fast he can run and not to how well he can shoot?
It doesn't make any sense.
[quote]Because that's basically how ME already was after a couple of levels?[/quote]
Only if you focused on weapon skills. And, as you point out, that wasn't true at the beginning.
Incidentally, I'd be interested to see how accurate real world soldiers are with an assault rifle against small moving targets at a range of 20 metres. I'd wager that Mass Effect's stat-driven aiming was more realistic than ME2's perfect aim.