TJSolo wrote...
*snip*
.
thats where the trouble began, i think you can discard the turned RPG systems back on slide because they never did "turn it back on" lol
Modifié par javierabegazo, 13 mars 2010 - 09:26 .
TJSolo wrote...
*snip*
.
Modifié par javierabegazo, 13 mars 2010 - 09:26 .
javierabegazo wrote...
You should be careful not to take that out of context though, I can just as easily add the slide where she says "Turned back on RPG systems"
The whole point of that was, BioWare makes good RPG's, but they made the combat too sluggish because of their lack of experience with Shooter combat
Modifié par javierabegazo, 13 mars 2010 - 09:25 .
that's right also is their 2° time making a shooter so it's natural that they made some mistakes (in ME was the poor aiming, irreal weapons, etc. But in ME:2 the game lost a big part of rpg elements) but they are always paying attention to these problems, so Ithink that in the next mass effect they will focus in finding the perfect balance between shooter and rpgjavierabegazo wrote...
TJSolo wrote...
Then there is this that sounds the bells of how the project was approached.
You should be careful not to take that out of context though, I can just as easily add the slide where she says "Turned back on RPG systems"
The whole point of that was, BioWare makes good RPG's, but they made the combat too sluggish because of their lack of experience with Shooter combat
MassEffect762 wrote...
It all makes sense now, wish I could've seen this before pre-ordering.
Modifié par javierabegazo, 13 mars 2010 - 09:10 .
*ninja's my way into the post*
Here's that slide
http://img534.images...sentation34.jpg
Modifié par TJSolo, 13 mars 2010 - 09:25 .
javierabegazo wrote...
MassEffect762 wrote...
It all makes sense now, wish I could've seen this before pre-ordering.
I love how you blatantly ignore to read previous information. Way out of context.
faith is the last thing we lost friend.kmcd5722 wrote...
good to see that BioWare came out with their explanations, versus just listening to speculation for so long. it was very interesting, and it neat to see they acknowledged their shortcomings. glad to see they are bringing back richer rpg elements for me3. whew, my faith is restored. now if only they would listen to my comments about bringing back that immersive feeling that ran so deep in me1, then i could die happy.
The thing is, what makes an RPG is standardized and has no room for change. That's the entire point of having genre distinctions.makenzieshepard wrote...
because we all know what makes an RPG is standardized and has no room for change
Modifié par JKoopman, 13 mars 2010 - 10:01 .
Modifié par Dethateer, 13 mars 2010 - 09:48 .
JKoopman wrote...
It's interesting, but the presentation really didn't do much in the way of "explaining" why the changes were made so much as it did reinforcing what everyone has been saying since Day 1; namely that ME2 was designed from the ground up first and foremost as a shooter and that combat was the primary focus of development.
Some of the explanations and rationalizations are oversimplified to the point of being downright insulting as well. For example, the Assault Rifle Accuracy video that was supposed to rationalize the switch from stat-based aiming to traditional shooter mechanics shows a player running around outside of cover spastically spraying rounds from an AR without even bothering to aim. Of course accuracy is going to be lousy when you do everything possible to make it so! If that same player were to hunker down behind some cover and use weapon zoom to aim like you're supposed to the video would've shown that there was nothing wrong with weapon mechanics in ME1, so instead they intentionally inflated the "issue" to make their case. That seems rather dishonest.
Another example is the inventory rationalization. While it's true that an ME1-style inventory with 12 characters instead of 6 may have been too complex for it's own good, she offers no explanation for why the inventory system wasn't simply tweaked or limited to Shepard only. Instead the only rationalization provided is "Inventory needs to be simpler! What could be simpler than NO INVENTORY?"
And again, when she attempts to explain the rationalization for thermal clips, she conveniently glosses over the issues. The rationalizations are "Stops bullet spray" (no it doesn't, at least no more so than weapon overheating did), "Encourages using different weapons" (no, it forces the use of different weapons; there's a difference), "IP explanation: Geth heat sink technology" (the fact that you have an IP explanation doesn't make it any less flimsy and nonsensical), and "No negative comments in reviews" (which is an outright lie as I know I read many reviews that touched on the oddness of the ammo system and that it might not appeal to some fans). That's it? That's all the explanation we get for such a controvercial redesign?
Very little in that presentation does anything to explain the "all or nothing" approach BioWare took with tweaking (read: removing) features from ME1. Instead it uses flagrant exaggerations and over-simplifications to make it's case and selectively ignores the real criticisms.
Ironic that the presentation meant to explain the over-simplification of ME2 is itself over-simplified.
This gets my QFT +1 as well.JKoopman wrote...
*Snip*
JKoopman wrote...
*snip*
Modifié par Dinkamus_Littlelog, 13 mars 2010 - 09:58 .
As with the transition from the first Mass Effect to the second, BioWare is taking these criticisms to heart for the third game, with Norman hoping the third will offer "richer RPG features" and "more combat options." What we can probably expect less of is the mining mini-game, which Norman lamented "nobody liked."
Modifié par -Skorpious-, 13 mars 2010 - 10:19 .
JKoopman wrote...
It's interesting, but the presentation really didn't do much in the way of "explaining" why the changes were made so much as it did reinforcing what everyone has been saying since Day 1; namely that ME2 was designed from the ground up first and foremost as a shooter and that combat was the primary focus of development.
Some of the explanations and rationalizations are oversimplified to the point of being downright insulting as well. For example, the Assault Rifle Accuracy video that was supposed to rationalize the switch from stat-based aiming to traditional shooter mechanics shows a player running around outside of cover spastically spraying rounds from an AR without even bothering to aim. Of course accuracy is going to be lousy when you do everything possible to make it so! If that same player were to hunker down behind some cover and use weapon zoom to aim like you're supposed to the video would've shown that there was nothing wrong with weapon mechanics in ME1, so instead they intentionally inflated the "issue" to make their case. That seems rather dishonest.
Another example is the inventory rationalization. While it's true that an ME1-style inventory with 12 characters instead of 6 may have been too complex for it's own good, she offers no explanation for why the inventory system wasn't simply tweaked or limited to Shepard only. Instead the only rationalization provided is "Inventory needs to be simpler! What could be simpler than NO INVENTORY?" That's it? That's all the explanation we get for such a controversial redesign?
Very little in that presentation does anything to explain the "all or nothing" approach BioWare took with tweaking (read: removing) features from ME1. Instead it uses flagrant exaggerations and over-simplifications to make it's case and selectively ignores the real criticisms.
Ironic that the presentation meant to explain the over-simplification of ME2 is itself over-simplified.
JKoopman wrote...
I'm hoping those bullet points were just part of a much larger spoken presentation because if they were meant to rationalize and justify the changes made in ME2 on their own they made a pretty poor job of it.