chainguns said:
Labcoat Samurai said:
I wouldn't lump them all together, since some make more sense in some games than others (not every RPG needs to be as loot-focused as Diablo, for example).
I tend to think they must be lumped together in principle. For example
I don't buy McDonald's because of the speed of service,
I buy it because of the price. So therefore I say let's not lump speed and price together. I'd restrict the term "fast food" to the stuff I like, ie price. I'm not sure that works...
I'm not sure your analogy works. Fast food is a name that has come to apply specifically to the business model of places like McDonald's, Burger King, etc. You can get fast and relatively cheap meals at Panera, but it's not considered fast food. RPGs on the other hand are extremely varied. Diablo, GURPS, and Final Fantasy are all RPGs. I picked them, because they've been accepted as RPGs for a long time, now, despite having wide variation in their conventions and rule applications. But there is something they all have in common. Their campaigns are story-driven, offer character customization, and encourage the player to immerse himself in the role of a character. Granted, story decisions are not universal to RPGs, but I'm personally of the opinion that they should be. IMO, Mass Effect 2 is more of an RPG than Diablo despite Diablo's dungeon crawling and loot hoarding, because story choice is a more critical component of what I consider a roleplaying game.
So no, I don't think they can all be lumped together. The genre is ill-defined enough without arbitrarily tossing all of the various conflicting conventions together into a convoluted hodgepodge of gameplay mechanics
We should keep an eye on the whole list of convention, and then different games can focus on different ones - we shouldn't just unilaterally retire them on a forum.
Unilaterally? Well, that's the beauty of getting to make games, isn't it? You can make whatever game you like, and if you don't care for a particular RPG convention, you can put in your vote to retire it by not including it in your game.
I get the feeling most developers are trying hard to dilute most of the conventions in favor of the almighty twitch reflex. Because that's where the largest market is. And to hell with those who *gasp* want something more than shooting - jest tell the world that they're PC elitists/nerds/old timers/OCD micromanagers/accountants etc etc.
Maybe that'd be a good point. Sometimes, the idea that removing an RPG convention is akin to "dumbing down" a game seems analogous to a misplaced notion that removing a calculator from the hands of a calculus student "dumbs down" calculus. Some RPG conventions are just busywork. Maybe they have a place in some games for people who really like them, but it's hardly dumbing something down to reduce time but not challenge, and that should be Bioware's goal (and I'll admit, they haven't found the right balance, yet)
In any case, DA2 doesn't seem very twitch oriented to me. Faster paced and more exciting maybe. Certainly more responsive... but you can pause at any time. And ME2 is a cover-based shooter. Those are, by nature, slower paced and more strategic. Not twitch games. Also, I think tedious micromanagement vs twitch gameplay is a false dichotomy. You can streamline the micromanagement without sacrificing strategy and tactics. I think this is what Bioware has tried to do... though a strong argument can be made that they've gone astray on that a few times.
Labcoat Samurai said:
I think they increased the number of useful stats per class.
I wasn't comparing DA2 to DA:O in particular. But ... generally Dex and Cun in DA:O do not work quite the way you say - did you get the toolkit (this is a really hardcore dicussion best saved for the Bioboards, btw)?
I did not. If you have any corrections to make, feel free to make them, but to the best of my knowledge, my description of dex and cunning in DA:O was accurate.
Post patch 1.04 the stats work differently. But more to the point - DA2 has *effectively* 2 stats per class because if you stray outside (give or take the inconsequential +1 here or there) you couldn't equip gear.
You only need to get to about low 30s in your two primary stats in order to equip the best gear in the game. Those stats are useful enough to your class that you'll probably want to have them at least that high anyway, and it still leaves quite a few points to put in other stats. Informally, I'd estimate that you're left with around 30-40 points to spend however you like.
The gear requirements betray the fact that stats are there, but are a hang-over (or just as an illusion of character building)
DA:O had those irritating stat requirements for abilities. Like how if you wanted to be a sword and shield warrior, you had to boost dex, which was otherwise not very useful. I guess you could call that a cost...
[re: backstab]
That wasn't my experience - a rogue behind the enemy made the Mage AoE hard to time, and also would put him in the middle of the scrum.
Heh, I never noticed that it made much difference whether the rogue was in front or behind if you were AoEing. But DA2 presents the same problem. If your rogue backstabs and then you decide to AoE, you need to move him. In theory, I can see how position could matter. Position is critical in turn based games, but in real time games, there's always a degree of uncertainty when you engage an AoE, since the battlefield can change between the time you give the command and the time it is carried out.
I had to pick the outliers for my rogue and those not in the mage's line of fire.
Not sure what you mean by outliers.
Then watch the fruits of my work. DA2 - press a button, and it auto-awesomes it all for you.
Well, it teleports you behind the guy certainly. DA2 still has flanking bonuses, as I recall, so it's still worth continuing to attack from behind once you're there, but your rogues aren't totally gimped if they can't be arsed to stand in the right spot without you babysitting them.
[re: companion armor] Hmm, esthetics over RPG conventions - not for me thanks. It does make sense for companions to prefer certain gear, but if we go down that route, we'd end up questioning why any companions are really with you,
Huh? Maybe because they like you? Generally, companions in Bioware games can and will leave of their own volition if you piss them off enough.
or why they are even controllable in battle by you, especially if you give an order that 'kills' them but allows the rest of your party to potion up.
Yeah. I mean, I could rationalize all that. Maybe when you control them, you're actually roleplaying that character rather than having Hawke give orders. But eh. Kind of a weak argument, I admit.
[re: Inventory auto segregation] I meant picking up stuff the game said was just "junk". I want an RPG to put effort into lots of gear options, so that I can decide whether +5% fatigue and +1 strength is better than -1 Dex and +10% critical chance. Once you start auto-junking, why not auto-monetizing? Or just cut out like ME2.
I see what you mean. I think those are mostly meant to replace the obvious junk. If you're 90% of the way through the game and you get a set of iron chain boots from a Darkspawn, is there any question that it's vendor trash? I think their heart was in the right place, but an argument can be made that they didn't find the right balance.
[re: Fewer dialog options]Comparing to DA:O 1,000,000 words, DA2 400,000 words, DA:0 56,000 spoken lines, DA2 38,000 spoken lines (39% of which are Hawke's) http://360.mmgn.com/News/Dragon-Age-II-Shorter-but-More?
Ah. Well that's not exactly the same as fewer dialogue options. That suggests more to me that the game is just shorter.
[re: Should Me3 be like DA:O, like ME2, or like CoD?]I would try to sell to CoD people. However... if before that, I'd failed at turning another of my IPs (Dragon Age) into a CoD emulator, I would be thinking twice.
You think that's what DA2 represents? An attempt at making a game more like Call of Duty? Out of curiosity, have you played Call of Duty? I have, and I don't feel like they have any of the same appeal at all....
Sales on DA2 are lower than Origins (even though the "dumbing down" and reduction of the target audience age range to 13-19, was supposed to get it to sell way beyond the predecessor) and the fans are mutinous.
I don't think it's necessarily fair to attribute that to "dumbing down". As I mentioned earlier, it is very buggy, and has an extreme amount of asset reuse. Even a person like me who is mostly willing to defend their other decisions still finds the game a bit disappointing.
Half of them sound as though they will never pre-order again. So BioWare have clearly lost the plot in some desparate attempt to sell at CoD levels come hell or high water. It would be nice if customer feedback like this forum prompted them to stick to what they are excellent at, and keep ME3 as a marriage of ME1 and ME2, rather than a space Cod.
I really don't think they'll try to make it like CoD. I think that's just your fears and prejudices at work. It seems that CoD represents all that is wrong with gaming to you. It's actually a good game, and the market has an interest in games of its type. But the market won't bear *every* game being like it, which is why it would make no sense for EA to try to emulate it with the Mass Effect franchise. As I mentioned, they already have Medal of Honor.