Guy Jackson said:
I'm an elitist PC wanker gamer, and I hate the dumbing-down of games as much as the next guy. But something I've seen said over and over is that ME2 was a dumbed-down game compared to ME1, and that just isn't true. So here comes my rant.
RPG elements are only of value when they add depth. Depth is only added by choices that matter. The basis of my argument here is that the additional choices in ME1 (such as what armor to wear, or where to put skill points) didn't matter at all.
ME1 had a cumbersome inventory system that added no depth whatsoever to the gameplay because there was never any choice. I've played ME1 a dozen times, and not once have I ever had a dilemma over whether to use this weapon or that weapon, or this armor vs that armor. Whenever I get new loot I just look to see if any of them are bigger and better than what I have and then swap out accordingly. In order for there to be a choice there has to be a situation such as this: you have two weapons to choose from, one with great range and the other with great damage, which do you choose? Or like this: one armor protects you from damage type A, the other from damage type B, which do you choose? This kind of choice never, ever happens in ME1. New armor is always better than old armor in every way, so there is no dilemma, no choice, no depth. Removing the inventory system did not strip the game of any depth, it just streamlined it.
ME1 had more skills than ME2, and the skills had independent cooldown timers. In ME2 there were fewer skills and they shared a single cooldown timer. Again, this was critised as "dumbing-down" but it's actually the opposite; by having a single cooldown timer ME2 actually introduced a new choice (which skill to use) that actually matters, thereby adding depth to the game (in comparison to ME1 where there was no reason not to use every skill at once).
ME2 also merged similar skills together. For example ME1's Sabotage, Overload and Decryption were merged in ME2 to form a single skill called Overload. This would equate to a lack of depth if there were times in ME1 when you would use one of those skills and not the others, but I for one never encountered such a situation. It was always a case of either spamming all three or spamming none of them, so again this is not a lack of depth, it's just streamlining.
It's almost ironic, really; the people who claim ME2 is dumbed-down are only demonstrating how dumb they really are, as they have mistaken choices that don't matter for choices that do.
You might have the beginnings of a point if you actually knew what you were trying to address. That's not insulting, it's simply that you seem to be basing your arguement off of rants you've seen from other people who were also misinformed, rather than looking at the issue itself.
In general the battles involving Mass Effect revolve primarily around RPG gamers vs. shooter gamers. It has little to do with any kind of "PC elitism" as the arguements are universal and accross platforms, with console gamers being upset by most of the same issues that are being discussed.
The bottom line is that RPGs require a game to be stat based, as opposed to depending on the skill of the player. The original "Mass Effect" included things like weapon skill, aiming your targeting sight at the opponent and hitting "fire" meant very little, as the success or failure of your shot depending on your character's weapon skill, vs. the opponents defensive abillities, with an invisible dice being rolled to determine success or failure. This meant stats like "accuracy" were influacing the results rather than your abillity to aim. Some shooter player could run up with a weapon, fire it point blank, and miss entirely, if they didn't have the requisite weapon skills to even make that shot. Likewise exact aim wasn't all that important to someone who had high weapon skills, the intent mattered more than anything, and firing in generally the right place was enough.
In this case the "dumbing down" is because with the RPG mechanics, the game was largely an intellectual exercise, it was about setting up the skills, gear, and other things to get the results you wanted. Without the RPG mechanics the game became another shooter, where anyone could just aim and fire a gun and have the weapon hit if they had the targeting sight in the right place, making it totally dependant on the abilluty of the player to twitch his way through the fights, rather than the stats and how they built their character.
Differant kinds of games appeal to differant players, and by de-doing the whole game into another reflex based shooter, catering to the whole "I don't want to look through menus and compare numbers" crowds, they really did dumb it down in a literal sense, by making it a game that required little if any thought on the part of the player. The game became just another shooter, with some cartoons thrown in between levels.
The thing is that it's hard to be nice when making an arguement like this, when the whole issue that mandated the changes was LITERALLY people not wanting to have to think or understand things in order to play the game. It's not hype or flaming, in this case they literally made the game dumber accross platforms, in order to try and draw in a larger group of customers and make more money.
Now, normally I don't think anyone would care, if there were still a lot of RPGs being made out there, but there aren't. Finding a good "AAA" stat based RPG is increasingly difficult, as everyone doing development wants to appeal to the lowest human denominator possible to increase the customer base. People were content with the whole "Shooter fans have Halo and Gears, we have Mass Effect" breakdown, live and let live at it's finest. Nobody was heading over to the Halo forums and saying "hey you people should play only smarter games, and Halo should replace the entire shooter basis of the game with stats, itemization, and inventory management". Right now the issue is that the game developers replaced all the things that made "Mass Effect" an RPG with shooter mechanics, and that slotted off the core fan base that was supporting Mass Effect because it was an RPG.
RPG gamers are so vocal because we're NOT a tiny group of people, by the numbers we are outnumbered by the shooter fan base, but we still represent millions upon millions of gamers. We ARE a hugely profitable group to cater to, we're just not the MOST profitable group, and that's why we keep getting "sold out" so to speak. Everyone figures they want to go after the bigger bucks, not simply being content with making a substantial profit.
There is room for both shooter fans and RPG gamers to co-exist in the market, it's just that RPG gamers need to be catered to as well.
Also, when you consider that there is a sort of "proud to be dumb" mentality among the shooter fans, it's really hard not to jump on that in discussions. If you look at explanations as to why your typical action gamer doesn't like RPGs, which comes down to number crunching, menus, and all the other stuff that defines it, there is no other way to look at it since they themselves will say they want a game that gives immediate gratification and where they don't want to have to do things like think or read. When people will go off on rants about how menus and text are bad, how else do you view those things? It's not like someone is forcing the action gamers to sound off on this at gun point.
Where the PC Vs. Console debate comes up is more about interface, than actual game content. The issue is usually that game developers don't want to go through the trouble of developing seperate user interfaces for differant systems. As the consoles have less buttons availible, it means that a system like a PC is going to be limited to everything being done with only that many buttons no matter how they are located. This can make things needlessly cumbersome when you need to work through a portion of an interface to do something that could be assigned to a single keystroke.
Likewise, there are also issues on why a game can't do certain things that should be easy for a PC, when it largely comes down to the developers having used up all the viable buttons and combos that can be used on a console.
It's not an easy thing to resolve because if you add in all these features for the PC due to a better interface, the console users scream about getting an inferior version of the product. If you don't give PC users any features that a console doesn't have, omissions become more noteworthy (ie things that the game should have based on titles optimized for the PC) and people complain about how the console release was holding back the game from working to it's full potential on the PC.
Totally differant types of arguements.