Onyx Oblivion said:
Woodsey said:
Ah yes, God-forbid genres evolve in any way.
Moral choices are not "shoved" into the game, they're a gameplay element (along with the conversation system) in their own right.
Christ, it's not like calling GTA IV an RPG for having 2 whole choices stuffed into the tail-end.
You didn't understand me, I think.
I never accused moral choices of being shoved in, I'm saying that choices aren't what makes an RPG.
When one says RPG elements, they mean things like the stat management in San Andreas. Not choices that shape the story. I'm not saying that San Andreas is an RPG, btw. Just stating what RPG elements are. Mass Effect 2 had barely any of that. Mass Effect 1 did. Guns had stats, and more than 2 variants per class of gun, too. You had an inventory to manage (a little too frequently, but it was there).
The RPG elements of Bioshock wasn't the little sisters, it was in the tonics and plasmids...
No, both are "RPG-Elements". Because "Role-Playing" does not mean just assuming a role, but also interpreting how your role is going to react to the situations presented in the game. If the game does not give you any opportunities to make your role react the way you think it should, then there is no roleplaying.
For example Diablo: it is said to be a RPG by a lot of people. But taking a closer look, there are less rpg-elements in it than in bioshock. You can choose a class and distribute points ect... which are features often found in RPG Games. But there is no way to customise your role beyond that. You simply go kill stuff and do quests to kill stuff.
Now, not all choices need to me moral only like the little sisters in bioshock. For example Fallout 1 and 2 also made it possible to play more or less pacifist (for example, its possible to speedrun 1 while shooting only one guy in combat, using a glitch though).
In Diablo, you are basicly forced to kill everything. Your only choice is how all the soulless mooks are going to be killed.
Giving the player ways to define his or her role is what RPG makes unique. It involves both character building and an certain amount of influence on everyhting else what defines your role.
Also, your point about ME2 being no real rpg because there are less skills is invalid. Its not the pure amount of skills or stats that makes the rpg a rpg. Its about giving the player a choice how to build and play the character. And ME2 does make an even better job than ME1 because you need to choose between the skills and even customise them on the final upgrade. You cannot spam everything either in combat. Its quite a different style there but it is certainly not inferior to the simple do a lot of everything way of ME1.
And we certainly dont need a "shoot better with a certain weapon" skill because all weapons are more unique than just a different amount of damage or accuracy.
The point is, take away the choices and then you really just have a shooter or mindless hack and slash. Even if there is an abstract number on which level your character is. Which might as well be replaced with the number of the quest/dungeon/mission/level of the game itself, when there is no meaning to it beyond increased stats or another skill to spam.