...heh, would I even consider Witcher an RPG by my definition? Maybe not. ;-) I've always found Geralt a complete bore, so his fixed perspective's never really been something I've enjoyed (I've still not played TW3 as I've always wanted to do another run of 2 before it, and so playing one very large game just to set up another large game is an undertaking I've not had time or inclination to do).Joccaren said:Not quite, other open world RPGs do exist [E.G: Witcher 3], however Bethesda are the most well known in the genre in general.
Bethesda are rightly well known for it, though, given whilst CDPR are newcomers to it Bethesda have been doing it for generations.
I agree I can't lay claim to any objective points about what precisely makes an RPG and what doesn't - it is, ultimately, subjective. I reject the term sandbox being applied to a TES (or even a contemporary Fallout), though, mostly because I feel it's a lazy, clumsy, and misleading term that doesn't suit anything but, say, Minecraft or perhaps action oriented games like Saints Row (here's a game area - cause mayhem. in an open-world RPG the 'doing' that matters can simply be which direction you walk, or why).What you describe also isn't necessarily a greater roleplaying experience, but a greater sandbox experience. You prefer expression in the characters you role play, and the ability to tell the story, but that isn't the definition of role playing. It is a type, a form, of role playing, but it isn't a more valid, or more true, sense of role playing than any other.
It does depend, but I'd argue that example reflects an abject failure of imagination on the player's part - and imagination and projection is surely a defining characteristic of role-playing.Some people will enjoy and understand a character they're given to role play, far better than they would one they made up on the spot [Hot Elf Ranger being by far the easiest target of this], and can get properly immersed in the point of view of that given character, whereas with a self created character they simply use it as a vehicle to do what they as a person want within the game world, not play the role of the character they created. It really depends on the person, and the character, as to how this goes.
Do you concede, at least, the term has been watered down almost to the point of meaninglessness? What game these days doesn't have lite-RPG elements?
I don't understand the 'hot elf ranger' reference, though, unless you're just referring to a [variously sexist/reductive] trope?
Actually, no - I very likely racked up more runs of ME1 than 2 or 3, because before I discovered and started using Gibbed I had to play it to generate continuity via file transfer. The entire series was 'a narrative driven variously middling 3rdP shooter with light RPG elements' to me.This tells me that most of your experience is with Mass Effect 2 and 3, and yes, they were shit for role playing. Its one of my biggest complaints with them. 2 was functional, 3... The writers just took over and the character you had created and were playing as no longer existed in its entirety. More than a few people were pissed off at that.
I felt the series went from strength to strength as far as design cohesion and focus went, given by 3 we not only had far more acceptable 3rdP combat, but the writers were imposing more of a personality on their Shepard.
Well, subjectivity is as subjectivity does... As I said, for me the series improved. ME2 is my personal favourite, but in terms of overall design, strengths of each element (writing, presentation, gameplay, etc), and incredible range of content as a complete package (so often DLC is filler, but its DLC's and expansions transformed it)? ME3 was, for me, one of the best games of the last gen, and an incredible way to round off one of that gen's most accomplished series.ME1 had promising beginnings, but rather than improve on them they tried to go mainstream. Worst mistake of the series, that led to literally all the problems the series as a whole has
However, one element which certainly did rather go off the rails were the Renegade options. By 3, they're just the 'Shepard's A Genocidal Arse' option as opposed to anything else. I'm surprised they didn't let RenShep flick pencils at peoples heads, spit in peoples faces or drop litter wherever they walked...
In terms of creating a role to play, it is objectively superior to anything like Mass Effect or even Dragon Age.I feel the same about Skyrim. Skyrim is a terrible role playing game. You have no real choice in how you express your dialogue - its all just one option.
As for Bethesda's dialogue? As I've either said in this thread, or the other one about RPG's (can't remember); for me the dialogue in TES's is representative of what your character is saying. People who complain about the PC's dialogue in TES's always seem like they don't get the series or the concept of RP'ing their own creation; the neutrality of Skyrim's options is ostensibly there so as to not tread on your RP'ing toes too much. Adding more flouncey or personalised text would creep on the player's internal RP - hence why Fallout 4's an anti-RP'er to me, because everything about it asserts a ferociously bland 'character' whose story we're supposed to be forwarding (watch any LP where the player tries to assert a 'bad' or raider-y role, and you'll see how ridiculous Fallout 4 is as an RPG).
As I mentioned in the other thread; Morrowind's a sublime example of how to start a game and give the player room to create their character, and have their actions be consistent to a role. For me, even though Skyrim's opening is poor compared to Morrowind, the dialogue still ties in to that ethos of not stepping on the player's role too much.
You seem to see the text as a literal representation of what your character is saying, and thus the restrictions impinge on RP'ing. The choice that surely most matters is the one you made in having your character even talk to whoever they're conversing with. TES empowers the player, and their created role, in a way no Mass Effect could ever do; what drove your character in Skyrim to seek out the Brotherhood? Why did they decide to help one side in the war? Why did they hike up to High Hrothgar?
You concede that all RPG's have limitations, so why bridle at TES's structure? Only in TES do you have the freedom - real freedom, real choice - to discard the MQ and 'destiny' entirely, yet still burn through 200hrs worth of gameplay and emergent narrative. Each faction is a building block, or chapter, of a story you're telling. Unless the player RP's the same role over and over, not all characters will hike up to the Greybeards, or care about the war. Even if the player hasn't seen a given faction yet, they always have the option to walk away, to remain consistent to their character if a choice its scripted arc asks of you goes against it.
The analogy I tend to use is; Bethesda provide the canvas and the basic tools, and the player creates the picture. A given colour or brush never changes, but how they're used does depending on RP (modding provides even more paints and tools).
...is Morrowind a vastly superior role-playing game to Skyrim? Sadly, yes, so Skyrim wouldn't exactly represent any kind of pinnacle of design. In Morrowind not only is its opening respectful of near limitless options for RP'ing, you can famously choose to slay any and all NPC's, incurring only a textbox warning that you've just created a world that may well be doomed because of your actions. But then it lets you get on with whatever story you were in the process of creating, if that's a consequence you're happy to retain.
Would more text options be nice in Skyrim? Absolutely, as well as more consequences, a less intrusive opening, better writing/combat, and so on... But for me the approximated text doesn't really matter (there's really no difference between what TES or even Fallout 4 does, and what BioWare do with their suggestive text) - the choice of why your character's even speaking to that person in the first place (and whether they're going to continue or stop) is what matters.
If a faction is there to support an expressed RP, what on earth is that, if not a literal acknowledgement of a possible role?It tries to make any role you could play technically viable, but it fails to actually acknowledge any role, or let you properly play it.
I feel if I'm using the term too harshly (which I'd pretty much concede, given I barely count ME as an RPG), you're using it far too loosely as to be almost meaningless.ME is tied to the acronym because it is a great role playing game. You don't have to tell the story to be able to play the role, and ME lets you play the role of Shepard just fine. Its a restricted role, but that doesn't reduce its role playing credibility at all. All roles are restricted in role playing.
Because---
---that ostensibly makes Uncharted a frikkin' 'role' player, if neither freedom to change or create a story or the creation of a role doesn't matter.Role playing is about playing a role, whether its one you define, or one that's defined for you, or somewhere in between.
So they're using a clever way to keep exploring a universe whilst not treading on the toes of the various head-cannons of players? And this is a "cash in", and not good, respectful design?They're doing a sequel, in another galaxy, with some contrived plot, so that they get to throw all the fanservice they want in, but detach themselves from any of the consequences of the way they ended the story - which literally changed the entire Mass Effect world.
Well, that's 100% speculation. It could turn out to be a cynical sequel, or it might not.It'll come out, and it'll be another Jar Jar Abrams/Michael Bay knockoff, with a pretty shallow and uninteresting, but fanservicey plot, and without a meaningful story it wants to tell about the world, just another one its trying to tell in it for the sake of selling more games.
If we're in prediction mode? Going from all that's gone before - Mass Effect and Dragon Age - I'd say it'll very likely be a game I'll end up enjoying and sinking a lot of hours into, given, so far, BioWare have never let me down when it comes to character narrative, dialogue, and having an engaging world to place those in. DA:I was/is incredibly frustrating and, frankly, loathsome (SP MMO design) and idiotic (puddle shallow combat) at times... but it still had it where it counts for me.
I do very much hope DA:I's core - utterly banal - design flow isn't carried on to it, though. 'Collect/kill X number of Y' isn't 'content', it's just filler. In DA:I you can at least ignore almost all of it, so if ME:A is blighted by such lazy design I hope they allow you to essentially skip it.
They're bringing back the Mako, but can they make it worthwhile whilst retaining a sentimental notion of 'exploration'? I don't see how, unless they had another two years added to the dev cycle. DA:I's zones were utterly gorgeous - modestly sized masterpieces, meticulously lit and detailed, with sound design (and surprisingly subtle music) to match. But 'find X of Y' isn't 'content' to give those areas real value or identity. Gamers seem to want 'exploration' back, but I'd argue it was never there in the first place; ME1's bouncing over palette swapped terrain - x50, or however many uncharted worlds it included - isn't exploration, it was window-wiping a map for POI's. Its 'content' on those worlds was just as much filler as DA:I's.
Personally, I don't feel ME:A should bother to try to scratch that itch. We have games like Elite right now, and Star Citizen around the corner/on the horizon/probably-coming-out-sometime-this-century, and so a notion of what exploration really is in a sci-fi/sci-fantasy game is no longer what it once was.
...and yes, Elite features not just 50 odd, but a few billion airless palette swap terrains to bounce over looking for 'content'. But, ironically, I love that because it is consistent with its more harder sci-fi vibe - space as we know it is a pretty dead, empty, imposingly lonely place. If Mass Effect Andromeda was a harder sci-fi game and wanted to depict more realistic lifeless worlds, I'd be all for it. But it's not, ergo when the player's down on the surface they need things to do of real value (which is why I preferred ME2's much smaller 'away' missions).
Given ME and DA are jack of all trades, masters of none already, there is simply no way ME:A can wear the hat of A/RPG, 3rdP shooter, and actual galactic exploration and do the latter competently. ME and DA are heavily compromised as it is, so precisely how will ME:A compromise on its 'exploration'?
Oh, one thing I genuinely do really hope they pull off is in depicting worlds and phenomena that are still plausible yet visually spectacular - frankly, there was barely any of that in the ME trilogy. Apart from some of its planet and system descriptions, it barely ever felt like a game concerned with the actual cosmos or astronomy. Take some cues from Interstellar and try to render a black hole (I gather they omitted the visual effect of relative Doppler shifting? so it'd be fun for ME:A to go one further and model that as well), for example, or build in missions around events such as the cliff-height tidal forces seen in the film (ME3's excellent Leviathan DLC featured a gorgeous looking water world, but nothing about the mission tied in to the conditions there). Have a key plot strand in the dangerously close vicinity of a neutron star, and so on.
The universe is a fertile ground for spectacular mind bending weirdness, but I never felt Mass Effect really bothered to draw from that. It'd be great if ME:A did.