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Post by Cyonan on Sept 2, 2016 2:04:53 GMT
I had thought you were saying that we weren't unpredictable even before that. I've said before that Humans are neither 100% predictable nor unpredictable, however it leans more towards predictable once you get to know individuals. You can tell that they're going to treat it as a flirt, but how could you predict that Vivienne for example is going to shut you down if you flirt with her? You couldn't unless you looked that up. Assuming you mean the interrupts and special paragon/renegade dialogue that insta-wins the situation, I'm not a fan of those either. Why shouldn't definitions change as our technology and the world changes? When the original tabletop RPGs came out, we didn't have computers capable of running cRPGs. Even games like Baldur's Gate are fundamentally different from how D&D is played as a pen and paper game. One thing I'll note about D:OS is that, since it's designed to be co-op, if playing in single player then you are controlling two characters. They're also both voiced. It's the one I liked the least out of the games I listed. Personally I'm looking forward to Tyanny but given that it's made by Obsidian who made PoE, I suspect it'll also be just as story driven. What I would love is for a pure RPG to use the dialogue system designed by Eidos for Deus Ex Human Revolution and Mankind Divided. It's by far the best dialogue system I've ever seen in a game, but the capacity to RP in those is ultimately hamstrung by the same thing Mass Effect is in that you can really only choose to be one of 2 different types of Adam Jensen. I don't question the entire setting because dice aren't complex, while Humans are far more so. To be fair I also wouldn't question a bunch of NPCs acting odd if, for example, I was in an insane asylum. Obviously at that point I expect those NPCs to not act like I would expect a "normal" person to act like. That's why I've been saying "unless explained", because there are cases where it does make sense. Plus in general, NPCs are far more vital to a setting being believable than something as minor as dice are. At some point, it'll break beyond my limits of my suspension of disbelief.
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Post by Sylvius the Mad on Sept 2, 2016 4:00:16 GMT
You can tell that they're going to treat it as a flirt, but how could you predict that Vivienne for example is going to shut you down if you flirt with her? You couldn't unless you looked that up. DAI was a massive improvement over the previous voiced games, largely for this reason. Stuff the Inquisitor tries doesn't always work. I can't recall a single instance, though, of Shepard being nice and having that backfire. DAI also benefitted from being able to turn off the tone icons, but unfortunately not all the icons could he turned off, and the flirt icons were one of those. Had we been able to disable all the icons, DAI likely would have overcome this problem to my satisfaction. Yes, that's what I meant. Those were appalling. I knew they would be as soon as the interrupt mechanic was announced. I complained on the forum, and Casey Hudson actually admitted that the player wasn't supposed to know what was going to happen. It was then I decided that if ME2 didn't have some other seriously redeeming feature I would abandon the franchise thereafter. And I did. MEA's promise of open exploration is what has drawn me back. They should. They need to capture the new things. But the definition still needs to apply to the old things. If there is a meaningful definition of RPG, it needs to apply to all RPGs. And once we have that, we can use it to determine what else is an RPG. But if the definition then covers things that we don't think are RPGs, then we've devised a poor definitionand should try again. Whatever definition we use today needs to apply to Paranoia and GURPS as much as it does to any CRPG. I prefer to play multiple characters. BioWare hasn't allowed that since BG2. I don't need to suspend my disbelief because I'm in-character. My character doesn't have to believe his world is real - he KNOWS it's real.
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Post by Sartoz on Sept 2, 2016 12:39:46 GMT
<<<<<<<<<<(0)>>>>>>>>> All I can say is that Cyonan and Sylvius are interesting reads. I never allow myself to go that deep into a game nor have I played D&D. I was more into the Strategy & Tactics board games (still am). Like these: en.wikipedia.org/wiki/List_of_board_wargames#Tactical
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Post by themikefest on Sept 2, 2016 15:22:28 GMT
DAI was a massive improvement over the previous voiced games, largely for this reason. Stuff the Inquisitor tries doesn't always work. I can't recall a single instance, though, of Shepard being nice and having that backfire. Male Shepard gets turned down by Samantha
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Post by stysiaq on Sept 2, 2016 15:28:56 GMT
I'd definitely be glad with a silent protagonist, so my imagination isn't that restrained. But I doubt it will happen; ME trilogy model proved to be successful after all.
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Post by Cyonan on Sept 2, 2016 18:08:25 GMT
DAI was a massive improvement over the previous voiced games, largely for this reason. Stuff the Inquisitor tries doesn't always work. I can't recall a single instance, though, of Shepard being nice and having that backfire. DAI also benefitted from being able to turn off the tone icons, but unfortunately not all the icons could he turned off, and the flirt icons were one of those. Had we been able to disable all the icons, DAI likely would have overcome this problem to my satisfaction. I'll agree that DA:I was a huge improvement. It always bothered me that in almost every case, flirting with a squadmate basically led to getting into their pants. It felt like everybody was just standing around waiting for Shep to romance them. That seems more like a writing issue though, and not an issue of silent vs voiced. Admittedly I'll grant that flirting is probably one of the easier tones/intents to get away with assuming in a silent PC game without too much issues, as well. I can see what they were going for, and I like the idea that the PC isn't just this largely passive observer during dialogue that waits for their turn but the implementation was just poorly done. The problem starts showing up when you get into just how different they are. Even Baldur's Gate is very different from the D&D ruleset that it's based on when played in pen and paper format. At that point RPG becomes so broad a definition that it becomes almost useless as a term because it doesn't describe anything specific anymore. Typically that's when we get into sub-genres which in this case would be things like Pen and Paper, cRPG, etc. So Mass Effect would be a RPG but it wouldn't be in the same sub-genre of RPG that Baldur's Gate is. Kind of like how there's dozens of different kinds of metal music, but it's all universally just "metal" above that and really only the people really into metal music actually refer to anything by their specific sub-genres. Well the up side is that during dialogue both can get involved, though your other companions(which you can have a total party of 4 if I remember right) can't be the face of the party. To me this is something that's big enough to pull me out of character and makes me go "Wait a minute, that's doesn't seem right".
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Post by Blast Processor on Sept 2, 2016 18:56:56 GMT
I don't have a problem with a silent protagonist as long as the camera view is first person. Third person with silent protag is just weird.
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Post by Sartoz on Sept 2, 2016 21:23:52 GMT
I'd definitely be glad with a silent protagonist, so my imagination isn't that restrained. But I doubt it will happen; ME trilogy model proved to be successful after all. <<<<<<<<<<(0)>>>>>>>>>> You don't find a void with a silent protag?
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Post by Sartoz on Sept 2, 2016 21:29:48 GMT
<<<<<<<<<<(0)>>>>>>>>>>
The romance options in previous games seemed more like quests.
ME:A romance mechanics have changed, according to Bio, More organic... more natural. The implementation will be an interesting exercise to see. Which probably means getting into someone's pants = harder proposition.
The 64 dollar question is whether the romance effort will only reveal itself just before the Big Bad and last Boss Fight.
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Post by Sylvius the Mad on Sept 2, 2016 23:22:26 GMT
DAI was a massive improvement over the previous voiced games, largely for this reason. Stuff the Inquisitor tries doesn't always work. I can't recall a single instance, though, of Shepard being nice and having that backfire. Male Shepard gets turned down by Samantha I didn't play ME3 until after DAI. And even then I wasn't really invested in playing ME3; I just wanted to see what all the fuss was about regarding the endings. I still don't get it; the endings were fine.
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Post by Sylvius the Mad on Sept 2, 2016 23:23:35 GMT
You don't find a void with a silent protag? I know I don't.
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Post by themikefest on Sept 2, 2016 23:56:28 GMT
Male Shepard gets turned down by Samantha I didn't play ME3 until after DAI. And even then I wasn't really invested in playing ME3; I just wanted to see what all the fuss was about regarding the endings. I still don't get it; the endings were fine. You posted that you don't recall a single instance of Shepard being turned down. I posted that maleshep does. What I don't get is you played ME3 once? Correct me if I'm wrong. So why make that comment based on one playthrough.
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Post by Sylvius the Mad on Sept 2, 2016 23:58:14 GMT
I'll agree that DA:I was a huge improvement. It always bothered me that in almost every case, flirting with a squadmate basically led to getting into their pants. It felt like everybody was just standing around waiting for Shep to romance them. That seems more like a writing issue though, and not an issue of silent vs voiced. Admittedly I'll grant that flirting is probably one of the easier tones/intents to get away with assuming in a silent PC game without too much issues, as well. My understandingim is that flirting was the reason they implemented the tone icons in the first place. There were reportedly too many complaints about ninjamancing in DAO. Agreed. The interrupts are, in theory, a useful tool. In Exile and I worked out an elaborate replacement system for them which would provide the same character agency (as distinct from player agency) as the current interrupts do, without making them impossible for a roleplayer to use. I found both the unpredictability of the interrupts and the QTE aspect of triggering them to be fatal flaws. Both need to be eliminated for interrupts to work. Incidentally, I sent In Exile a bunch of PMs before BSN went read-only in the hopes that we wouldn't lose touch with him, but the PM archives have been hidden from public view, so I don't know if he received the information in time. That doesn't stop them from having a useful definition of metal, though. Fans of Doom Metal and Speed Metal and Grindcore can still have a meaningful discussion about whether KISS is metal without worrying about into which subgenre it might fall. 2 is better than 1. That only happens to me if my character does something untenable, or if the game world reacts in an unbelievable way. There's a great example of this in NWN2, where you're given 2 options for which faction to join, and you have to respond then with a preference (even though you're talking to a third-party). But that expressed preference instantly becomes the only available option - the relevant NPCs and quest items for the other faction simply vanish. So not only can you not lie to that third-party, you also can't change your mind later if presented with new evidence. The world just doesn't make sense. NWN2 did this sort of thing a lot. I was really disappointed by that game. Another example of something I find game-breaking is how KotOR2 tried to do the same thing KotOR did with the protagonist having a backstory that was relevant and of which the player was unaware. But the problem in KotOR2 was that the protagonist knew that backstory, so it should have been influencing his behaviour, but it couldn't because the player didn’t know what it was. This is a recurring feature of Obsidian's games, and I can't stand it.
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Post by Sylvius the Mad on Sept 3, 2016 0:05:40 GMT
I didn't play ME3 until after DAI. And even then I wasn't really invested in playing ME3; I just wanted to see what all the fuss was about regarding the endings. I still don't get it; the endings were fine. You posted that you don't recall a single instance of Shepard being turned down. I posted that maleshep does. What I don't get is you played ME3 once? Correct me if I'm wrong. So why make that comment based on one playthrough. I also didn't play MaleShep. I couldn't work with Mark Meer's voice over. Too military. That Shepard can actually fail at something he tries to do is a good feature. I didn't know it was there. I wasn't going to spend much time with ME3. I knew I wouldn't like it (and I liked it even less than I thought, despite significant mechanical improvements I hadn't been expecting). I also played it late enough that I didn't need MP to accrue war assets, so by then it was better than it would have been at release.
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Post by Cyonan on Sept 4, 2016 3:43:14 GMT
My understandingim is that flirting was the reason they implemented the tone icons in the first place. There were reportedly too many complaints about ninjamancing in DAO. That's something that needed to be addressed but probably in a better way. People will sometimes take what you're saying as flirting even if it's not, but you hardly ever just "accidentally" end up in a relationship with somebody as a result of it(which was the ninjamancing problem). There should have been a clarification point where one character will essentially ask the other character out officially. I think DA:I sort of does this where it'll give you a notice that says "You will enter a relationship with X character". I think the trick is making it predictable and not QTE without effectively just making it another dialogue option that pauses the conversation and asks "Would you like to input something here?". We already have a few of those in normal dialogue. Though I'm really not sure how one would go about doing that. Most of the metalheads I know will say that Metal as a broad definition is pretty useless outside of casual fans because there is so many sub genres with too much difference, much like how many hardcore RPG fans will say RPG as a definition is also pretty useless. To be honest as a FPS fan, I think the term FPS is also pretty useless in accurately describing the game beyond the absolute basics. Half-Life is vastly different from Call of Duty, but they're both just "FPS" because they're both first person with guns. Plus we eventually have to start including JRPGs too and they're just an entirely different beast from the "Western RPGs" that we've been talking about. The thing with me is that the NPCs all acting like they've got multiple personality disorder will start to make the world not believable for me.
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Post by Sylvius the Mad on Sept 4, 2016 5:18:40 GMT
People will sometimes take what you're saying as flirting even if it's not, but you hardly ever just "accidentally" end up in a relationship with somebody as a result of it(which was the ninjamancing problem). Whereas I've actually done that, so it didn't seem weird to me. And thus abandon any possible relationship with other characters, too, which seems a bit heavy handed. This is another case where I'd like to see the line decision hub and the action decision hub presented separately. That just means there are subgenres, not the overarching genre doesn't exist. JRPGs are a great example, because I think they fail the test. I can't imagine any functional definition including both tabletop RPGs and JRPGs without also capturing adventure games, strategy games, sports management games, and flight simulators. Many JRPGs can't be roleplaying games without rendering the label useless.
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Post by Cyonan on Sept 4, 2016 8:16:10 GMT
And thus abandon any possible relationship with other characters, too, which seems a bit heavy handed. This is another case where I'd like to see the line decision hub and the action decision hub presented separately. Well it would come down to the writing. In Mass Effect 1 if you flirt with both Ashley and Liara, you'll eventually reach a point where they confront you about it and make you choose one. The only reason you'd have to abandon any possible relationship with other characters is because the writers forced you to do so. Fallout 4 is voiced and lets you have a relationship with multiple companions. It was probably because they didn't want to bother to code in the checks for that, but it's still there. I said that they're useless as descriptive definitions, not that they don't exist. FPS as a genre exists, but telling me that a game is FPS tells me very little about it. Is it an arena shooter? Class based shooter? Modern Military Shooter? Twitch Shooter? Those things tell me more than simply "FPS". Though should RPG not follow the same thing? RPG is now the broad definition that encompasses everything while Baldur's Gate and Mass Effect would be two different sub-genres of RPG. Is Doom Metal not still Metal, even if you're somebody who is looking for Speed Metal? Is a cinematic action RPG not still a RPG, even if you're somebody who is looking for an old school cRPG? The label just has to get more broad to encompass it as well which yeah, will make it less useful. Though as I've been saying, it's not like those broad labels are all that useful from a descriptive standpoint anymore anyway.
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Post by Sylvius the Mad on Sept 4, 2016 23:48:46 GMT
I said that they're useless as descriptive definitions, not that they don't exist. FPS as a genre exists, but telling me that a game is FPS tells me very little about it. Is it an arena shooter? Class based shooter? Modern Military Shooter? Twitch Shooter? Those things tell me more than simply "FPS". They tell you more, but that doesn't mean FPS tells ypu nothing. Is Starcraft an FPS? Is FIFA an FPS? If you can confidently answer those questions, then you have a useful definition of the genre. There's no reason why RPG can't have a similarly useful definition. And if we find one, we should be able to identify some threshold beyond which a game is not an RPG. We can do that with FPS. Why not RPG?
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Post by KaiserShep on Sept 5, 2016 0:53:14 GMT
As riveting as this is, I can feel nothing but gladness that the silent protag is dead to Bioware for good. Heck I'm even gladder that it's even presumably gone for Bethesda.
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Post by KaiserShep on Sept 5, 2016 1:32:11 GMT
I know right?
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Post by Cyonan on Sept 5, 2016 3:03:54 GMT
I said that they're useless as descriptive definitions, not that they don't exist. FPS as a genre exists, but telling me that a game is FPS tells me very little about it. Is it an arena shooter? Class based shooter? Modern Military Shooter? Twitch Shooter? Those things tell me more than simply "FPS". They tell you more, but that doesn't mean FPS tells ypu nothing. Is Starcraft an FPS? Is FIFA an FPS? If you can confidently answer those questions, then you have a useful definition of the genre. There's no reason why RPG can't have a similarly useful definition. And if we find one, we should be able to identify some threshold beyond which a game is not an RPG. We can do that with FPS. Why not RPG? The term RPG doesn't strictly speaking tell you nothing, but it's also a weird label. FPS is a label we can take literally: It's a shooter in first person. Most other genres also follow the same style, we can use the term literally. Strategy in real time, a game that involves sports. However Roleplaying Game? Well okay, so it's a game. We have a decent definition of one of those(there are rules, there is a goal, etc.) but Roleplaying? That's just acting as a role that isn't yourself. By that logic, I can argue that every game is a RPG. In Half-Life I assume the role of Gordon Freeman, so am I roleplaying in Half-Life? So it more becomes "How much does it give the player capacity for roleplaying?" but that's going to be subjective, hence why nobody can universally agree upon a single definition for RPG. It's a label we can't take literally because that would be a useless label, since it includes every game. Not to mention that you already disagree with the game part of taking that label literally, as you've said numerous times you don't think RPGs are games. It's also why a lot of discussions that involve anything somebody views as being good/bad for RPGs just turns into a "Well what is a RPG?" discussion. IF we wanted it to be closer to terms like FPS and RTS we'd need to come up with an entirely new term that we can use a literal definition of, because that's a lot more objective than what we currently have. Good luck convincing the internet of that, though =P
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Post by linksocarina on Sept 5, 2016 23:58:26 GMT
I said that they're useless as descriptive definitions, not that they don't exist. FPS as a genre exists, but telling me that a game is FPS tells me very little about it. Is it an arena shooter? Class based shooter? Modern Military Shooter? Twitch Shooter? Those things tell me more than simply "FPS". They tell you more, but that doesn't mean FPS tells ypu nothing. Is Starcraft an FPS? Is FIFA an FPS? If you can confidently answer those questions, then you have a useful definition of the genre. There's no reason why RPG can't have a similarly useful definition. And if we find one, we should be able to identify some threshold beyond which a game is not an RPG. We can do that with FPS. Why not RPG? Because it's not specific, really. RPG means something different to so many people. Of course, it is possible they can be wrong, but at that point does it matter? Like, those who play D&D to fight monsters with friends and not worry about story, is it an RPG to them? Does the same label apply to the dungeon crawl or rogue-like sub-genre? The way I always saw it, RPG is an umbrella term, the sub-genre is the type of RPG you are playing, and is based on mechanics or some aspect of the game to make it identifyable. So Mass Effect gets the "action RPG" label a lot which is fair fit for example. Pillars of Eternity is an Isometric RPG, Fallout is an open-world RPG, and so on. It makes the labels messy, but it follows a more accurate description because these games fall under the same umbrella in the end due to common mechanics, be it how progression is utilized, to overarching story structures and gameplay mechanics for exploration, battle and so forth.
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Post by straykat on Sept 6, 2016 2:20:57 GMT
I barely consider Mass Effect an RPG. It's still mostly a TPS to me. The choices and dialogue features set it apart, but many adventure titles have that too. The actual RPG elements -- the points and character building. These are sparse. I don't feel like I'm crafting that unique of a build with any of them. It still just comes down to 5 classes. The variations in those classes are negligible (like Commando vs Shock Trooper with Soldiers, for example).
As far as AAA games go, Bethesda's (and Obisidian's) Fallout is a far more deep shooter with RPG elements. You can create some unique personalities with just the skills alone. Before you even talk to anyone or make any choices, you're a unique character right off the bat.
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Sylvius the Mad
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Post by Sylvius the Mad on Sept 6, 2016 13:24:00 GMT
The term RPG doesn't strictly speaking tell you nothing, but it's also a weird label. FPS is a label we can take literally: It's a shooter in first person. Most other genres also follow the same style, we can use the term literally. Strategy in real time, a game that involves sports. However Roleplaying Game? Well okay, so it's a game. We have a decent definition of one of those(there are rules, there is a goal, etc.) but Roleplaying? That's just acting as a role that isn't yourself. By that logic, I can argue that every game is a RPG. In Half-Life I assume the role of Gordon Freeman, so am I roleplaying in Half-Life? Since when do labels have to be descriptive? We can define the label however we'd like; the words in the label don't need to have any particular relevance. A label is an identifier, nothing more. Also, your first try with using "game" and this requiring rules and a goal is tricky. I'm worried about what that goal is. I would argue the goal is simply to roleplay. Remember that some tabeltop rulebooks explicitly declare that "there's no way to win". This lack of winning conditions is why I maintain that roleplaying games aren't games at all. They're toys. How is a threshold standard necessarily subjective. I suggest there are objective standards available even there. The game needs to be playable from an entirely in-character perspective, so no metagaming required. A game that doesn't allow that doesn't allow roleplaying throughout. It's not possible to roleplay the entire thing, and thus is isn't a roleplaying game.
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Sylvius the Mad
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Post by Sylvius the Mad on Sept 6, 2016 13:41:59 GMT
Because it's not specific, really. RPG means something different to so many people. How people use it doesn't change what it is. How they play it doesn't change what it is. If I play baseball but my objective isn't to score runs, but instead to hit foul balls, that doesn't in any way change the rules or definition of baseball. Roleplaying games are what they are. What is that? That's the question I'm asking. This isn't unlike a philosophy professor asking what gives a person moral worth. The suggestion is that there is an answer to that question, even if you don't know it off the top of your head. If they are roleplaying games, of course it does. The point of having a well-defined genre label is we can use the definition to determine whether any given game falls within it, just as we could use the answer to the philosopher's question to determine whether any given being had moral worth. BioWare used to call DAO an Action RPG. The original Dungeon Siege was similarly labeled. So what's the definition of Action RPG? Making the groups smaller doesn't solve the problem if you continue to let how people use the label determine what it means. I can declare you to be a piano; that doesn't make it so. But if I convince everyone to call you a piano, does that make you a piano? Of course not. What we call something doesn't change what it is. If we all call something a piano, perhaps that will change the meaning of the word piano, but that's a totally different issue. I'm not talking about vocabulary; I'm talking about meaning.
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