Greennight said:
Well once again, yes and no. Don't get me wrong I understand what you're saying, but what I'm saying is that from Bioware's standpoint on what an RPG is and isn't. And by their standards FF13 is not, because it doesn't seek to make it seem like it's your story. I didn't say it was your story, but it makes a stong effort to make you feel like it's your story. That's all I'm saying.
We're kind of back at that pot/kettle situation with the Bioware Story from a couple months ago here. In a way, Bioware's going after the low hanging fruit here. As Tom Goldman observed:
Tom Goldman said:
I just find it strange that even Square Enix wants to bring Final Fantasy XIII away from being considered an RPG... when there are twelve games before it with most at the top of the RPG game. It's weird!
When the developer/publisher doesn't want to label it an RPG, Bioware coming in and commenting that its not feels a bit redundant.
As for Mass Effect being your own story? I really end up in X-Files territory here. I want to believe, but there are way too many instances in the game where you are presented with a choice, and regardless of your selection, you don't actually get to have any effect. Your first dialog on the Normandy after Eden Prime comes to mind. There are precisely three dialog nexus you can have an influence on (of those one is just a question set, and another lets you choose to badmouth the Doctor at random, the final one is a standard investigation nexus). The other four (I believe) all funnel you to either say identical things or provoke Captain Anderson to say the same thing regardless of which choice you made. While I would accept that what you say to Anderson in the Medlab shouldn't radically alter the game (though, it could, theoretically), that the game presents you with a choice that you quite literally cannot make says volumes about the game in a larger context. If it were an isolated example, I could forgive it, but it really becomes endemic of the design philosophy of the larger game.
By changing the dialog system so that it reflects your/Shepard's gut reaction to things, it makes it much harder to realize your freedom of choice the game is presenting you with is actually much more of an illusion than it appears to be.
Greennight said:
And besides with the fact that you're running around in biowares story; playing D&D (which Bioware strive to copy in their games, heck they MADE a D&D game) you're not playing your story either, but the dungeon masters story. They just make you feel like it's your story. I enjoy Bioware games, I enjoy FF (although I haven't played 13) and in the end it's what bioware considers a RPG game that's the reason they claim it's not an RPG.
As a slightly pedantic aside: depending on how you count, Bioware's made either 3 or 4 D&D based games. Baldur's Gate, Baldur's Gate 2, Throne of Bhaal and Neverwinter Nights. For that matter KOTOR used the D20 Star Wars system making it literally D&D in space with Lightsabers.
There's multiple kinds of campaigns a GM can run. They can run you on rails, as FF does, they can run you on rails and give you the ability to shift the rails around a bit, off hand Deus Ex comes to mind, or they can simply turn you loose the Fallout or TES games are good examples of this. Now, Bioware keeps claiming they're on rails with the ability to shift, but, from where I'm standing, shifting around doesn't really result in any change. So they're saying their on Rails with Change, when they're really on rails.
Greennight said:
Although I'm just getting a vibe you don't like Bioware.
Its not that. I wouldn't be able to discuss the games in depth if I hadn't played through them numerous times, Mass Effect in particular. I do dislike their writing, and the praise it's been getting, because, for me, Bioware's writing 12 years ago was better than the stuff they're turning out today. It could be the industry as a whole has gotten better, but I don't think that's the case.
Jade Empire, for example is fucking brilliant. The writing's kinda campy, the characters are cliche, but it all works because it's supposed to be a sort of martial arts melodrama.
I love a lot of the background touches in Mass Effect, and I played through it a shitload of times (that is the technical term (but seriously, I've got at least five endgame files for ME1 (all of them completionist))).
The problem is, starting with Dragon Age and to an even greater extent in Mass Effect 2, their writing is... well... bad. Especially when held up to the hype they've put into the games.
Dragon Age has an egregious disparity between the hype it received, "an innovation in dark low fantasy," and all that bullshit, and a product that ends up, on the whole as a (relatively) kid friendly high fantasy version of Lord of the Rings.
With Mass Effect 2 they were comparing themselves to Aurthur C. Clark in their prerelease material. Saying how the game would be deep science fiction and examine the nature of man versus machine. And... it's not. It doesn't raise any serious issues the way science fiction does, it certainly doesn't ascend to the throne of one of the big three of Sci-Fi. It's a fun, light space opera, and that'd be neat, if they weren't plugging it as some kind of masterpiece that it isn't.
Sorry, I started rambling, but, there's the crux of a lot of it.