I did skim through the thread. One of the people that actually posted something rather lengthy said that for a 1st-time player, sorcery is tough to start out with. Also, most people aren't going to know that NPC is there to up their spells.Twenty Ninjas said:Rickert of Vinheim. I don't know how it was in Demon's Souls, but just because it's "harder" to play doesn't mean it's weak. A sorcerer in general just needs a bit more careful play since you need to find/rescue the NPCs who sell spells and some items contribute to sorcery damage. When set up well, it's one of the most damaging things in the game - and it's ranged, too.Phoenixmgs said:What NPC? Pretty much everyone says playing a mage is much tougher in Dark Souls (vs Demon) at least until you get the good spells.
I did a quick Google search (I don't go to reddit, that site is so horrible) and here's the 2nd search result where 84% say it's not overpowered:
http://soulswiki.forumsrpg.com/t9387-is-the-sorcerer-overpowered
Maybe you should read that thread, and not look at the 16 people who say the starting sorcerer class is not op (because they're right, but that's not relevant to what we're talking about here).
There is not tons of player agency in Dark Souls. The fact that you lead off with the message mechanic says everything. It's just a minor little thing that is cool and unique but it mainly adds to atmosphere than anything else. The point of killing NPCs is usually to get things earlier than you can. Humanity is mainly to be human to summon players to help or to get summoned yourself. Most players will stay hollow to not get invaded. All you Dark Souls fanboys make so much out of these rather minor mechanics that you're just speaking hyperbole, you make them out to be way more than they are.AzrealMaximillion said:False.Phoenixmgs said:Dark Souls does not have a high amount of player agency, the focus is on dungeon crawling. What do you spend most of your time doing in Dark Souls? Dungeon crawling.
There's tons of player agency. The fact that you can leave messages that effect other player's game worlds represents player agency. You leave that message in their world and if they find it helpful your game world changes with you receiving Humanity. The fact that killing certain NPCs bear different results on the game world is an example of high player agency. Like I've been saying this whole time, you did not pay any attention to what's going on in Dark Souls. The item Humanity is the item in that game that pretty much leads to all of the world changing events, thus its pretty much the player agency tool of the game alongside paths taken and NPCs trusted.
There's far more dungeon crawling than player agency.
You completely mold your Shepard into a unique character in Mass Effect. You can even create your own character arcs. You create Shepard's character development yourself. Your own character that is perceived by others is conveyed mainly through what you say. Dialog is very important. Mass Effect gives you plenty of important decisions to make so you can role-play through actions as well; since when is shooting someone in the back not an action?Mass Effect's "roleplaying" is paper thin and can only be done in its dialogue. Everything else you do in Mass Effect outside of that doesn't build character. In Dark Souls you can roleplay through action instead of relying solely on dialigue. Bioware games besides DA:O leaves the deciding factor of the game's ending off until the end. You could play a bad guy the whole time in Knight's of the Old Republic 1&2, Jade Empire, and Mass Effect, and still get the good ending. The roleplaying in Bioware games are pretty limited. You play a blank slate character and have polarizing decisions pelted at you to choose from until the end and then choose which ending you want. The role play isn't strong. Mass Effect is also known for ripping out the majority of its RPG mechanics in its second game and people were disappointing. You're also forgetting that what makes Mass Effect an RPG is that it holds the RPG tenants I mentioned earlier. Same with Dark Souls. Both hold the tenants.
Tabletop RPGs have non-combat skills...Dark Souls holds all the tenants of a tabletop RPG therefore it is a RPG video game. Its not that hard to comprehend.
Live-action RPGs and tabletop RPGs are 2 completely different mediums.In a live-action RPG you do need statistic if your playing a tabletop RPG. If you're just roleplaying with no character sheets such as in forums for example then you don't need them. But in D&D, you do. That's how the game is played. And Video game RPGs follow the tenants carried in tabletop RPG mechanics.
And I trust you're aware that I cannot take you saying that you don't play RPGs because most of them suck seriously. You're the same person who started a thread about Kingdom of Amalur and full on admitted you haven't played many RPGs outside of KoA.
If you think WRPGs suck, go play the Icewind Dale franchise, the Baldur's Gate franchise, Planescape: Torment and the Neverwinter Nights franchise. They are all licensed D&D video games that work off of official D&D rulesets and are regarded as some of the greatest WRPGs of all time.
As for JRPGs I find you statement about hating turn based combat laughable because all tabletop RPGs and even live roleplay combat takes place in turns.
I don't play many video game RPGs because so many of them suck, the combat system sucks along with the story and characters. JRPGs and their crappy turn-based combat and WRPGs with their crappy real-time combat; if the games didn't focus on combat so much then I could deal with the lackluster combat but more of your time is spent fighting in RPGs for some reason. I didn't say ALL RPGs suck, I said most, I never said there aren't any good ones. Also, I'm so fucking tried of Tolkien fantasy so you pointing out games that are literally video game versions of DnD does not help. I want new worlds, races, classes, etc. from my RPGs, not playing slightly different versions of your standard fighters, rogues, and mages. If I want DnD, I'll play Pathfinder (since DnD 4.0 sucks).
There's nothing wrong with turn-based combat when done properly. One of the biggest things about turn-based combat is having positioning be extremely important like DnD. For example, XCOM is basically DnD's exact combat system but tailored for gun combat and it's great. However, JRPGs are just your party members on one side and the enemy on the other just trading attacks, it's not strategic at all and it's just boring. FFXII proves that the FF turn-based battle systems are devoid of strategy; FFXII under-the-hood is just FFX's combat system but with gambits. If a few if-then-else statements (gambits) can make a game play itself, it's not strategic. You can't program XCOM (or say Chess) to play itself with a few if-then-else statements, but you can program any FF game (except Tactics) to play itself with a few if-then-else statements. Most JRPG turn-based combat systems just keep you in menus for literally no reason. Xenosaga II actually had a pretty interesting turn-based combat system (it needed some work) but the fans hated it for being too slow (turn-based combat is supposed to be fucking slow because you are supposed to have to stop and think) and then Xenosaga III went back to boring ass repetitive turn-based combat. Resonance of Fate has a good turned-based system (it needs work as well as there's really only 2 strategies but player positioning is at least important) and Valkyria Chronicles has a good system as well.