The first Mass Effect was barely an RPG either, ME2 just stripped it even more for the 360 audience.
Good article, but it's this part that caught my eye. Mass Effect 1 had the same gameplay, only executed with poorer controls and dodgier gameplay mechanics. Essentially, the shooting part isn't different in the sequel, only better done. Both are cover-based 3rd person shooters.Shamus Young said:Get behind a box, then pop up to shoot guys in the head until you've saved the world
Seriously, this needs to die. This needs to be shot in the back of the head and buried in a shallow grave right next to quicktime events and minigames.Onyx Oblivion said:I will always stand by the fact that if it doesn't have stats and levels, it isn't an RPG, no matter how much "role playing" (moral choices, dialog) there is.
While I agree with the majority of your points, I think defining games by narrative style would be problematic at best. Player's game preferences generally do center on gameplay mechanics; and these mechanics are what make games games. If a game is 100% narrative content, it becomes a movie.Eclectic Dreck said:As I said, it is a failure of the language we use to describe games, since genres are broadly defined based upon core gameplay principles rather than narrative content. To put this in perspective, this is akin to classifying movies based on most often used camera techniques, shot composition and technical execution. For the most part, the system works just fine since the core narratives in most games would easily fit into the broadly defined "action" category of movies. Yet, as developers push the medium forward, eventually defining games in technical terms will increasingly result in ambiguity. Already we commonly see the FPSRPG (System Shock, Deus Ex, Borderlands etc), the Action RPG (Diablo II, Dungeon Siege, Torchlight), the FPSRTS(Battlezone notably) and so on.
You are entirely correct. I would not suggest classification based on narrative until video games consistantly and regularly produce games with fundamentally different types of stories.Sentox6 said:While I agree with the majority of your points, I think defining games by narrative style would be problematic at best. Player's game preferences generally do center on gameplay mechanics; and these mechanics are what make games games. If a game is 100% narrative content, it becomes a movie.Eclectic Dreck said:As I said, it is a failure of the language we use to describe games, since genres are broadly defined based upon core gameplay principles rather than narrative content. To put this in perspective, this is akin to classifying movies based on most often used camera techniques, shot composition and technical execution. For the most part, the system works just fine since the core narratives in most games would easily fit into the broadly defined "action" category of movies. Yet, as developers push the medium forward, eventually defining games in technical terms will increasingly result in ambiguity. Already we commonly see the FPSRPG (System Shock, Deus Ex, Borderlands etc), the Action RPG (Diablo II, Dungeon Siege, Torchlight), the FPSRTS(Battlezone notably) and so on.
An FPS and a 'traditional' spreadsheet-style RPG might both have a very similar plots; a post-apocalyptic setting with a messianic main character. I can guarantee that not all players are going to appreciate both games, however. Classing games purely by narrative seems potentially fallacious.
ME2, the TPSARPG. Succinct. Very true, at any rate. With narrative content perhaps becoming more important, and gameplay mechanics being blended together more often, genre labels are becoming increasingly difficult to apply. Music faces this same dilemma, and there's no real solution there, only two contrary approaches: invent increasingly more labels, or reduce the number of labels to a few key, all-encompassing umbrella groups. Neither is particularly satisfactory.Eclectic Dreck said:...
My only assertion is that the current naming structure works in such a way that we classify games based upon major mechanical or technical aspects, and this structure is rapidly leading us to the point where the taxinomy is being incresingly obtuse. Mass Effect 2, if classified without respect to clarity and brevity, could be called a Third Person Shooter(The interface mechanic)/Adventure(Dialogue trees)/Role Playing Game(Linear stastical progression of the character). As more and more games cross the genre lines, it seems to me if we want clarity in classification without becomming too granular, we need a different way to name our categories.
...
In all honesty, when I put a lot of my friends down in front of ME2, it doesn't take long for their eyes to glaze over and attention to wander. Dialogue is not for everyone.Azure-Supernova said:In fact, the whole dialogue tree idea may be a put off those who are roped into the casual group. Simply because they play games for slightly different reasons than their (once more) hardcore counterpart.
I just want to say: Many PnP RPG dont have level of any sort... here some that come to my mindOnyx Oblivion said:Bioware is close to changing the definition of RPG to mean action with deep conversations.
I will always stand by the fact that if it doesn't have stats and levels, it isn't an RPG, no matter how much "role playing" (moral choices, dialog) there is. Bioware is getting dangerously close to just becoming action games with deep conversations. ME2 still has levels and skill points, but even less RPG elements than ME1. Which was low on them to begin with.
*wants to play KOTOR again*
Ranting aside, I LOVE Bioware. But the only full-fledged RPG they've done since KOTOR was Dragon Age.
Then again, I also enjoy the occasional non-stereotypical JRPG. You don't need choice to be an RPG. Otherwise, very few games would be RPGs.
Congrats on 500 posts, Shamus!