Xaositect said:
Mass Effect 2s levelling system is "choose one power which you dont want to max out".
Mass Effect 1s levelling system is "choose from this list of powers where you want to specialise".
I already mentioned in a post above, I specialised in medical, tech, and minor biotic support for the rest of my squad.
In ME2 I maxed out all powers other than cryo blast and overload I believe (they are cloned as heavy weapons anyway), and spammed tech armour and used the assault rifle the game forced into my hands (or shotgun or sniper had I chosen them instead).
At end game in Mass Effect (level 60) a player has 102 points to spend. Each skill had 12 total tiers and there were 12 total skills per class for 144 points. A player thus had sufficient points to max 9 out of 12 total trees (3/4) which is the same ratio maintained in ME2. What's more, these included a pair of conversation skills (a feature maintained instead with the Paragon/Renegade system) and First Aid, a skill shared across the entire party at the highest level on a team. In ME1 a player was forced to eventually choose to specialize in charm or intimidate as the max level of either was determined by reaching certain thresholds in paragon or renegade anyhow. Given that first aid could be offset to a non player character easily enough, a player was thus only
forced to choose to discard a single skill.
In other words, this argument falls flat not on the basis of interpretation but simple mathematical
fact.
Xaositect said:
Im saying the characters in ME2 are poorly developed and are interchangeable.
Youve got Miranda reviving Shepard, and Mordin making the defense against the seeker swarms.
Other than that, you simply need a tech expert (Tali or Legion), a Biotic expert (Samara or Jack) and a loyal goon to escort any survivors. Bingo perfect ending.
All other characters occupy precisely NO unique role in the plot whatsoever. They hardly even acknowledge the suicide mission in the dialogue. Most of their character revolves around completing an option errand to get your squadmate working right.
From a plot perspective, you could swap most of the squad with specialised mechs and it would still pan out the same way. They are "objectives", not real characters occupying a unique role in a storyline, unlike in ME1, where Wrex is Wrex, Liara is Liara etc. The only time such banality occured is Ashley and Kaidan occupying the same role on Virmire, but even then it could force a unique outcome.
. This is entirely due to interpretation. I will not begrudge your interpretation of the cast of ME2 but will disagree nontheless.
Xaositect said:
Youre wasting your time here. Like ME2 all you want, but dont deny its dumbed down, streamlined, simplified, whatever, but the point is most of the game has been ripped out and replaced by cover shooting TPS combat.
I have not, even for a moment, denied that you lost granularity of choice (this is what you
really mean when you say dumbed down incidentally). My argument has always been that the player lost no meaningful choice.
Xaositect said:
Regardless, the choice you lose is taking a weapon you have found, and gathering an assortment of upgrades and saying "right, I shall use this for this weapon". You could outfit an assault rifle for accuracy and synthetic killing. Outfit a shotgun for maximum power (using frictionless materials and explosive rounds was amazing). A pistol that negates radar jamming. A sniper that will massacre organics. Thats customisation in upgrading, and choice.
The choice assert exists is neither a choice nor is it meaningful. What you are doing is making a tactical assessment. Do you decided to use anti-organic rounds on a synthetic target? The rational answer is
no. The one part (out of a possible 3) that changes this functionality is the ammunition and the only prohibition against swapping this as the situation dictates is one of convenience. The decision was given more weight in ME1 because it was more
permanent but that permanency resulted in the player been less able to make the correct tactical decision.
The other upgrades I have covered at length anyhow. You even point out yourself that you favored maximum damage with the shotgun at the expense of everything else precisely because the game mechanics result in such a gambit being the favorable outcome.
In ME2 your choices are:
Xaositect said:
Do I use the shitty mining mini-game to gain an arbitrary incremental increase on said pistol/sniper/health, or do I ignore it and carry on just fine without it.
You interpret one minigame (the resource collection) as shitty but favor another (sorting through a menu and comparing integers). This is a problem of interpretation and you are perfectly free to disagree with me.
Xaositect said:
Dont bother denying it, those are the facts of ME1 and ME2. Flaws or no, those are the choices both games offer.
I will never deny a fact once it has been demonstrated to be fact. I will not begrudge an interpretation based solely on opinion. You have yet to demonstrate that your position is factual, and have yet to offer me evidence that your continued assertions are based on anything other than interpretation. You are
free to not like the changes but to couch this in terms that say you lost meaningful and important choices continues to be silly in my eyes.
Xaositect said:
Absolutely. And that combat mechanic offered more freedom than "play me like Gears of War". Thats the issue here, and one that you should probably give up arguing against, because youre simply wrong.
I'm amazed by this point. You offer no explanation supporting your point and just outright say I'm wrong. I will bother with no further comment on this point until you at least do me the courtesy of supporting your point rather than arguing with all the skill and guile of a five year old.
Xaositect said:
No, neither games do this. Mass Effect 1 gives you agency over which unique characters will die. (3 of them to be precise)
Mass Effect 2 gives you agency over with interchangeable characters will die. (All but 2 of them if you want to survive, if not everyone is game)
. I seem to recall things differently. In ME1 the survival of an entire species weighs on your shoulders as does the structure of the galactic government. In ME2 you are given equivalent choices with the geth and the collector base.
These have as much impact on the narrative as anything I've ever seen a game do. That they might not impact the gameplay at any point is irrelevant in this regard.
Xaositect said:
Every single fucking game is defined by its mechanical elements. Its why we have genres in the first place. Its why there are romance films, action films, drama films.
Its why there are RTS games, FPS games, and RPG games. You can get all cosmopolitan and trendy with genres if you like, but that defeats the entire purpose. I was assured by the devs that their constant trumpeting about improving the shooter mechanics did not mean the rest of the game lost out on anything. They fucking lied.
This game completely failed to satisfy my RPG needs in what was sold to me, in 2007 and 2010 as a hybrid that has strong RPG leanings. What I got was little more than a TPS with minor RPG trappings thrown in as an afterthought.
I think this is a rather naive assertion. Yes, games are often classified by their mechanical elements but trying to assert that an RPG is defined solely by these things is a damn hard argument to make. To illustrate this point, here are four games universally recognized to be RPGs:
Morrowind
The Witcher
Fallout 2
Planescape: Torment
Fallout 2 relied on a turn based system at it's core and all actions were judged based upon dice rolls the computer made. Planescape Torment was semi real time (in that the game could be paused at any moment while actions were chosen) but maintained the dice rolls behind the scenes that determined the ultimate outcome of a given action. Morrowind give players a new perspective and was played in real time and offered the player the ability to directly influence the outcome of a scenario through personal skill but the ultimate outcome of an attack was still based largely on dice rolls. The Witcher discards the notion of dice rolls and places primary value upon the player's ability to execute an action.
These four games are dramatically different at a mechanical level and yet are all considered to be RPGs. This is precisely why I say that the RPG is not defined by it's mechanical elements but rather by granting a player agency over their character and the narrative. For the record, this
can take the form of mechanical systems (as I pointed out in the post dealing with that point) but there are plenty of other ways available as well. Indeed, in the post dealing with that I even pointed out that though a game could be called an RPG if it met a single criteria, the more criteria it met the more often it would be judged to be an RPG.