Smokej said:
DracoSuave said:
That's not 'dumbed down.' That's accepting there's a learning curve for new players, and letting them learn the game before they tackle the mechanics. By the time they're hooked, they're juggling stats like the rest of us.
RPGs SHOULD be doing that more. There's nothing worse than an RPG that starts off assuming you already know the mechanics and system and how to min-max it. That's terrible design for any game, and especially RPGs. Imagine that moment in Oblivion when you realize that using your primary skills could actually level the enemies faster than if you had a character concentrate on levelling secondary skills at a slower pace with primary skills that you could safely ignore? The game never tells you this. That moment of discovery wasn't a eureka. That was a 'OH GOD DAMN IT THIS IS BONEHEADED.'
Most of the ambitious RPG (or Strategy games) made their mechanics totally clear. Even way before the time Tutorials were implemented... With the look in the manual you could learn all aspects of the gameplay. But todays companies know the demographics and their audience so everything that looks like you need some basic skills in reading, mathematics or understanding a spreadsheet is taken out, so there is no danger of scaring their potential buyers away. An educational mechanism is always limited to its recipients and its always working in more than one direction. So a tutorial these days can only do this much, it is better to take away from the core substance of a game to make it more approachable...
Actually, a lot of those games are -more- arcane, not less. Let's look at a classic example, Master of Monsters. God damn there's a lot of depth in this old school strategy game, and you're right... it's all there in the manual. And that is a
horrible way to teach someone how to play.
That manual doesn't
teach you how to play it. The best way to learn how to play a gain is by playing it. Concepts that are incredibly complex can be built on simpler concepts. Boil it down, then build it up. You can have a game with
incredible depth building on very simple concepts.
Case in point: Final Fantasy Tactics. There's a strategy RPG that is incredibly deep and involving. Tons of things are going on should you decide to delve deep enough. Its mechanics are introduced, however, slowly over time. You don't get to start the game with a calculator and all the abilities it can use and told 'Go to town with this.' You're given some soldiers, and some chemists, and you buy every ability one at a time. Then you learn how each ability works, before learning new ones. Then, you have your next tier, knights, archers, wizards, and priests. These are your bread-and-butter classes, and they do everything you need to get done. Beyond that you have your niche classes, classes which require a further mastery of the game in order to get the most out of them. All this is taking something simple, and building on top of it to make something complex.
This isn't 'dumbing down.' It's called 'Use a learning curve, not a learning cliff.' Learning Cliffs are stupid and should not be in games. Period.
DracoSuave said:
The RPG genre often has the most complex mechanics in gaming, does everything it can to obscure those mechanics from the player, while absolutely requiring the player master mechanics it is constantly trying to deny them access to. That's not 'intellegent' game design.
Instead, you have a game here which says 'This is a tutorial level, which teaches you why you need these stats, and here's a screen that explains exactly what those stats do. Now create your character as you see fit' which allows you to avoid making mistakes like having too many abilities that increase your attack stat, when your attack stat is already so high you can never miss. How high is too high? Dunno, Dragon Age never told you. DA2 does.
That is not the problem a lot of players have with the game. (btw most of the sophisticated
players will try to turn all the options which are hiding the mechanics off to get all the transparency the game offers)
The problem is when you try to streamline all of the character options, gameplay etc. so there remains only some relicts of classic RPG gameplay mechanics. It would be no problem if this game had its roots in the Hack/Slash or Action Adventure Genre but it originates from games which are widely regarded as some of the best class RPG's (and even those weren't that heavy in stats or abilities in comparsion to some other good rpg's...)
There's no evidence of this streamlining taking place. You have the same stats, which actually tell you -exactly- what they do, you have abilities that say -exactly- what they do. Does Heal 'Give you back lost hit points' or does it 'Replenish 40% of the target's hp'? If you were in Dragon Age 1, you'd have no numerical comparison. In Dragon Age 2, the numbers are right there.
And, let's see, by the time I hit the end of the tutorial, my mage character had a knock down/aggro reset (Mind Blast), an AoE cone stun (Cone of Cold), AoE Damage, and some cooldowns to do damage. My rogue had an ability to remove himself from close combat, the ability to leap behind enemies to pile on damage, and an AoE Stun.
That's a LOT of depth for five levels of play, starting with no abilities and working up to that through the tutorial. And because I learned each ability on its own, I learned each ability's place.
As well, let's be honest, that's just off the trees that were open in the Demo. Each class gets a LOT more complex when you are not restricted from half your options at the get go.
I think it's doing a disservice to look at a demo with features obviously taken out and claim that the full game lacks in complexity even tho it's pretty much the same as it was before. The trees are better organized, and you don't have abilities like 'This ability exists only to buff abilities you've already gotten' as pre-requisites for abilities you -want-, rather than what they should be: offshoots for the abilities on seperate small branches.
DracoSuave said:
Transperency is NOT dumbing down. Teaching the mechanics is NOT dumbing down. It's making a game that can get very complex more able to be digested by others so that more people will be able to access its complexity.
True but for example if you only have a handfull of character options/spells/skills etc in contrast to hundreds (if they distinguishable from each other) it's dumbed down no matter how you approach it. If you like your combat well thought out and versatile than a ME2 or DA2 is a lot dumbed down in contrast to a ToEE (even though they are more polished and better produced games)
Well, let's look at mages for instance. In the demo you only have 2 of the 6 trees available. Myself, I always liked a good crowdcontroller based on Creation and Entropy magic. Obviously, in the demo, I can't do that because Entropy magics and Glyphs of Paralysis aren't easily available. Big deal tho, that just tells me that Entropy Magic isn't in the demo. I can see the tree right there. It's locked. So I know I can explore it and make a character based on it later.
Specializations aren't in the demo. Changing your character's look isn't in the demo. Equipping things isn't in the demo... of course not. It's a demo for the gameplay. But what IS in the demo promises to be the Dragon Age gameplay we know, refined to its strengths, and balanced better.
I don't get the comparison to ME2. The only similiarities are that the menus are on circles and it uses the same graphics engine. That's not at all the same thing.
DracoSuave said:
At the end... this is good for RPGs, taking it out of the 'niche' market and putting it into the common hands. i don't know why anyone would oppose this, it would mean more money is available in making RPGs, which would mean more investment in high quality RPG experiences.
If you mean more investments in Action Adventure experiences with some RPG elements slapped on you are totally right. And i have to admit that games these days are of top quality but nevertheless i find myself always reinstalling old classics because not everyone is preferring style over substance.
I never claimed that Action-adventureyness was the point. But whatever, RPG-fans ***** about a lack of real-time in RPGs, then ***** when you actually do things in real-time. THIS IS WHY WE CAN'T HAVE NICE THINGS. But that's truly irrelevant to the point at hand, because Dragon Age always was a real-time rpg. Dragon Age 2 is also a real-time rpg, using most of the same mechanics and interface elements.
It's not a matter of style, nor is it a matter of 'oh look pretty.' The RPG market has always been advanced by games that are
accessible. The first game to make RPGs huge in the states was Final Fantasy 7. It wasn't because of the cutscenes or the graphics (which are old, dated, laughable) but actually the depth of character customization and gameplay, combined with ease of access to that depth.
Accessibility is not the antithesis of depth. In fact, it is the best friend of depth, because with accessibility, you can create games with greater mechanical depth that more people will want to play. There are barriers of entry that many players should not have to surmount in order to play your game; reading a novel of game mechanics and stats before you turn the thing on is no longer acceptable, and it's not necessary for your game to be good.
If you can make your game playable without access to that, but teach them the same information over time, concept by concept... then you have the capacity to create deeper gameplay. Again, this isn't 'dumbing down.' This is 'smartening up.'
That's all the interview said. It said the creators seek to tackle the amount of depth rpg players liked with Dragon Age, but make it more accessible and less daunting so that more players can actually get into it. Again, this is a
good thing. I don't understand why people oppose making games accessible.