So Mass Effect Andromeda...

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votemarvel

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Jandau said:
As for characters from ME2 being reduced to cameos and backgrounds not mattering that much, that's simply a compromise they had to make. Hell, of all the things I might object to in ME3, these are at the bottom of the list. Think about it for a minute - EVERY member of your squad could end up dead in ME2. Bioware had to make a game around that. Are you saying that they should have woven all those characters into the story intricately and deeply? And then made versions of every part of the story without them? Then versions for every possible combination of them being dead or alive? And then permutations based on your background, etc.? All fully voiced and with the same production values? Don't you think that's just a wee bit unreasonable?
I don't think it is unreasonable at all.

Again why do you think when talking about the story of the game people tend to only refer to two points, Rannoch and Tuchanka. Two points where characters being alive or dead (one of them could have been killed in ME1) make pretty significant differences to how the events of those story arcs feel.

Yes I confess to over exaggeration before because Legion and Mordin do affect the story arcs they feature in pretty significantly. And Bioware did hell of a job with the replacements too. Characters from ME2 and replacements woven intricately into the story. So yes Bioware can do it, they just didnt.

They made background specific missions in ME1, they may have been short but they were pretty damn good. Why was there not a short mission on Earth where you recruit Shepard's old gang. A mission to Mindoir to extract people Shepard knew during childhood. Hell it wouldn't have even required a mission for the spacer, just a call to Shepard's mother (who we talked to in ME1's spacer background mission) to discuss events up to that point.

It would have allowed for people to feel that the background of their Shepard mattered. In fact that's something I've felt through the times I've played ME3. The two previously mentioned story arcs aside, I never felt that who my Shepard was or what they did in the previous games mattered all that much.

The combat I try not to touch on so much because I far prefer the system of the original game, which just offered far more options in a scenario than the latter two games provided. That's not to say I didn't think it could have done with improvements, I would have liked to have seen them take into account with the dice roll where the enemy was hit instead of just going for centre mass. Oh and for grenades that could have multiple type options, which could be triggered when you wanted, instead of the bouncing balls they because which had such a massive delay they gave the enemies plenty of time to get away.
 

Jandau

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votemarvel said:
Jandau said:
As for characters from ME2 being reduced to cameos and backgrounds not mattering that much, that's simply a compromise they had to make. Hell, of all the things I might object to in ME3, these are at the bottom of the list. Think about it for a minute - EVERY member of your squad could end up dead in ME2. Bioware had to make a game around that. Are you saying that they should have woven all those characters into the story intricately and deeply? And then made versions of every part of the story without them? Then versions for every possible combination of them being dead or alive? And then permutations based on your background, etc.? All fully voiced and with the same production values? Don't you think that's just a wee bit unreasonable?
I don't think it is unreasonable at all.

Again why do you think when talking about the story of the game people tend to only refer to two points, Rannoch and Tuchanka. Two points where characters being alive or dead (one of them could have been killed in ME1) make pretty significant differences to how the events of those story arcs feel.

Yes I confess to over exaggeration before because Legion and Mordin do affect the story arcs they feature in pretty significantly. And Bioware did hell of a job with the replacements too. Characters from ME2 and replacements woven intricately into the story. So yes Bioware can do it, they just didnt.

They made background specific missions in ME1, they may have been short but they were pretty damn good. Why was there not a short mission on Earth where you recruit Shepard's old gang. A mission to Mindoir to extract people Shepard knew during childhood. Hell it wouldn't have even required a mission for the spacer, just a call to Shepard's mother (who we talked to in ME1's spacer background mission) to discuss events up to that point.

It would have allowed for people to feel that the background of their Shepard mattered. In fact that's something I've felt through the times I've played ME3. The two previously mentioned story arcs aside, I never felt that who my Shepard was or what they did in the previous games mattered all that much.

The combat I try not to touch on so much because I far prefer the system of the original game, which just offered far more options in a scenario than the latter two games provided. That's not to say I didn't think it could have done with improvements, I would have liked to have seen them take into account with the dice roll where the enemy was hit instead of just going for centre mass. Oh and for grenades that could have multiple type options, which could be triggered when you wanted, instead of the bouncing balls they because which had such a massive delay they gave the enemies plenty of time to get away.
I didn't say it's a bit unreasonable due to it being technically impossible. I said it because it's likely financially untenable. I'm sure the devs at Bioware, when planning ME3, sat down and hammered out all the ideas and what it would take to make it happen. And they saw that they can't make EVERYTHING. So they focused on a few areas that they found more significant. Rannoch was a resolution of a plotline that's been going on since the first game (Geth/Quarian conflict), and involved two very popular party members, Tali and Legion. Same with Tuchanka - the genophage was a major lore event, Wrex and Mordin are some of the most beloved characters in the series, it made sense to give more attention here.

On the other hand, do I give two shits about Jacob? Or Zaeed? Not really. I don't mind them having only small roles. I'd argue that Bioware went out of their way to include everyone, even if it was just a cameo.

Look, I understand what you're saying, but I honestly think this aspect of ME3 is the least of its problems and that they couldn't do much more in that regard in the timeframe/budget they were given.
 

Leviathan

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I've completely lost interest in BioWare at this point, especially after DA:I and SWTOR. The marketplace for retro-style, choice-based CRPGs has expanded dramatically since Obsidian burst back onto the scene and Divinity Original Sin became a profitable franchise, so I don't have to slouch over to BioWare to get my fix anymore.

That being said, should Mass Effect Andromeda unexpectedly break the mold and be an awesome experience, then I'll give it a look.
 

Darth Rosenberg

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Kerg3927 said:
The overall story is usually pretty linear, though. The options are generally minor flavor variations. So it still reads like a book. But maybe at chapter 7 you can decide to read either Chapter 7a or 7b before moving on to Chapter 8.
We weren't discussing story options, though - we were discussing gameplay options, in this case mostly collectathons and optional/inessential map areas.

As for "personal preference as to how much the player engages in," as I said, I am an OCD gamer, so there's really not much personal preference for me. If there is a quest in my log, I'm going to have to do it. If there is a marker on my map, I'm going to have to go there and see what's there. And if there are 300 of those, and they're all boring, I'm going to have to do them all even if the grind bores me to tears.
Every single shard you spent/wasted your time on, that's your conscious decision to find them via the occularum, then run to each map marker, and then rinse and repeat for each zone. You can't blame the game developer for how you choose to spend your time in their creation.

The only other option for me is to quit the game and go play something else (like I did with Skyrim after a week).
What put you off Skyrim?

I just don't understand why Bioware felt the need to throw a 15-year tried and true RPG blueprint in the trash with DAI. And it's frustrating that they seem to be going in the same direction with MEA.
I'd say iterating on a very old blueprint is an incredibly good idea - everything stagnates eventually. I think many agree DA:I was in many ways a pretty shitty form of iteration, though, unless just creating gorgeous looking and sounding zones was their real goal, of course... (I still don't understand why the critical reception to DA:I was so positive. one of the best and most critical reviews came from Kill Screen [https://killscreen.com/articles/dragon-age-inquisition-all-business], and as ever with that site it looked beneath the superficial to question design choices and their consequences)

How can you say anything about ME:A's direction, though? What, exactly (ergo ignoring all PR blithering), do we really know about the core gameplay right now? I'm not trying to suggest it'll be a return to earlier forms of design, but we certainly don't know if it'll be as--- well, banal and almost paradoxically empty as DA:I with regards to scale and use of world space.

I have no problem with there being massive open world games like Skyrim. I know a lot of people love aimless sandbox exploration games like that. I just wish they would stay over there, and the traditionally more linear, story-driven games like Bioware has always produced would stay over here doing what they have always done best instead of trying to copy Skyrim.
Before release I was worried it had copied Skyrim, given that was a game they actually mentioned as having looked at. But it has little to no real correlation to Skyrim; SP MMO rather sums it up in terms of core design (see also: the overly critical overreaction to DAII as a defining factor).

Hoping games don't inspire or affect other games is surely naive, though. Genres bleeding into one another is pretty much an inevitable consequence of how art/entertainment works, else we'd be stuck with labels and boxes and no cross pollination of ideas or influence.
 

Kerg3927

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Darth Rosenberg said:
What put you off Skyrim?
When I play an RPG, I like to be a part of an exciting story. I control the character and steer him through the story as it unfolds.

In Skyrim, I never found the story. It was a hiking simulator.
 

Leviathan

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Kerg3927 said:
Darth Rosenberg said:
What put you off Skyrim?
When I play an RPG, I like to be a part of an exciting story. I control the character and steer him through the story as it unfolds.

In Skyrim, I never found the story. It was a hiking simulator.
Ha ha, same here. There wasn't much to engage me in the overarching story - neither the Civil War nor the Dragon storylines were particularly interesting. BioWare usually has a pretty strong main story, even if the elements that tie it all together have some... weaknesses.
 

Darth Rosenberg

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Kerg3927 said:
When I play an RPG, I like to be a part of an exciting story. I control the character and steer him through the story as it unfolds.

In Skyrim, I never found the story. It was a hiking simulator.
Hm, well despite believing Bethesda rather suck at writing (see also voice acting, direction, quest building, core mechanics, etc... ), ostensibly TES is still a 'true' role-player; if you just went looking for a story to follow, then it sounds like you didn't use TES as a canvas on which to craft your own.

I'm not saying that's better or worse than anything, btw, just different - horses for courses. ME:A certainly won't be a true role-player, just as the trilogy wasn't. I'd rather BioWare commit to a fully defined narrative and character, as opposed to the halfway house that Shepard - as iconic and popular as she was - represented.
 

Kerg3927

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Darth Rosenberg said:
How can you say anything about ME:A's direction, though? What, exactly (ergo ignoring all PR blithering), do we really know about the core gameplay right now? I'm not trying to suggest it'll be a return to earlier forms of design, but we certainly don't know if it'll be as--- well, banal and almost paradoxically empty as DA:I with regards to scale and use of world space.
I'm just speculating based upon what we saw in DAI and yes, based upon the "PR blithering." The blithering we're hearing now (bragging about how massive and huge it's going to be)... sounds exactly like what we heard before DAI came out.

http://www.gameinformer.com/games/mass_effect_andromeda/b/playstation4/archive/2016/06/13/mass-effect-andromeda-will-feature-a-huge-open-world.aspx
 

Kerg3927

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Darth Rosenberg said:
Kerg3927 said:
When I play an RPG, I like to be a part of an exciting story. I control the character and steer him through the story as it unfolds.

In Skyrim, I never found the story. It was a hiking simulator.
Hm, well despite believing Bethesda rather suck at writing (see also voice acting, direction, quest building, core mechanics, etc... ), ostensibly TES is still a 'true' role-player; if you just went looking for a story to follow, then it sounds like you didn't use TES as a canvas on which to craft your own.

I'm not saying that's better or worse than anything, btw, just different - horses for courses. ME:A certainly won't be a true role-player, just as the trilogy wasn't. I'd rather BioWare commit to a fully defined narrative and character, as opposed to the halfway house that Shepard - as iconic and popular as she was - represented.
I don't want to have to craft my own story. That's what writers are for.

Which is why I don't like sandbox games like Skyrim, and why I don't want all that gritty sand creeping into my story-driven Bioware games.
 

Darth Rosenberg

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Kerg3927 said:
I'm just speculating based upon what we saw in DAI and yes, based upon the "PR blithering." The blithering we're hearing now (bragging about how massive and huge it's going to be)... sounds exactly like what we heard before DAI came out.
That, in itself, isn't exactly much to go on, is it? Not many game companies hype their IP's by banging on about how small their game and/or gameworld is. 'It's going to be big' is about as revealing as 'It's going to be awesome!'.

...plus, as an Elite player the notion that ME:A's galaxy will be 'big' and truly encompass exploration is kinda quaint. ED's galaxy map makes Shepard's look like a phone app.

So far, DA's haven't really anticipated changes in ME - it's generally been the other way around (I ended up loving DAII, but it kinda was Dragon Age: Mass Effect Edition considering just how it changed from DA:O). Given this is a different BioWare than that which began and finished the ME trilogy, that could change, sure, particularly given the [oddly] positive critical reception to DA:I as well as its sales performance.

I don't want to have to craft my own story. That's what writers are for.
Or, y'know, role-playing games.
 
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Darth Rosenberg said:
So far, DA's haven't really anticipated changes in ME - it's generally been the other way around (I ended up loving DAII, but it kinda was Dragon Age: Mass Effect Edition considering just how it changed from DA:O). Given this is a different BioWare than that which began and finished the ME trilogy, that could change, sure, particularly given the [oddly] positive critical reception to DA:I as well as its sales performance.
How well did Inquisition really sell? I never really saw EA crowing about it (only some lukewarm "better than projected" weasel words, which means nothing), and they have been radio silent thus far on even confirming if DA4 is even a thing at this point. Just based on the way EA and Bioware have talked post launch, I get the impression that it didn't do the kind of sales they were aiming for (some of their comments during the production of DAI seem to suggest that had deluded notions of Skyrim-esque numbers). At this point I'm not 100% convinced that there is even going to be a DA4.
 

Joccaren

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Darth Rosenberg said:
Hm, well despite believing Bethesda rather suck at writing (see also voice acting, direction, quest building, core mechanics, etc... ), ostensibly TES is still a 'true' role-player; if you just went looking for a story to follow, then it sounds like you didn't use TES as a canvas on which to craft your own.

I'm not saying that's better or worse than anything, btw, just different - horses for courses. ME:A certainly won't be a true role-player, just as the trilogy wasn't. I'd rather BioWare commit to a fully defined narrative and character, as opposed to the halfway house that Shepard - as iconic and popular as she was - represented.
Eh, the Original Mass Effects were true Role Players. You don't have to make your own story for it to be a role playing game. If you did, D&D isn't a Role Playing game because the DM is there forcing events that push you through a campaign, and honestly D&D is essentially the game that spawned the whole RPG genre way back when. Let alone games like KotOR, Planescape Torment, Pillars of Eternity - basically anything but Bethesda branded Sandboxes. And Bethesda doesn't have a monopoly on "True Role players", and "True Role Players" existed before Bethesda styled games did. So Imma call a no-true-scottsman on this one.

You assume a role. There are more expression based RPGs like Skyrim where you create the role you are assuming. There are more story driven RPGs like Mass Effect where the role you are assuming is given to you. Both are equally as valid role playing experiences, its just which role you're playing that gets changed. To be honest, I found Mass Effect better for Role Playing overall, as I could actually change the world, while in Skyrim the world always remained the exact same. The role I played was reflected in the world, as opposed to ignored.

OT: Andromeda, couldn't care less about. Its a cash in, that's all. Mass Effect was Shepard's story, they blew it, and I've got no interest left in the franchise now. If its holy shitballz amazing and comes out to the best reviews, and a few months later those reviews are all still glowing - I'll consider it. I highly doubt that'll happen though. Bioware are, at this point, a sinking ship. They haven't made a truly great game in a long time, yet that's what everyone expects of them because that's what they did. Honestly, they should cut back the budget, and re-focus on the more old school experiences people loved them for. Of course, the people who made those games are no longer at Bioware, and EA couldn't possibly settle for successful niche products when there's industry trends to try and fail at chasing. At this point I'm just hoping the ex-Bioware writers make their own studio, and do another old fashioned game like the company used to. Those were the days.

Bilious Green said:
How well did Inquisition really sell? I never really saw EA crowing about it (only some lukewarm "better than projected" weasel words, which means nothing), and they have been radio silent thus far on even confirming if DA4 is even a thing at this point. Just based on the way EA and Bioware have talked post launch, I get the impression that it didn't do the kind of sales they were aiming for (some of their comments during the production of DAI seem to suggest that had deluded notions of Skyrim-esque numbers). At this point I'm not 100% convinced that there is even going to be a DA4.
Honestly, I think they would have been happy... Had Witcher 3 not come out a month later and blown it completely out of the water. DA:I was originally THE game that blended open world and story pretty well, even though it used a pseudo open world to do so. Then Witcher 3 came along, and did it better, so shortly after release. They honestly timed that really, really badly.
 

Darth Rosenberg

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Joccaren said:
Eh, the Original Mass Effects were true Role Players. You don't have to make your own story for it to be a role playing game. If you did, D&D isn't a Role Playing game because the DM is there forcing events that push you through a campaign, and honestly D&D is essentially the game that spawned the whole RPG genre way back when. Let alone games like KotOR, Planescape Torment, Pillars of Eternity - basically anything but Bethesda branded Sandboxes. And Bethesda doesn't have a monopoly on "True Role players", and "True Role Players" existed before Bethesda styled games did.
Bethesda have a monopoly on open-world RPG's (though, ironically, I tend to call Fallout 4 an anti-RPG... ), which is personally my ideal expression of a bare bones role-player given the greater sense of identification/immersion in a created character's POV and sense of freedom (of space/movement, of pacing, of choice regarding whether a faction or questline even needs to be continued, of self-defined goals independent of any conventional narrative structure, etc).

And no, I disagree; Mass Effect was - and probably still will be - a narrative driven variously middling 3rdP shooter with light RPG elements.

Yes, it pretty much all goes back to D&D and other tabletop gaming, and that quality of creating a role and playing it is almost entirely absent in Mass Effect, or most supposed RPG's, frankly. At best, Shepard was a single 'character' with optional action class types, nothing more. I hate to sound like a stuck record, but Shepard wasn't a defined character, nor the player's own creation - they fell between those two stools and, I believe, suffered for it. In the cinematics she's the writers - fairly bland, if still charismatic and admirably assertive - 'character', often reacting without any prompting whatsoever (that character barely ever segued with the role I'd been trying to express). The cutscene ends? And the avatar is handed over to the puppet master player, to nudge them around the world until the game takes the reigns again.

I found the series to be peculiarly schizoid, never committing to being an actual RPG, yet never having the guts to just fully flesh out Shepard and tell a conventional character narrative (given the 'cinematic' presentation and voice acting, I'd have preferred the latter path).

...is discussing semantics particularly useful to anyone or anything? Not in the slightest, and despite their fundamental differences TES and ME represent populist gaming ergo more or less inhabit the same cultural space. It just personally riles me a little that something like ME is so heavily associated with the acronym.

Nothing suggests ME:A will be any different, either, though I wouldn't mind being surprised if they go with a far more defined and linear character narrative, as opposed to pay lip service to the notion that the player has any real say in creating a role as opposed to picking a class and what amounts to a variously mentally unstable, mood-swing-prone temperament... (i.e. Paragon or Renegade)

OT: Andromeda, couldn't care less about. Its a cash in, that's all. Mass Effect was Shepard's story, they blew it, and I've got no interest left in the franchise now.
Why is it a "cash in"? It's a game in a [big] business - surely everything is a literal cash in. And can't fictional worlds tell more than one story?

Bilious Green said:
How well did Inquisition really sell? I never really saw EA crowing about it (only some lukewarm "better than projected" weasel words, which means nothing), and they have been radio silent thus far on even confirming if DA4 is even a thing at this point. Just based on the way EA and Bioware have talked post launch, I get the impression that it didn't do the kind of sales they were aiming for (some of their comments during the production of DAI seem to suggest that had deluded notions of Skyrim-esque numbers). At this point I'm not 100% convinced that there is even going to be a DA4.
EA did, in fact, bang on about it being "by far the most successful launch in BioWare's history, exceeding our expectations" said EA CFO Blake Jorgensen during the investor call. The outperformance is based on game unit sales - that's from MCVUK.

Jarret Lee - director of marketing at BioWare - said this in December 2014, on their forums; Hi guys - obviously it's a drag not to see DAI on that top 10 list for November. I can't really give any figures of course...However, from what I know about the sales numbers (a) DAI is doing great and well ahead of it's predecessors, and a significant percentage of sales of DAI are digital and not tracked by NPD. If anything, I'm more worried about the weird signals this chart sends to the market about DAI, as opposed to the reality of our unit sales :).

DAII was, unfairly in my view, heavily criticised and didn't do great numbers, but it still got a massively budgeted sequel. Given DA:I's performance - commercial as well as [somewhat bizarrely... ] critical - I don't see how it wouldn't get a follow-up.
 

Jitters Caffeine

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I hope it doesn't focus too much on "Building" things like Fallout 4 did. I remember there being an emphasis on building colonies on planets you explore and I don't want that to be a HUGE focus.
 

Joccaren

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Darth Rosenberg said:
Bethesda have a monopoly on open-world RPG's (though, ironically, I tend to call Fallout 4 an anti-RPG... ), which is personally my ideal expression of a bare bones role-player given the greater sense of identification/immersion in a created character's POV and sense of freedom (of space/movement, of pacing, of choice regarding whether a faction or questline even needs to be continued, of self-defined goals independent of any conventional narrative structure, etc).
Not quite, other open world RPGs do exist [E.G: Witcher 3], however Bethesda are the most well known in the genre in general.

What you describe also isn't necessarily a greater roleplaying experience, but a greater sandbox experience. You prefer expression in the characters you role play, and the ability to tell the story, but that isn't the definition of role playing. It is a type, a form, of role playing, but it isn't a more valid, or more true, sense of role playing than any other.
The greater sense of identification/immersion is also not entirely correct, and entirely subjective. Some people will enjoy and understand a character they're given to role play, far better than they would one they made up on the spot [Hot Elf Ranger being by far the easiest target of this], and can get properly immersed in the point of view of that given character, whereas with a self created character they simply use it as a vehicle to do what they as a person want within the game world, not play the role of the character they created. It really depends on the person, and the character, as to how this goes.

And no, I disagree; Mass Effect was - and probably still will be - a narrative driven variously middling 3rdP shooter with light RPG elements.

Yes, it pretty much all goes back to D&D and other tabletop gaming, and that quality of creating a role and playing it is almost entirely absent in Mass Effect, or most supposed RPG's, frankly. At best, Shepard was a single 'character' with optional action class types, nothing more. I hate to sound like a stuck record, but Shepard wasn't a defined character, nor the player's own creation - they fell between those two stools and, I believe, suffered for it. In the cinematics she's the writers - fairly bland, if still charismatic and admirably assertive - 'character', often reacting without any prompting whatsoever (that character barely ever segued with the role I'd been trying to express). The cutscene ends? And the avatar is handed over to the puppet master player, to nudge them around the world until the game takes the reigns again.
This tells me that most of your experience is with Mass Effect 2 and 3, and yes, they were shit for role playing. Its one of my biggest complaints with them. 2 was functional, 3... The writers just took over and the character you had created and were playing as no longer existed in its entirety. More than a few people were pissed off at that.

Shepard was, however, your classic RPG character. In a D&D campaign, if you tell the DM you're an interdimensional time traveller from a far off universe with hidden powers that will be revealed when you reach your full potential, a lot of the time he's going to say "Toss off". Sometimes a DM will roll with it if it fits in with a campaign. A lot of the time they won't. Even in the original RPG, you were limited in the roles you could create.
Some DMs also enforce role playing, and if you say something your character wouldn't have said, they won't accept it and you've got to try again. You only get a few options, roughly, of what to say and do, defined by who your character is.
Lets also try one where your party is a team of adventurers trying to save your kingdom from the invading undead. If you say "I'm secretly an undead and want to betray everyone", sometimes the DM will roll with it, other times he'll say "Look, that doesn't really fit in with this story. Hell, I've already got 3 of those characters written in, and it'd take a level of role playing I don't think you possess to pull of a fourth. Additionally, the undead here don't take allies, so it'd be a major break in the plot of them, and...". Your roles are ALWAYS limited by the story and campaign the DM is trying to tell. Sometimes a DM is more open to different roles, sometimes they're not. This doesn't make either of them better or worse ROLE PLAYING experiences, it just determines how much the players are the storytellers in the campaign.

Shepard, at least in 1, was a semi-defined role. He's a navy marine officer type person, with a colourful history of your choosing. He's on his way to becoming promoted, and is loyal to humanity. Outside that, he's mostly up to you. You're given a framework, based on the requirements of the campaign you're playing, and within that framework you determine the details of the character - like with any D&D campaign. Since games can't take your voice input, comprehend language, and dynamically create new dialogue lines using hyper advanced AI, the dialogue options you can take are limited to the ones that, broadly, fit into the character archetype as a whole. You're given the ability to be a highly pragmatic Shepard, or a highly idealistic one, or anywhere in between. At least in 1. You can be rough and abrasive but still idealistic, or you could be kind and calm, but pragmatic to the end. So long as you stick within the barriers of human navy officer who is loyal to humanity, you're pretty much good. In 1 at least. You could make him react to and crack under stress, you could make him xenophobic, you could make him hold himself high despite the battering he keeps receiving, you can make him xenophilic. You can make him an over confident asshole, or he can be a humble hero. The biggest limitation in the game, outside the fact that you have a semi-defined role to work with, is that how much of each you are is tied to your persuasion system, which is a silly idea that really needed to be dropped, rather than reinforced, in the latter titles.

I found the series to be peculiarly schizoid, never committing to being an actual RPG, yet never having the guts to just fully flesh out Shepard and tell a conventional character narrative (given the 'cinematic' presentation and voice acting, I'd have preferred the latter path).
The series as a whole, yeah. ME1 had promising beginnings, but rather than improve on them they tried to go mainstream. Worst mistake of the series, that led to literally all the problems the series as a whole has. Within the first game, however, it was reasonably consistent, I don't know if there was a single dialogue line Shepard said that you didn't get some choice in, even if it was the same voice recording - at least you got choice in what he was thinking as he said it. The most cinematic action that happened was taking cover, and shooting, and walking out of the ruined citadel tower at the end. Otherwise most of it was gunplay, then talking between people.

...is discussing semantics particularly useful to anyone or anything? Not in the slightest, and despite their fundamental differences TES and ME represent populist gaming ergo more or less inhabit the same cultural space. It just personally riles me a little that something like ME is so heavily associated with the acronym.
I feel the same about Skyrim. Skyrim is a terrible role playing game. You have no real choice in how you express your dialogue - its all just one option. You don't have any choice in how you interact with most people either. I can't tell the Jarls to toss off, or anything of the like. The world isn't designed with any way for you to truly express and role play a character - it exists as a static slate so you can PRETEND you're any character, and it won't make a toss of difference no matter what. It tries to make any role you could play technically viable, but it fails to actually acknowledge any role, or let you properly play it. Its as much role playing as me talking to my wall and pretending I'm an all powerful wizard on a quest is. It lacks the reactivity needed to truly play a role and have it exist.

ME is tied to the acronym because it is a great role playing game. You don't have to tell the story to be able to play the role, and ME lets you play the role of Shepard just fine. Its a restricted role, but that doesn't reduce its role playing credibility at all. All roles are restricted in role playing. Even in Skyrim you have to start off as some level of nobody, with no skills and no powers, and you can't ally with Alduin to take over the world as the most powerful duo to ever have lived.

Role playing isn't about telling the story, and having absolute freedom in what you do. That's sandbox play. Role playing is about playing a role, whether its one you define, or one that's defined for you, or somewhere in between. Both games offer a different take on that experience, and that's why they're both popular and tied so heavily to RPGs. Neither is more of a true RPG than the other. Both naturally have their flaws, but both also have their strengths, and both allow role playing.

Why is it a "cash in"? It's a game in a [big] business - surely everything is a literal cash in. And can't fictional worlds tell more than one story?
Talking literally, yeah, everything is a cash in for a business. Mass Effect though?
2 and 3 weren't Cash Ins, as they had a story to tell. They started it, and they needed to finish it. Once it was finished, that was Mass Effect. You could do spin offs, but that's not what they're trying to do.
They're doing a sequel, in another galaxy, with some contrived plot, so that they get to throw all the fanservice they want in, but detach themselves from any of the consequences of the way they ended the story - which literally changed the entire Mass Effect world.
It stinks to me of not having another story in the Mass Effect setting that they wanted to tell, but needing to sell another Mass Effect game because its a popular brand, and having to come up with a story to tell in order to do so. It'll come out, and it'll be another Jar Jar Abrams/Michael Bay knockoff, with a pretty shallow and uninteresting, but fanservicey plot, and without a meaningful story it wants to tell about the world, just another one its trying to tell in it for the sake of selling more games.

DA:II, for all its flaws, wasn't a cash in. As an example. It had a story within the world it wanted to tell, a new perspective to give, and the game was built around that. It didn't shy from the consequences of the earlier game, but it had a different story, of a different place, within the same world that it wanted to tell. It lacked polish, and was rushed out, but much like DA:I, it served to grow the world of Thedas, and give us a different perspective on it, and understanding of life there.

Mass Effect; Andromeda? They're literally hitting the reset button. They are trying to distance themselves entirely from the world they created with Mass Effects 1-3, but still pull on fan Nostalgia to buy into it anyway. Its not going to add a deeper understanding of the world we were shown in 1-3, its not going to give a different perspective on that world, and it doesn't even really take place in that world. It doesn't want to be Mass Effect, but it wants to use the name and symbols of the series to try and grab some sales. Its a cash in. If I'm proven wrong, then hey, great. As is though, there's only one way I see this game going, and that's as a new IP that was designed by marketing and test groups, and is tied to an existing brand name to boost sales. I've got no faith in it being good at this point.
 

Kerg3927

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I grew up in rural Texas. I bought a D&D boxed set at a book store in Houston in the early 80's. I had no one to play with and no one within a 50 mile radius that wouldn't have had me sent to a therapist if they actually knew what I was doing with my dice and pencil and paper. So I played both the DM and all the players, by myself.

And then the D&D gold box games came out, about the time I was headed off to college. Holy shit! I don't need a DM anymore! The computer does it all for it you! Yay. I have been happy ever since. Sandbox... go kill yourself. I just want to play and level and experience the story someone has already written. I don't want to go larping around making it up as I go along. That's what people did before computers were invented. It's not something to be proud of or a compliment for a game with a crappy story.
 

Creator002

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I'm trying very hard not to be over excited for it.
I can easily say that the Mass Effect series is my favourite out of any that I have ever played. I'm even saving all my EB credit towards it.
 

Darth Rosenberg

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Joccaren said:
Not quite, other open world RPGs do exist [E.G: Witcher 3], however Bethesda are the most well known in the genre in general.
...heh, would I even consider Witcher an RPG by my definition? Maybe not. ;-) I've always found Geralt a complete bore, so his fixed perspective's never really been something I've enjoyed (I've still not played TW3 as I've always wanted to do another run of 2 before it, and so playing one very large game just to set up another large game is an undertaking I've not had time or inclination to do).

Bethesda are rightly well known for it, though, given whilst CDPR are newcomers to it Bethesda have been doing it for generations.

What you describe also isn't necessarily a greater roleplaying experience, but a greater sandbox experience. You prefer expression in the characters you role play, and the ability to tell the story, but that isn't the definition of role playing. It is a type, a form, of role playing, but it isn't a more valid, or more true, sense of role playing than any other.
I agree I can't lay claim to any objective points about what precisely makes an RPG and what doesn't - it is, ultimately, subjective. I reject the term sandbox being applied to a TES (or even a contemporary Fallout), though, mostly because I feel it's a lazy, clumsy, and misleading term that doesn't suit anything but, say, Minecraft or perhaps action oriented games like Saints Row (here's a game area - cause mayhem. in an open-world RPG the 'doing' that matters can simply be which direction you walk, or why).

Some people will enjoy and understand a character they're given to role play, far better than they would one they made up on the spot [Hot Elf Ranger being by far the easiest target of this], and can get properly immersed in the point of view of that given character, whereas with a self created character they simply use it as a vehicle to do what they as a person want within the game world, not play the role of the character they created. It really depends on the person, and the character, as to how this goes.
It does depend, but I'd argue that example reflects an abject failure of imagination on the player's part - and imagination and projection is surely a defining characteristic of role-playing.

Do you concede, at least, the term has been watered down almost to the point of meaninglessness? What game these days doesn't have lite-RPG elements?

I don't understand the 'hot elf ranger' reference, though, unless you're just referring to a [variously sexist/reductive] trope?

This tells me that most of your experience is with Mass Effect 2 and 3, and yes, they were shit for role playing. Its one of my biggest complaints with them. 2 was functional, 3... The writers just took over and the character you had created and were playing as no longer existed in its entirety. More than a few people were pissed off at that.
Actually, no - I very likely racked up more runs of ME1 than 2 or 3, because before I discovered and started using Gibbed I had to play it to generate continuity via file transfer. The entire series was 'a narrative driven variously middling 3rdP shooter with light RPG elements' to me.

I felt the series went from strength to strength as far as design cohesion and focus went, given by 3 we not only had far more acceptable 3rdP combat, but the writers were imposing more of a personality on their Shepard.

ME1 had promising beginnings, but rather than improve on them they tried to go mainstream. Worst mistake of the series, that led to literally all the problems the series as a whole has
Well, subjectivity is as subjectivity does... As I said, for me the series improved. ME2 is my personal favourite, but in terms of overall design, strengths of each element (writing, presentation, gameplay, etc), and incredible range of content as a complete package (so often DLC is filler, but its DLC's and expansions transformed it)? ME3 was, for me, one of the best games of the last gen, and an incredible way to round off one of that gen's most accomplished series.

However, one element which certainly did rather go off the rails were the Renegade options. By 3, they're just the 'Shepard's A Genocidal Arse' option as opposed to anything else. I'm surprised they didn't let RenShep flick pencils at peoples heads, spit in peoples faces or drop litter wherever they walked...

I feel the same about Skyrim. Skyrim is a terrible role playing game. You have no real choice in how you express your dialogue - its all just one option.
In terms of creating a role to play, it is objectively superior to anything like Mass Effect or even Dragon Age.

As for Bethesda's dialogue? As I've either said in this thread, or the other one about RPG's (can't remember); for me the dialogue in TES's is representative of what your character is saying. People who complain about the PC's dialogue in TES's always seem like they don't get the series or the concept of RP'ing their own creation; the neutrality of Skyrim's options is ostensibly there so as to not tread on your RP'ing toes too much. Adding more flouncey or personalised text would creep on the player's internal RP - hence why Fallout 4's an anti-RP'er to me, because everything about it asserts a ferociously bland 'character' whose story we're supposed to be forwarding (watch any LP where the player tries to assert a 'bad' or raider-y role, and you'll see how ridiculous Fallout 4 is as an RPG).

As I mentioned in the other thread; Morrowind's a sublime example of how to start a game and give the player room to create their character, and have their actions be consistent to a role. For me, even though Skyrim's opening is poor compared to Morrowind, the dialogue still ties in to that ethos of not stepping on the player's role too much.

You seem to see the text as a literal representation of what your character is saying, and thus the restrictions impinge on RP'ing. The choice that surely most matters is the one you made in having your character even talk to whoever they're conversing with. TES empowers the player, and their created role, in a way no Mass Effect could ever do; what drove your character in Skyrim to seek out the Brotherhood? Why did they decide to help one side in the war? Why did they hike up to High Hrothgar?

You concede that all RPG's have limitations, so why bridle at TES's structure? Only in TES do you have the freedom - real freedom, real choice - to discard the MQ and 'destiny' entirely, yet still burn through 200hrs worth of gameplay and emergent narrative. Each faction is a building block, or chapter, of a story you're telling. Unless the player RP's the same role over and over, not all characters will hike up to the Greybeards, or care about the war. Even if the player hasn't seen a given faction yet, they always have the option to walk away, to remain consistent to their character if a choice its scripted arc asks of you goes against it.

The analogy I tend to use is; Bethesda provide the canvas and the basic tools, and the player creates the picture. A given colour or brush never changes, but how they're used does depending on RP (modding provides even more paints and tools).

...is Morrowind a vastly superior role-playing game to Skyrim? Sadly, yes, so Skyrim wouldn't exactly represent any kind of pinnacle of design. In Morrowind not only is its opening respectful of near limitless options for RP'ing, you can famously choose to slay any and all NPC's, incurring only a textbox warning that you've just created a world that may well be doomed because of your actions. But then it lets you get on with whatever story you were in the process of creating, if that's a consequence you're happy to retain.

Would more text options be nice in Skyrim? Absolutely, as well as more consequences, a less intrusive opening, better writing/combat, and so on... But for me the approximated text doesn't really matter (there's really no difference between what TES or even Fallout 4 does, and what BioWare do with their suggestive text) - the choice of why your character's even speaking to that person in the first place (and whether they're going to continue or stop) is what matters.

It tries to make any role you could play technically viable, but it fails to actually acknowledge any role, or let you properly play it.
If a faction is there to support an expressed RP, what on earth is that, if not a literal acknowledgement of a possible role?

ME is tied to the acronym because it is a great role playing game. You don't have to tell the story to be able to play the role, and ME lets you play the role of Shepard just fine. Its a restricted role, but that doesn't reduce its role playing credibility at all. All roles are restricted in role playing.
I feel if I'm using the term too harshly (which I'd pretty much concede, given I barely count ME as an RPG), you're using it far too loosely as to be almost meaningless.

Because---
Role playing is about playing a role, whether its one you define, or one that's defined for you, or somewhere in between.
---that ostensibly makes Uncharted a frikkin' 'role' player, if neither freedom to change or create a story or the creation of a role doesn't matter.

They're doing a sequel, in another galaxy, with some contrived plot, so that they get to throw all the fanservice they want in, but detach themselves from any of the consequences of the way they ended the story - which literally changed the entire Mass Effect world.
So they're using a clever way to keep exploring a universe whilst not treading on the toes of the various head-cannons of players? And this is a "cash in", and not good, respectful design?

It'll come out, and it'll be another Jar Jar Abrams/Michael Bay knockoff, with a pretty shallow and uninteresting, but fanservicey plot, and without a meaningful story it wants to tell about the world, just another one its trying to tell in it for the sake of selling more games.
Well, that's 100% speculation. It could turn out to be a cynical sequel, or it might not.

If we're in prediction mode? Going from all that's gone before - Mass Effect and Dragon Age - I'd say it'll very likely be a game I'll end up enjoying and sinking a lot of hours into, given, so far, BioWare have never let me down when it comes to character narrative, dialogue, and having an engaging world to place those in. DA:I was/is incredibly frustrating and, frankly, loathsome (SP MMO design) and idiotic (puddle shallow combat) at times... but it still had it where it counts for me.

I do very much hope DA:I's core - utterly banal - design flow isn't carried on to it, though. 'Collect/kill X number of Y' isn't 'content', it's just filler. In DA:I you can at least ignore almost all of it, so if ME:A is blighted by such lazy design I hope they allow you to essentially skip it.

They're bringing back the Mako, but can they make it worthwhile whilst retaining a sentimental notion of 'exploration'? I don't see how, unless they had another two years added to the dev cycle. DA:I's zones were utterly gorgeous - modestly sized masterpieces, meticulously lit and detailed, with sound design (and surprisingly subtle music) to match. But 'find X of Y' isn't 'content' to give those areas real value or identity. Gamers seem to want 'exploration' back, but I'd argue it was never there in the first place; ME1's bouncing over palette swapped terrain - x50, or however many uncharted worlds it included - isn't exploration, it was window-wiping a map for POI's. Its 'content' on those worlds was just as much filler as DA:I's.

Personally, I don't feel ME:A should bother to try to scratch that itch. We have games like Elite right now, and Star Citizen around the corner/on the horizon/probably-coming-out-sometime-this-century, and so a notion of what exploration really is in a sci-fi/sci-fantasy game is no longer what it once was.

...and yes, Elite features not just 50 odd, but a few billion airless palette swap terrains to bounce over looking for 'content'. But, ironically, I love that because it is consistent with its more harder sci-fi vibe - space as we know it is a pretty dead, empty, imposingly lonely place. If Mass Effect Andromeda was a harder sci-fi game and wanted to depict more realistic lifeless worlds, I'd be all for it. But it's not, ergo when the player's down on the surface they need things to do of real value (which is why I preferred ME2's much smaller 'away' missions).

Given ME and DA are jack of all trades, masters of none already, there is simply no way ME:A can wear the hat of A/RPG, 3rdP shooter, and actual galactic exploration and do the latter competently. ME and DA are heavily compromised as it is, so precisely how will ME:A compromise on its 'exploration'?

Oh, one thing I genuinely do really hope they pull off is in depicting worlds and phenomena that are still plausible yet visually spectacular - frankly, there was barely any of that in the ME trilogy. Apart from some of its planet and system descriptions, it barely ever felt like a game concerned with the actual cosmos or astronomy. Take some cues from Interstellar and try to render a black hole (I gather they omitted the visual effect of relative Doppler shifting? so it'd be fun for ME:A to go one further and model that as well), for example, or build in missions around events such as the cliff-height tidal forces seen in the film (ME3's excellent Leviathan DLC featured a gorgeous looking water world, but nothing about the mission tied in to the conditions there). Have a key plot strand in the dangerously close vicinity of a neutron star, and so on.

The universe is a fertile ground for spectacular mind bending weirdness, but I never felt Mass Effect really bothered to draw from that. It'd be great if ME:A did.
 

laggyteabag

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I dunno, the whole thing just reeks on unnecessary sequel to me. I mean, Mass Effect was, and always has been, a trilogy of games, and that story has ended; the threat has been stopped, and the galaxy is safe. There was no sequel baiting, or any indication of a further threat after the reapers, so for them to just kind of go "New galaxy, new problems", whilst simultaneously sweeping everything that happened with 3 under the rug, just feels kind of lazy to me.

Of course, then there is the further risk of it just turning out like Inquisition in space, and that thought is horrifying. Whilst I actually really enjoyed Inquisition when it came out - just like pretty much every critic ever - looking back at the game, all I see was just a woefully unsatisfying experience that ended up playing like an MMO, without any of the stuff that makes MMOs fun to play.

Game was damn pretty though, and I hope that Andromeda turns out the same.
 

Joccaren

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Darth Rosenberg said:
...heh, would I even consider Witcher an RPG by my definition? Maybe not. ;-) I've always found Geralt a complete bore, so his fixed perspective's never really been something I've enjoyed (I've still not played TW3 as I've always wanted to do another run of 2 before it, and so playing one very large game just to set up another large game is an undertaking I've not had time or inclination to do).

Bethesda are rightly well known for it, though, given whilst CDPR are newcomers to it Bethesda have been doing it for generations.
Yeah, I know the feeling with the Witcher. While I love the games, they take a while to get through, as an understatement, and I often end up taking breaks halfway through.

But, Witcher was just an example. Older games like Ultima, or Gothic, also classify. Bethesda is the modern day's most well known though I will admit.

I agree I can't lay claim to any objective points about what precisely makes an RPG and what doesn't - it is, ultimately, subjective. I reject the term sandbox being applied to a TES (or even a contemporary Fallout), though, mostly because I feel it's a lazy, clumsy, and misleading term that doesn't suit anything but, say, Minecraft or perhaps action oriented games like Saints Row (here's a game area - cause mayhem. in an open-world RPG the 'doing' that matters can simply be which direction you walk, or why).
Eh, while I can respect that, sandbox is the phrase used to denote games where the player is given control over their experience and essentially told to make their own fun. You're given a 'sandbox' to play around in, and there might be some guidance, but ultimately its up to you what happens in the game. As opposed to more story driven games, where the player may have some agency, but is confined to and pushed along through the story for all meaningful interactions.

I do agree the genres we have in gaming are... Kinda shit at explaining what a game is though. You don't really know anything about a game from its genre label alone, which kind of defeats the entire point.

It does depend, but I'd argue that example reflects an abject failure of imagination on the player's part - and imagination and projection is surely a defining characteristic of role-playing.

Do you concede, at least, the term has been watered down almost to the point of meaninglessness? What game these days doesn't have lite-RPG elements?

I don't understand the 'hot elf ranger' reference, though, unless you're just referring to a [variously sexist/reductive] trope?
Imagination and projection are two different things though, and very vague as well. Someone might have an amazing imagination for worlds and characters and events, while another might come up with amazing schemes, and have the sort of mind that can describe those scenes to anyone and make it sound like their idea. Its honestly not uncommon for people, even imaginative authors, to come up with characters, but not really understand what makes them tick. Its also not uncommon for there to be people who couldn't conjure a backstory out of nowhere, but can fundamentally understand someone else if told their personality and backstory. There's a lot of different understandings of places and people and things, and different people have different talents.

And yeah, RPG has definitely been watered down to meaninglessness. Part of that is because it never really meant anything that specific to begin with though. It really was just used to describe a game, where you took on the role of a character. However, thanks to the many unique aspects of D&D at its inception, they all got bundled into the label, and as bits and pieces of them are used in other games, they end up labelled RPG elements, despite not necessarily being core to the role playing experience. Enter video games, and once home consoles came around, yeah, most games included some level of lite RPG mechanics - you began to play the role of a character, rather than just a generic sprite on screen, or an army battalion, or other similar cases. Of course, I would never say this is all it takes to create a full Role Playing Game, but it is one crucial aspect of them, and what gave them their name to begin with.

As for the hot elf ranger, its a reference to the propensity of a number of newer players to D&D to decide that they want to be Legolas, because Legolas was awesome. A few DMs I know have essentially outlawed the character archetype unless you can actually do something new with it, because its boring seeing Legolas by another name every game, and rather creatively bankrupt.

Actually, no - I very likely racked up more runs of ME1 than 2 or 3, because before I discovered and started using Gibbed I had to play it to generate continuity via file transfer. The entire series was 'a narrative driven variously middling 3rdP shooter with light RPG elements' to me.

I felt the series went from strength to strength as far as design cohesion and focus went, given by 3 we not only had far more acceptable 3rdP combat, but the writers were imposing more of a personality on their Shepard.
Then I can't rightly tell where comments of Shepard saying and doing their own thing without player input came from, as one was very careful not to do such in pretty much every case. I agree it had a strong narrative focus, but that doesn't mean it doesn't also come with strong role playing capacity as well.

Well, subjectivity is as subjectivity does... As I said, for me the series improved. ME2 is my personal favourite, but in terms of overall design, strengths of each element (writing, presentation, gameplay, etc), and incredible range of content as a complete package (so often DLC is filler, but its DLC's and expansions transformed it)? ME3 was, for me, one of the best games of the last gen, and an incredible way to round off one of that gen's most accomplished series.

However, one element which certainly did rather go off the rails were the Renegade options. By 3, they're just the 'Shepard's A Genocidal Arse' option as opposed to anything else. I'm surprised they didn't let RenShep flick pencils at peoples heads, spit in peoples faces or drop litter wherever they walked...
The biggest problems with 3 for me spawned from 2, where they essentially reboot the franchise. Control of Shepard was taken away from players in order to be Bioware's character entirely, akin to a DM in D&D telling you what your character does, rather than just offering you limited choice in what to do. Additionally, any sense of internal consistency, or being a world with rules, vanished in the name of mindless action with little substance to back it up. Character writing improved, but otherwise the story as a whole just went rapidly downhill. This is without the maddening plot magic armour given to character, various Diablo Ex Machine and Deus Ex Machina thrown around just so you had more explosions, without regard for consistent characters, stories or themes. It was just a mess all around.

But hey, subjectivity and all that.

In terms of creating a role to play, it is objectively superior to anything like Mass Effect or even Dragon Age.

As for Bethesda's dialogue? As I've either said in this thread, or the other one about RPG's (can't remember); for me the dialogue in TES's is representative of what your character is saying. People who complain about the PC's dialogue in TES's always seem like they don't get the series or the concept of RP'ing their own creation; the neutrality of Skyrim's options is ostensibly there so as to not tread on your RP'ing toes too much. Adding more flouncey or personalised text would creep on the player's internal RP - hence why Fallout 4's an anti-RP'er to me, because everything about it asserts a ferociously bland 'character' whose story we're supposed to be forwarding (watch any LP where the player tries to assert a 'bad' or raider-y role, and you'll see how ridiculous Fallout 4 is as an RPG).

As I mentioned in the other thread; Morrowind's a sublime example of how to start a game and give the player room to create their character, and have their actions be consistent to a role. For me, even though Skyrim's opening is poor compared to Morrowind, the dialogue still ties in to that ethos of not stepping on the player's role too much.

You seem to see the text as a literal representation of what your character is saying, and thus the restrictions impinge on RP'ing. The choice that surely most matters is the one you made in having your character even talk to whoever they're conversing with. TES empowers the player, and their created role, in a way no Mass Effect could ever do; what drove your character in Skyrim to seek out the Brotherhood? Why did they decide to help one side in the war? Why did they hike up to High Hrothgar?

You concede that all RPG's have limitations, so why bridle at TES's structure? Only in TES do you have the freedom - real freedom, real choice - to discard the MQ and 'destiny' entirely, yet still burn through 200hrs worth of gameplay and emergent narrative. Each faction is a building block, or chapter, of a story you're telling. Unless the player RP's the same role over and over, not all characters will hike up to the Greybeards, or care about the war. Even if the player hasn't seen a given faction yet, they always have the option to walk away, to remain consistent to their character if a choice its scripted arc asks of you goes against it.

The analogy I tend to use is; Bethesda provide the canvas and the basic tools, and the player creates the picture. A given colour or brush never changes, but how they're used does depending on RP (modding provides even more paints and tools).

...is Morrowind a vastly superior role-playing game to Skyrim? Sadly, yes, so Skyrim wouldn't exactly represent any kind of pinnacle of design. In Morrowind not only is its opening respectful of near limitless options for RP'ing, you can famously choose to slay any and all NPC's, incurring only a textbox warning that you've just created a world that may well be doomed because of your actions. But then it lets you get on with whatever story you were in the process of creating, if that's a consequence you're happy to retain.

Would more text options be nice in Skyrim? Absolutely, as well as more consequences, a less intrusive opening, better writing/combat, and so on... But for me the approximated text doesn't really matter (there's really no difference between what TES or even Fallout 4 does, and what BioWare do with their suggestive text) - the choice of why your character's even speaking to that person in the first place (and whether they're going to continue or stop) is what matters.
The issue with Bethesda's dialogue isn't that its representative, its that its essentially non existent. If I decide I want to tell the Jarl of Whiterun to Toss off and give me his throne... I can't. I can only politely say goodbye. And we know its polite because of the way he reacts. I can't form any real relationships, I can't react in any meaningful way, and my choices and 'freedom' are severely limited in the process.
In Mass Effect, I can add tone to how I talk. I can tell the Council to toss off, and they'll react to it. It'll be a thing that happened. And my Shepard will have done it. Honestly, I find the dialogue in Mass Effect far more representative than that in Skyrim, because its all trying to represent something. A hostile attitude, a friendly attitude, a pragmatic attitude - there are various responses to each situation meant to represent something, and even if the exact words you were thinking don't come out of the actor's mouth, you've at least had the freedom to choose in which way you address the person you're talking to. I mean, imagine a D&D campaign where the only way NPCs would respond to you is as if you had said a generic, polite phrase to them. You could ask the guard taking a valuable prisoner away to be careful with them, knowing them as a good friend, and the DM would just reply "Talk to you later then". It'd be a joke of an RP experience. That's one of the major failings of Bethesda RPGs IMO.

Creating a role, and total freedom of action, aren't as necessary to the role playing experience as having that role to play, and some freedom to play it with. I won't deny that Bethesda covers these bases better, but I don't believe they make a better RPG just by those features.

If a faction is there to support an expressed RP, what on earth is that, if not a literal acknowledgement of a possible role?
I don't care about factions. Factions are meaningless. That just gives me an archetype to work with, not a personality, not a role. Regardless, the factions often end up rather meaningless as well. I am the archmage of Winterfell [Or whatever that mage college was actually called]. The world still treats me as if I'm just another common peasant. I am the leader of one of the nations most famous mercenary bands. Never mind, I'm still nobody. I can go do whatever I want, but it doesn't make a lick of difference in the grand scheme of things, as nothing actually changes. My role is never actually validated. Compare to Dragon Age, since it was brought up earlier, where if I say I'm a human noble, everyone knows my family, and is sad to hear what happened to them. They also react to my plans for revenge, or lack thereof. In these games, the roles I play actually end up existing. I am a PTSD suffering survivor of a horrible attack on Elysium. I am a disgraced Dwarven noble, driven from his home for dishonouring his family. In Skyrim, I can SAY I'm anyone, and pretend I'm anyone, but the world doesn't acknowledge it in any way. Its like playing D&D with a DM who responds to you, but insists you stick to a campaign he's written and play within those rules, or sitting in front of a blank wall and pretending to be a wizard. I have more freedom with the wall, but it doesn't account for anything if the wall won't acknowledge it.

I feel if I'm using the term too harshly (which I'd pretty much concede, given I barely count ME as an RPG), you're using it far too loosely as to be almost meaningless.

Because---
Role playing is about playing a role, whether its one you define, or one that's defined for you, or somewhere in between.
---that ostensibly makes Uncharted a frikkin' 'role' player, if neither freedom to change or create a story or the creation of a role doesn't matter.
To a very light extent, yes. Compare Uncharted to something like a Starcraft skirmish, and tell me they're on the same role playing level. Playing the role of Nathan Drake is more role playing than simply commanding units. That said, as said earlier, that's not all I'd say to make a role playing game. You need to be able to role play the role. That doesn't mean sitting there while literally everything is done for you, it means you get some input. Look at Mass Effect. While your role is restricted, you still get choice in how the role is portrayed, and what the exact details of the role are. Its the same in the Witcher. You don't create the story, or the characters, but you can lend your interpretation of them to the game, and have it acknowledge that. You can role play as them.

So they're using a clever way to keep exploring a universe whilst not treading on the toes of the various head-cannons of players? And this is a "cash in", and not good, respectful design?
To be honest, good, respectful design wouldn't have had such absurd choices as the final ones of ME3, and would have left with a world vastly different depending on your actions, but still reconcilable no matter what.
Additionally, they could have done Dragon Age II; The story of someone other than Shepard in the events leading up to the Reaper invasion.
They could have gone back to the first contact war, or right after it, and had another story there.
Hell, if you want to be really bold, go back to the Rachni wars, and allow the player to play through them. A lot of the details of the wars aren't known, and aren't stated, so a lot could really be done there, with throw backs to the references the main games had to these events.
You could do a story in the two years Shepard was gone, with people unrelated to Shepard but still protecting the galaxy.
There were a lot of options as to how they could have done a new perspective that added to the Mass Effect universe. Instead, they decided to nuke the universe, move to a new one, yet call back the name of Mass Effect for sales. Its not a clever way to solve the problem. It breaks internal consistency, doesn't solve most of the problems presented by the ending of Mass Effect 3, and requires a lot of contrivances to begin to work - let alone removing any semblance of the Mass Effect universe, outside the fan favourite races in all likelihood. Its a lazy copout option, not a clever one.

Well, that's 100% speculation. It could turn out to be a cynical sequel, or it might not.

If we're in prediction mode? Going from all that's gone before - Mass Effect and Dragon Age - I'd say it'll very likely be a game I'll end up enjoying and sinking a lot of hours into, given, so far, BioWare have never let me down when it comes to character narrative, dialogue, and having an engaging world to place those in. DA:I was/is incredibly frustrating and, frankly, loathsome (SP MMO design) and idiotic (puddle shallow combat) at times... but it still had it where it counts for me.
Oh, I'll handily admit its 'speculation', but knowing Bioware's track record, that's what it'll be. Maybe I'll be surprised, but I'm not holding my breath on that one.
You may enjoy it, and if you do, more power to you. It may be good, and if it is, more power to everyone. But I ain't getting any hopes up. Ever since ME2, Bioware have been on an uninterrupted downhill spiral [Inquisition, despite all its flaws, is probably the best game they've produced since then sadly, and it is very flawed - though still enjoyable], and there's only so many times you can say "They'll learn for next time" before you realise they won't.

I do very much hope DA:I's core - utterly banal - design flow isn't carried on to it, though. 'Collect/kill X number of Y' isn't 'content', it's just filler. In DA:I you can at least ignore almost all of it, so if ME:A is blighted by such lazy design I hope they allow you to essentially skip it.

They're bringing back the Mako, but can they make it worthwhile whilst retaining a sentimental notion of 'exploration'? I don't see how, unless they had another two years added to the dev cycle. DA:I's zones were utterly gorgeous - modestly sized masterpieces, meticulously lit and detailed, with sound design (and surprisingly subtle music) to match. But 'find X of Y' isn't 'content' to give those areas real value or identity. Gamers seem to want 'exploration' back, but I'd argue it was never there in the first place; ME1's bouncing over palette swapped terrain - x50, or however many uncharted worlds it included - isn't exploration, it was window-wiping a map for POI's. Its 'content' on those worlds was just as much filler as DA:I's.

Personally, I don't feel ME:A should bother to try to scratch that itch. We have games like Elite right now, and Star Citizen around the corner/on the horizon/probably-coming-out-sometime-this-century, and so a notion of what exploration really is in a sci-fi/sci-fantasy game is no longer what it once was.
It certainly has room for exploration, the issue is the ME1 Mako and DA:I do exploration in the most unimaginative, and uninspired way possible; collectathons. Some of the best exploration in Mass Effect was interacting with the people in each port, and discovering new ways to solve the problems - and solving them too. Utilising some of your team's powers to get to side areas, and having a worthwhile unlock there, is also a good way to do things. The best form of exploration, though, comes from complex mechanics. Things that interplay together, that aren't just handed to you, but that allow you to both perform better in activities such as combat, as well as open entry to new areas of the world. Zelda is one of the more iconic games for this, with environmental effects and items interacting in predictable, foreseeable, and novel ways, encouraging you to test them out and explore to see what they do. Such things could easily be interspersed in missions in a Mass Effect game, and would actually make boss fights ten times more interesting for everyone if you had to discover how to defeat them, rather than just pump bullets at it.

Open world though... Not sure its the best idea for Mass Effect. The game has always been far more story focused. I wouldn't be surprised if it did this, given Inquisition, but Mass Effect shined for its well written characters and plot, not for the open world Mako aspects.

...and yes, Elite features not just 50 odd, but a few billion airless palette swap terrains to bounce over looking for 'content'. But, ironically, I love that because it is consistent with its more harder sci-fi vibe - space as we know it is a pretty dead, empty, imposingly lonely place. If Mass Effect Andromeda was a harder sci-fi game and wanted to depict more realistic lifeless worlds, I'd be all for it. But it's not, ergo when the player's down on the surface they need things to do of real value (which is why I preferred ME2's much smaller 'away' missions).
Yeah, honestly I think there's a compromise to be had. They were able to design a fairly decent open area for Overlord in ME2, and were they to have the Mako running around somewhere like that, with a few 'dungeons' of sorts that are more scripted and better designed - that could work. In terms of main missions, one of the things that lacked in 2 and 3 was the sense of scale 1 had. Driving the Mako around Feros, Noveria and Vermire, or Ilos, gave the places scale. They felt like large areas, and you knew where in the world you were. Tuchanka in ME2... Cutscene, appear somewhere, do a mission, back at hub. It can't have been truly that hard to create a relatively simple road section, thrown a couple of decorations on, and had you drive there yourself. Same goes for Illium. Have us drive the cab to where we need to go. We could do it for Shadow Broker, and it wouldn't be too hard to make some basic traffic geometry between places. Hell, even SWTOR managed it - even if mostly on rails. Add in some mission specific events when you near a mission, and hey presto, it works. But simple loading screens were a let down.
Ideally missions would take place spread out over several well designed and focused locations, and you could travel between these locations ala Overlord. Its how it worked in 1 for the side missions there, just the terrain at that point was unwieldy and incredibly bland, as were the copy/paste interiors. And it made the side missions work a lot better IMO, to feel they were grounded in the world.