@Lulu_Lulu:
yes, mass1 was a more-rpg-like shooter that had character development choices that impacted one's choices to a much higher degree than in mass2. now, i'm NOT saying mass1 is this deep and well-honed rpg, lol. not in the least, but, for me, the changes they made in 2 were almost exactly what I was afraid of and didn't want. still a good game when I compare it to most of the junk released these days, but, much less fun and meaningful than 1. for me. imo. ;)
as for some of your suggestions, lol, heck yes. those are some things many of us thought we see DEVELOPED in mass2. instead, the entire core of the game was simplified and chopped and streamlined.
and, as to your rpg views: I will not get into that here, since, that looks like it deserves an entire thread to its own :), but, I find the major problem to be that rpg's are very hard games to develop if depth, customization and meaning have priority. attributes and skill and stat management is, or, at least, should be a very complex system that impacts a game and developing character to the nth degree. meaning, just changing one number or say groups of 5, whatever, will impact gameplay significantly.
why? because attributes are the very CORE and NECESSARY ingredients to a pc and to all human beings. that's why they are called attributes, lol, and, NOTHING can replace them in a game, since, THEY IMPACT EVERYTHING ELSE. perks don't replace them. combining different aspects into generic health, endurance and magicka categories doesn't replace them. you take a perk or a category and attributes will change THEM. not the other way around. and, this should impact all gameplay IF IF IF the devs know how to create a good game :)
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