@genius2365 said:
@Jankarcop said:
You are telling me the RPG with the least RPG elements is winning best rpg of the whole gen?
This is why polls are useless. A third person shooter with a few skill points wins best RPG of the gen.....
While ME3 may have had the least RPG gameplay elements, it more than made up in the choices aspect. RPG's are more than stats and numbers. You decided the fate of entire races, characters, and an entire universe. If that doesn't count as ''Role-playing'', then what does?
By "elements" we really mean mechanics. And while mechanics alone don't define a genre (otherwise we'd be calling COD an RPG) stats and leveling do have a function in RPGs, in how we get that character growth and progression. One of the satisfying components to the game is starting out weak and feeling that sense of empowerment, when at first we struggle to fight wolves but can later tackle 16' knights and dragons.
But while so many people place great emphasis on the stats and leveling, it often gets overlooked that it's only one side of the coin. The other half being the players interaction with the world around him/her, and through this interaction defining their character as an extension of themselves and taking that direct involvement in the story. The essence of "role playing"
But in ME3's defense of its mechanics, it strikes me that most people confuse "diminishing" with "streamlining". And that's quite a difference. While it doesn't follow traditional formulas (such as attributes like STR, DEX, INT, or skills like lock picking and herbalism) the RPG genre in general shouldn't be limited to age old models.
The mechanics of ME are tailored around the context of its universe, and designed to work in an action game design (ARPG) and while being streamlined it still accomplishes the means of allowing the player to develop their character's growth. To examine this in a simple outline;
* skill differentiation in classes
* skill customization in trees, expanded in ME3 with the branching options (varying permutations)
* weapon and gear customization, mods (with increasing power tiers) for guns, configurable armor components
* non-linear story progression, missions (quests) tracked in a log
* NPC interaction (dialog and non-combat objectives)
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