Host Samurai said:Going from Resident Evil 4 to Resident Evil 5 is a perfect example of dumbing down.
How so though? What were the elements which were dumbed down?
Host Samurai said:Going from Resident Evil 4 to Resident Evil 5 is a perfect example of dumbing down.
The inventory went from each item taking up a certain amount of space to a rocket launcher taking up as much space as some leaves.duckroll said:How so though? What were the elements which were dumbed down?
Billychu said:The inventory went from each item taking up a certain amount of space to a rocket launcher taking up as much space as some leaves.
Billychu said:The inventory went from each item taking up a certain amount of space to a rocket launcher taking up as much space as some leaves.
I will NEVER understand how the ADDITION of options that are exactly that; OPTIONS is somehow considered to be "dumbing it down".
Look, I was only interested in an expansion on the AC/AC2 point, because it looked like it actually had potentially valuable input on the discussion we're having, but was framed in a very non-discussion way. On the other hand, I also quoted a bunch of posts I felt were basically worthless in this discussion, saying that this sort of input is not appreciated, and it's clear no one else here wants to hear it.
You decided to expand on your already bad point, so I humored you by replying further to point out how bad it was. You were still not satisfied with it, so you decided to turn it into an argument of whether your point was good or not. Well no one here seems to think it was a good point, nor a very valid one. There is nothing to discuss because you either agree with that viewpoint or you don't. If you agree with that viewpoint (you obviously do), then there is no point in discussing the difference between the two when it comes to games, so there is nothing more to say. If you don't agree with the viewpoint then other than "lol troll" there is nothing else worth saying too.Â
If your aim was to somehow get validation for your contribution to this thread, I'm sorry but you won't get any. It was a dumb thing to post.
Momo said:The jump from System Shock 2 to Bioshock annoyed me to no end. Still havent finished Bioshock, I'm pretty sure I wont.
Sorry to keep harping on this point, but since the game came out I have really been looking for a non-inflammatory place to have this discussion: What exactly about ME2 doesn't make it a better (or at the very least, equal) core RPG than ME1?duckroll said:Their inability or unwillingness to make ME2 into a better core RPG resulted in them dumbing the game down to a RPG shooter which ended up being a much better game than ME1.
Tain said:Additional options can completely overshadow other options, thus removing them from the equation.
Yes, making a multi-dimensional game one dimensional. Introducing a mechanic that is more time efficient or more powerful than other mechanics in the game. An example would be putting an overpowered weapon in an FPS that specializes in a variety of weapons creating different tactical approaches. If there is no advantage to using the other weapons, then you have just made your game simpler.Tain said:Additional options can completely overshadow other options, thus removing them from the equation.
Yeah, this is usually (or at least I've usually seen it referred to as) called degenerate design, where certain options or elements of the design render other options or mechanics useless, by making all other nuances of the system poor and useless in comparison to a single, dominant strategy.dionysus said:Yes, making a multi-dimensional game one dimensional. Introducing a mechanic that is more time efficient or more powerful than other mechanics in the game. An example would be putting an overpowered weapon in an FPS that specializes in a variety of weapons creating different tactical approaches. If there is no advantage to using the other weapons, then you have just made your game simpler.
Coxswain said:Sorry to keep harping on this point, but since the game came out I have really been looking for a non-inflammatory place to have this discussion: What exactly about ME2 doesn't make it a better (or at the very least, equal) core RPG than ME1?
- I don't think you can make the argument that it's because statistical skills no longer affect your accuracy with weapons. In Tales or Demon's Souls (or [action RPG of choice]), right from level 1 a sword will swing exactly as accurately as it will at level 99, and nobody is saying that they aren't RPGs because of it.
- I don't think it can come down to a lack of inventory, because the inventory is there, and has more meaningful variety than the first game. The incremental upgrades that came from ME1's series of, say, Tsunami III versus Tsunami IX is intact in ME2 in the form of weapon damage upgrades. The weapons do not behave the same within a weapon type, so rather than having four weapon types with a huge range of highly-granular linear upgrades, you have somewhere in the area of 15~25 weapon types with a lower granularity of linear upgrades (not counting Heavy Weapons, which I think are a major point in ME2's favour over the first game).
Likewise, the linear upgrades to armour effectiveness are mirrored in upgrades to shields, health, regeneration, etc, through the upgrade terminal.
- I don't think you can boil it down to changes in the skill system. Once you remove the 'sink' ranks in skills from ME1, there aren't more than three or four actual tiers to each skill. Weapon proficiencies are mostly obviated by making the player's skill determine accuracy; armour proficiencies were kind of a nothing skill except as a prereq for other, worthwhile skills. Defensive skills completely undermined several other mechanics, like taking cover or healing, and removed depth from the game, so they were relegated to class and loyalty skills. Persuasion skills were an incongruity from day one; every other skill in the game was combat-related, and Mass Effect was never the sort of game where combat was optional; the bulk of Charm/Intimidate's purpose was shifted over to the dialogue/conversation part of the game where it actually had relevance, and the rest was folded into the bonus you get from raising your class skill. Once you take out the skills that are made irrelevant or moved into more sensible places within the design, Shepard has essentially the same number of skills available in ME2 as in ME1.
Individual squadmates definitely did take a hit to the number of skills available to them, but you had more than twice as many party members available to you, so this seems like a conscious design decision to remove emphasis from the "build" of your squadmates and put emphasis on the "build" of your party, so rather than taking the same two people through the entire game, you switched it up depending on who would be more useful.
- I don't think you can attribute it to the mission-based structure of the game. Similar to how you're 'locked in' to a certain set of weapons and squadmates once you start a mission, it's not uncommon in traditional games for you to be 'locked in' to, say, class or skill changes if you need to make those swaps at a specific building in a town (say, changing up which six Pokemon you have). Giving experience in a lump sum at the completion of a mission, and not awarding experience per-enemy-killed aren't non-RPG elements either; those things have been present in a wide variety of video games and tabletop RPGs for years and years.
Krauser Kat said:to me streamlining is removing 3 out of the 5 clicks in getting to the same result.
the Witcher 2 says hello, and will hopefully shows us the way to a real "stream lined" RPGFio said:I'm still in complete shock how the Final Fantasy series went from the awesomeness of FFXII to the joke which is FFXIII. I know the games are independent from each other, but that was unacceptable. I don't know how but Square even managed to outdo Bioware. These are examples of dumbing down at its finest.
I guess AAA RPGs are doomed these days, if they're AAA, they can't be RPGs proper.
I played a Defender through that game. "Oh well," I told myself, "even if it is the worst class now it's going to be hot shit when Too Human 2 rolls around and people are going to want a tank." Motherfucker.Coxswain said:Yeah, this is usually (or at least I've usually seen it referred to as) called degenerate design, where certain options or elements of the design render other options or mechanics useless, by making all other nuances of the system poor and useless in comparison to a single, dominant strategy.
I don't think I've seen a better textbook example of it in an actual game than Too Human (and I'm sure nobody's going to take offense if I say something in Too Human was bad). You had an entire character class called the Defender based around, well, defense. Wore huge, powerful armour, had passive and active skills all devoted to soaking up damage, and as a tradeoff, was probably the weakest class in the game offensively. The problem being that the standard roll-dodge, available to every class, was orders of magnitude more effective at avoiding damage, giving you invulnerability that let you roll through almost every single source of damage in the game without taking a scratch (even if you were poisoned, you were supposed to lose a certain amount of health every few seconds, but if you were rolling when that counter ticked down, you wouldn't take any damage).
So you had an entire character class, ostensibly supposed to come with his own set of strengths and weaknesses to balance him against every other class in the game, but because the balance of the game was so degenerate and the action portions of the game were so dominant over the statistical portions of the game, what you ended up with was just a character that was slower, weaker, and generally worse than any other type of character you could make. The game would lose no depth and would not be dumbed down in any meaningful way if the Defender had been omitted entirely*.
*Actually had the game shipped with 4-player co-op the Defender's party-wide defensive skills may have multiplied enough across the group to make the character worthwhile as a support character, but, you know, would've, could've, should've.
I just read that article this morning and it's a really great point. I am just getting started in Assassin's Creed 2 and it's in line with how I'm feeling about the game. The first game had mountains of flaws but I loved how meticulous and sim-like it was. It's definitely an entirely different beast than later entries, and I think I'd have liked to see the series evolve differently than it has. That said, I think AC2 took the necessary steps for the series to survive as an Ubisoft flagship title, and it is a really great game in its own right. It was a fundamental changing of the formula more than a streamlining, though.soyboy said:I strongly agree with this.
Sorry for my prompt response but the original Assassin's Creed was built as an Assassin Simulator where you actually have to put time and effort into studying your environment & surroundings to figure out how to best perform the assassination while II & Bro'Hood basically send you on a random assortment of missions without any real build up or preparation. It doesn't force you to memorize your surroundings and figure out the best way to kill your target. I love II & Bro'Hood but really liked the pacing & thought that went into the first game.
So yes, I think Ass Creed has been dumbed down but that's because it's still an enjoyable game but not what it could have been.
Coxswain said:- I don't think you can make the argument that it's because statistical skills no longer affect your accuracy with weapons. In Tales or Demon's Souls (or [action RPG of choice]), right from level 1 a sword will swing exactly as accurately as it will at level 99, and nobody is saying that they aren't RPGs because of it.
- I don't think it can come down to a lack of inventory, because the inventory is there, and has more meaningful variety than the first game. The incremental upgrades that came from ME1's series of, say, Tsunami III versus Tsunami IX is intact in ME2 in the form of weapon damage upgrades. The weapons do not behave the same within a weapon type, so rather than having four weapon types with a huge range of highly-granular linear upgrades, you have somewhere in the area of 15~25 weapon types with a lower granularity of linear upgrades (not counting Heavy Weapons, which I think are a major point in ME2's favour over the first game).
Likewise, the linear upgrades to armour effectiveness are mirrored in upgrades to shields, health, regeneration, etc, through the upgrade terminal.
- I don't think you can boil it down to changes in the skill system. Once you remove the 'sink' ranks in skills from ME1, there aren't more than three or four actual tiers to each skill. Weapon proficiencies are mostly obviated by making the player's skill determine accuracy; armour proficiencies were kind of a nothing skill except as a prereq for other, worthwhile skills. Defensive skills completely undermined several other mechanics, like taking cover or healing, and removed depth from the game, so they were relegated to class and loyalty skills. Persuasion skills were an incongruity from day one; every other skill in the game was combat-related, and Mass Effect was never the sort of game where combat was optional; the bulk of Charm/Intimidate's purpose was shifted over to the dialogue/conversation part of the game where it actually had relevance, and the rest was folded into the bonus you get from raising your class skill. Once you take out the skills that are made irrelevant or moved into more sensible places within the design, Shepard has essentially the same number of skills available in ME2 as in ME1.
Individual squadmates definitely did take a hit to the number of skills available to them, but you had more than twice as many party members available to you, so this seems like a conscious design decision to remove emphasis from the "build" of your squadmates and put emphasis on the "build" of your party, so rather than taking the same two people through the entire game, you switched it up depending on who would be more useful.
- I don't think you can attribute it to the mission-based structure of the game. Similar to how you're 'locked in' to a certain set of weapons and squadmates once you start a mission, it's not uncommon in traditional games for you to be 'locked in' to, say, class or skill changes if you need to make those swaps at a specific building in a town (say, changing up which six Pokemon you have). Giving experience in a lump sum at the completion of a mission, and not awarding experience per-enemy-killed aren't non-RPG elements either; those things have been present in a wide variety of video games and tabletop RPGs for years and years.
I know duckroll is hating on this, but I can't help but feel that this is what it comes down two, when the community is split over the changes which were made in a sequel.Mystic Theurge said:I like the change = streamlined
I hate the change = dumbed down.
I kind of take issue with this. Having a limited inventory, I agree, can be a meaningful component of RPG gameplay. When I play Demon's Souls or New Vegas or something like that, I'm very mindful of how much weight I'm carrying with me, because the more stuff I pack with me, the easier of a time I'm going to have when I leave my storage hub, but I know that I'm also going to run into more stuff than I can carry that I'd like to tote around to bring back to town, either because it's a good, useful item that will help me, or because I can really use the money I get from selling it.duckroll said:I think this can be argued for sure. Having an inventory does not determine if a game is a RPG or not. But removing the inventory in a sequel from a RPG which had one, is definitely a removal of a RPG function. Having an actual physical inventory with a space limit and having items which take up space creates a simulation of weight and volume. It is definitely a key component of role playing in feeling that you are able to carry X amount of items, and sorting through what you need/want and what you do not to create space for more.
The way this was implemented in ME1 was poor, and I don't miss it one bit in terms of it creating a good game environment. But when discussing the core RPG elements from ME1 to ME2, this was definitely one which was lost. It could have been improved and made more meaningful, instead it was disposed of entirely. So that makes it -less- of a RPG compared to ME1.
I don't really buy this, though. Neither ME1 nor ME2 has gameplay which rewards the player differently (in terms of experience) based on how they play the game. It would be different from something like a JRPG where there are respawning/random encounters that you can grind against as long as you like to raise levels, or if it were like Alpha Protocol or Fallout where there are non-combat means to gain experience. They gave you a small, token amount of experience for opening locked chests and things like that, but the lion's share of the experience came from killing enemies (who spawned in fixed locations, in fixed numbers, and were largely unavoidable) and the quest rewards at the end of the mission, which is a finite and constant amount of experience.There is nothing wrong with the mission -structure- of the game in terms of being more or less RPG, but the way the mission structure is designed is actually a KEY component of what makes ME2 much less of a RPG than ME1. You get no experience at all for accomplishing any task outside of a mission. All character growth is tied to two things: money and experience. And all of these things are packaged up in pre-set rewards.
You get [x] exp for completing a certain mission, regardless of how you did it, regardless of how many enemies you killed, regardless of whatever the character individually did. This is not proper RPG character progression. You are not being rewarded for specific direct actions, instead it has been, alas, dumbed down to accomplishing major goals and getting fixed rewards for it. It does not feel like the character himself is progressing, rather than the story and game itself which progresses at a steady pace, and the character just happens to grow with that progression.
duckroll said:How so though? What were the elements which were dumbed down?
Host Samurai said:Off the top of my head.
1) Inventory placement
2) Placement of enemies (remember the room with the 2 bells and 2 blind guys where you had to shoot the bells to distract them?) stuff like that was not present in 5 where it felt a lot more like a typical TPS
3) Longer even had lite puzzle elements
4) The upgrade system and lack of Merchant was a bit toned down
5) Was a much easier game
6) No enemies that you that required a certain tactic. Blind guys where you cant walk and had to shoot their back or Regenerators where you needed the night vision to shoot off
his weak points.
7) No yellow herb to upgrade health.
duckroll said:You know, we really don't need posts like this in a thread which is meant to generate meaningful discussion. If you have no actual input on the topic, you don't have to post. Snide remarks and one-line posts do not help in any way, nor are they very beneficial to anyone.
For example, I would like to hear the examples of why AC is considered "streamlining" (streamlined from what?) and why AC2 is "dumbed down". I'm sure a case could be made, and that would have interesting discussion spun off from it. But simply listing it like that doesn't really tell anyone much, and even if someone disagrees, it's hard to debate the points because there are none made.
I know it can often be very easy to just go "haha this isn't worth discussing, it's the exact same thing!" but well, if you feel that way, you can either justify that argument with supported points which can be debated, or you can simply not post a reply to the thread. Extra noise isn't very meaningful.
Coxswain said:In Mass Effect, did you ever really feel as though you had to make that choice?
Trent Strong said:I think most big triple A games these days are dumbed down/too easy. Ass Creed Bros and Red Dead are two good examples of ridiculously easy games. What is the point of recruting and upgrading a bunch of helper assassins when you can easily kill a thousand dudes by yourself without the slightest difficulty using the default hidden blade and default armor?
I don't think that's a problem on my part.charlequin said:Part of the trouble here is that you're commenting on how things actually worked in ME1 and comparing those directly to ME2. I think almost anyone who felt ME2 was "dumbed down" or became "less of an RPG" agreed that many of these elements were mishandled (sometimes to the point of being flat-out bad) in ME1, but when they formed their expectations for ME2 they weren't just looking at ME1 -- they were also looking at other RPGs where these elements work well and are developed in a fun and enjoyable fashion, and expecting ME2 to draw on those games for inspiration.
C4Lukins said:Not sure about AssBro, but I died a ton in Red Dead. Not that any of the missions were particularly hard, but a couple took some work. And lets not get into the wolves, mountain lions, and grizzlies. When you are looking at 30-40 plus hour games, do you really want them to be Super Meat Boy levels of extreme every 30 seconds? It is not a dumbed down game, it just does not significantly punish you for dying.
Red Dead is streamlined not dumbed down. You would be looking at a 100 hour plus experience if they did not have a map and waypoints, and the game indicating where you should go next, and you would find yourself wandering aimlessly through a giant world hoping to stumble upon the next mission. Even with all of that the game can be frustrating when trying to do side missions.
charlequin said:tl;dr version: in basically 100% of cases, if your point relies on a construction like "owners of platform X tend to act like Y," close your tab and go make a sandwich instead.
I don't think this is a good explanation of the difference, and it's not just because I don't like the connotations of "Dumbing down". Thought experiment time:onken said:Yeah I think on the face of it, it's clearly easy to make the distinction. Streamlining is making it easier to do something, dumbing down is removing "features" (and I use this word very loosely) in order to make the game more fun/accessible.
Not that there's anything wrong with dumbing down, I must say. Though obviously, it's a phrase that puts people's backs up, if I like something that's been dumbed down, that makes me dumb! I don't want to be seen as dumb in the eyes of others! But no, you can't just replace the term with "streamlined" with the aim of being more sensitive, they're not the same thing.
Yeah, Bioshock isn't bad by any stretch, however I never quite got over the disappointment of a ~shock title that offers so much less in the way of complexity.duckroll said:Yes, I agree with this point. Bioshock is one of the most disappointing cases of dumbing down I've played in recent years. The expectations of a Ken Levine game + the legacy of System Shock really made it a lot harder to swallow. Bioshock is not a bad game at all, but it could have been so much better and so much more unique if they stuck to retaining the complexity of the original SS games. :/
Coxswain said:People are saying that ME2 is less of an RPG than ME1.
But stats aren't removed from combat. They're removed from your chance to hit an enemy when you place your crosshairs directly over top him, yes, but that doesn't make it 'less of an RPG' unless you're using a very conservative definition of what is and isn't an RPG (see earlier examples regarding Tales or Demon's Souls). Stats still determine your health, the enemy's health, the damage you do, the damage you receive, the properties of one weapon versus another, the effectiveness of your skills and how often you can use them, etc.charlequin said:I think it's quite legitimate to describe that as "less of an RPG" in a certain sense -- now instead of using RPG mechanics to resolve story progression and combat and character progression and looting etc. etc., the story progression is still driven by RPG mechanics but the combat has removed the stat elements, the character building has removed stats from the picture altogether, the XP rewards are completely disconnected from your individual actions on missions, etc. The game as a whole is still holistically an RPG but far less of your time is spent on RPG gameplay as opposed to shooter gameplay.