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Mass Effect 2 as RPG: New, and Improved?
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Friday, February 12, 2010

As any of the breathlessly gushing reviews of Mass Effect 2 that have been posted on the internet in the past few weeks will tell you - or, for that matter, Bitmob's own Cody Winn - BioWare implemented some radical changes in its newest sequel that distance it not only from its predecessor, but from the RPG genre as a whole.

You don't gain experience points for killing individual enemies or performing specific tasks; Commander Shepard has no attributes that determine his or her base stats; whether or not you hit an enemy with a shot fired depends entirely upon your aiming skill and the characteristics of the weapon you're using, instead of some unfathomable series of stat calculations; and the leveling system itself has been drastically simplified.

I'm not here to review the entire game - the vast improvements made to the graphics, music, story mechanics, and production values as a whole stand on their own merits.  The key question I'm trying to answer here is "Does Mass Effect 2 work as an RPG?"

Did BioWare sell out the genre's soul by dumbing down its mechanics in pursuit of the almighty dollar, or is the streamlining of the gameplay experience a welcome breath of fresh air in a genre woefully in need of refinements?  (It's about time we had some refinements on this website.)

First, let me say that I have been playing console RPGs for the past 20 years, from the original Final Fantasy and Dragon Warrior on the NES all the way up through modern western RPGs like Fallout 3 and Dragon Age: Origins.

I've seen just about every trick in the book when it comes to leveling mechanics: the "Level up = stat boost across the board" trope of the standard JRPG; the subtle "Hey, you won this battle, here's a stat boost!" thing that Chrono Cross tried; the current Western model of "Level up = attribute/skill points for you to distribute"; and even the "Please, please, please exploit the living crap out of me" system that made its way into Oblivion.

For the record, I prefer the current Western model, used in Fallout/Dragon Age, to all the others I've tried.  It adds choice to the static progression of JRPGs, removes the drudgery of repeating the same task/attack/magic spell over and over and over in order to improve its skill level, and really allows you to customize your character to how either you'd like to play the game or how you think your character would progress through the world.

That being said, let's bring things back to Mass Effect 2.  With no attributes that the player can affect, the skill/leveling system in ME2 is actually closer to that of Borderlands, another shooter/RPG hybrid, than it is to a "pure" RPG like Dragon Age, or even the original Mass Effect - and yet it's still more streamlined than any of those games.

I've heard some complaints from players that the system is too simplistic, but is that really the case?  Let's do the numbers.

In ME2, each power that Shepard can learn can be upgraded to 4 different levels.  Acquiring a power requires one squad point, upgrading a power to level 2 requires 2 squad points, and so on, up through level 4.

Contrast that to the original Mass Effect, where each talent had 12 ranks which granted incremental improvements.  All of your combat talents had three tiers (Basic, Advanced, and Master), and achieving each new tier gave extra bonuses.

For a specific example, consider Throw, a biotic power common to both games whose mechanics were largely unchanged.  When you hit an enemy with Throw, you apply a certain number of Newtons of force, which causes damage upon initial impact and then further damage if the enemy hits something after being thrown.

I crunched the numbers on the statistics between the two games, and I found that in ME1, a 1 point increase in Throw produced a 7% average increase in force, whereas in ME2, upgrading Throw produced a 33% average increase.  However, if you only consider the three tiers in ME1, you have a 45% average increase per tier - and a 33% increase over four tiers is roughly equivalent to a 45% increase over three.

So what's my point here?  Well, let me ask you this: In the heat of battle, when that krogan is charging and you need to knock him on his ass to buy yourself some time, are you really going to notice that 7% and say to yourself "Man, I'm glad I spent that 1 extra point in Throw last level?"  Honestly, a level 2 Throw (which cost 3 squad points) in ME2 does 700 Newtons, while a level 5 Throw in ME1 (which cost 5) does 800.  Who in the world is going to be able to tell the difference?

That's what I've been trying to explain.  I don't think that ME2's skill system is too simplified, I think that the typical leveling systems used in other RPGs are overly complicated!

Let's face it, just about every RPG with a more complex leveling system has introduced tiers in some way.  Oblivion did it, Fallout 3 did it, Dragon Age did it...it's necessary for the developers to tell their players, "Yes, there really is a concrete difference between a Science score of 47 and 50!"  Otherwise, progression would be so abstract and subtle that no one would be able to tell they were progressing, and where's the fun in that?

With ME2, BioWare simply told the player "Here's what every other RPG boils down to anyway, so stop obsessing over minutely incremental improvements and play the damn game already!"

The philosophy embodied in that last sentence is what permeates ME2, and really informs us why they made the rest of the decisions they did.

If, like most Western RPGs these days, a game doesn't have infinitely respawning enemies, why bother with XP for individual kills?  ME2 strips out the needless complexity of worrying about XP per enemy - you're going to kill everyone in a mission anyway, so why muck things up?  Go play the damn game!

This also explains why the myriad of skills and attributes have been stripped away as well.  I'm sorry to be insulting a longstanding videogame fact of life, but if I point a gun at an enemy, pull the trigger, and see the round I fired head in his general direction, I don't want a behind-the-scenes dice roll to pull a Nelson Muntz on me and gleefully exclaim, "Ha ha, you missed!"  Understand the game mechanics and the limitations of the weapons at your disposal, and go play the damn game!

Now, I'll be the first to admit that I've been as guilty of number-chasing as the next RPG fanatic.  I've done my share of griding random encounters, seeking that next level; I spent hours with a rubber band on my 360 controller sneaking into a wall behind some oblivious shopkeeper; I can't even count the number of flying manta rays I killed for just a few more souls; and I even pulled the "escape the Vault, set difficulty to Very Easy, run down to Rivet City and grab the Intelligence bobblehead at Level 2" trick - not to mention that there are plenty of other people who love that sort of thing, and I don't begrudge them their fun.

But with all that said, after my initial shock, it was a mighty fine change to sit down to an RPG that stripped all that stuff out of the way, and just play the damn game.

 
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Comments (10)
100media_imag0065
February 13, 2010
Couldn't disagree more. Mass Effect 1 was perfection on a disk. Mass Effect 2 was a mediocre third person shooter. If they wanted to dumb the entire experience down to appeal to a more mainstream crowd then they should have called it something else.

I want to level up my character in every way I can, and they COULD have done that and kept it simple at the same time. However, they simply poured buckets of water over everything and took a chainsaw to the rest. What we are left with is a 40 hour third person shooter. For God sakes, Bioshock 2 has more RPG'ing than Mass Effect 2, and that's just sad.

Was it a good game, certainly. Was it in any way a worthy sequel to the original. No, not by a long shot.
Photo_17
February 13, 2010
I completely agree. ME2 made a whole new form a roleplaying that I hope more developers run with. I'm not saying it somehow invalidates other interpretations of the genre, but it's a refreshing new take on it.

Without all myriad stat increases, ridiculous incremental upgrades in loot, and invisible dice rolls, ME2 is allowed to be a more pure RPG, defined almost entirely by your actual actions.

The issue with ME1 was that so many of its RPG elements were shallow and unnecessary. Like you said, I never noticed any change when I increased a stat by a point or two. Equipment had such a linear progression to it. Every so often you would find a piece of loot that was just unarguably better than what you had. More often, you'd find junk that just cluttered your inventory.

Since I never needed to put any thought into how I developed my characters, I never did. I never felt like it made a difference or that my choices (as far as stats went) mattered, so I just used auto-level. In ME2 I actually use different characters for specific situations, and develop them according to how I use them, and how I develop myself.

ME2 just cut off all the fat, and I really admire BioWare for making such drastic changes.
Mikeminotti-biopic
February 13, 2010
@Ed I'd have to disagree with you. Mass Effect 1 was just as much a shooter as Mass Effect 2 is, the only difference is that Mass Effect 1 wasn't a great shooter.

Besides for the inventory (which was a mess in the first game), what RPG elements are missing from ME2? To me the best RPG moments are playing the role of hero/renegade, and that's been implemented a millions times better in the sequel.
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February 15, 2010
I disagree 100% because good writing and acting alone does not a RPG make. It just makes a good FPS.
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February 15, 2010
(sorry, half my post got omitted)

With ME2, BioWare simply told the player "Here's what every other RPG boils down to anyway, so stop obsessing over minutely incremental improvements and play the damn game already!"

Bioware fell into the usual trap most developers fall into with this. Trying to tell them how to play the game isn't what most RPG fans want - that's not what RPGs are about. RPGs are about exploration (mostly missing from ME2 with no surface exploration), character development along the players ideals (neutered in ME2 beyond reason), story (great in ME2), and acting if using voice actors (again, great in ME2).

By limiting the game to only a few possible character scenarios, removing any real exploration, and surrounding it all with good acting and writing you either get a very bad RPG or a very good FPS. ME1 was better in almost every respect mechanics-wise.

It's disappointing to see how far ME2 fell from the first one.
Lance_darnell
February 15, 2010
I played through the first Mass Effect at least 5 times, and I have yet to play ME2. But this post, and many others about ME2, have me soooo pumped!!!

Although Ed and Ransak have me scared.
Mikeminotti-biopic
February 15, 2010
I don't know. Mass Effect 2 is kind of like Uncharted 2 for me. It's overflowing with so much quality I'm always surprised to find out that someone doesn't like it, but that's probably just me being a little delusional.
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February 15, 2010
A sequel should improve and refine the original's content. I feel like Mass Effect 2 takes two steps forward and 5 steps back too often. I don't mind the new skill point system or not getting experience from enemies (I do miss actually having money) -- I thought you made good points on both of those elements. What I do miss is actually customizing my character with weapons and armor. Why did BioWare think that this new system was superior? Sure there was a problem with the inventory system of the last game, but that doesn't mean get rid of the INVENTORY! That's like saying, I trimmed my beard badly--might as well shave my whole head.

All of a sudden, this character from Mass Effect 1, whom I built up and customized and had some sweet weapons for, is wielding a pea-shooter and really bad shotguns, and I'm left scratching my head.

Also, ammo? What gives? It's like in the 2 years between ME1 and ME2, technology regressed. (But now I'm just nitpicking. ME2 is a good game, just one that missed its mark in a couple places.)
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February 16, 2010
Thanks to everyone so far for their comments, and I'll address some of the criticisms that folks have brought up so far.

The first thing I'd like to discuss is the lack of exploration that Ransak brought up. Actually, let me rephrase that, as there is really no such thing as "exploration" in video games - what we're actually doing is "exhausting every possibility." Facing facts for a moment, universes in video games are all finite worlds, and video game players only have enough freedom as the game makers allow them. So really, when we say we want "exploration" in our games, what we're really asking for is for the game makers to make exhausting every possibility as interesting as possible.

When you get right down to it, exploring planets in ME1 and ME2 follows essentially the same script - enter system, determine explorable planet, land, find mission, engage in combat, get rewards for combat, leave. The main difference between the two, of course, is that there is no driving around in the Mako to get from place to place, and I'm glad for that. Because exhausting every possibility on the old planet maps - i.e. meticulously driving the Mako back and forth over square maps filled with impassable cliffs every five feet - is less fun and takes more time than meticulously scanning planets for resources in ME2, not to mention ME2's planet scanning is for the most part optional, not to mention *also* that most of the stuff you found on ME1's planets - minerals, data discs, medallions, etc. - were completely worthless. Again, what Bioware did with ME2 is get themselves out of the way and just let the players play the game.

Secondly, I'll agree that the changes to the Paragon/Renegade system might be a little off-putting, and the end result is that ME2 has the same problems that earlier Bioware RPGs (and, for example, inFAMOUS) had, where once you start down one morality path, it's pretty pointless to do anything along the other path as your character ends up being gimped. But, I'll also say that I appreciate the two changes that were made to the system; not having to spend your hard-earned skill points on Charm/Intimidate talents and the ability to gain both Paragon and Renegade points in the same conversation, which allows for far more customization than was previously available in this type of morality system while not forcing you to gimp your combat abilities (or cheat the hell out of the system, i.e. using the Lorik Qu'iin glitch).
Default_picture
February 16, 2010
(Yeah, I had to split this into two comments.)

Moving on to a couple of Joshua's concerns, I would guess that the addition of ammo was made to ME2 because a lot of players complained that having to sit and wait for your gun to cool down was a pain in the ass. I'd also wager that ammo was added in order to balance combat away from sniper rifles, which were ridiculously overpowered in the original - infinite ammo in a sniper rifle is not particularly a good thing unless you like being really bored.

Speaking of sniper rifles, next let's discuss the weapons/armor/inventory stuff. First, nobody in their right mind ever ended up using anything but Spectre weapons in the original so there were pretty much only two weapons anyway, not to mention that every single weapon felt pretty much the same so switching to a new weapon only really made a difference on the menu screen. Secondly, I was always annoyed that the only armor that had the badass N7 logo and arm striping was the crappy Onyx armor that everyone had dumped by the end of Eden Prime, and was very psyched to be able to sport the logo the entire time. Third, being able to customize the color myself was a godsend, considering how ugly (Phoenix) or dull (Predator) most of the armor was in ME1.

The removal of the inventory really didn't bother me, as most games with lootwhoring in them fall into a similar pattern - waste endless amounts of time chasing loot to every corner of every map, and then find five thousand pieces of utter crap for every one improvement to your gear. Again, not something I was sorry to see go in ME2 - just another timewasting carrot on a stick that detracts your attention from the actual game.

The fact that Bioware produced a tight, cohesive narrative experience with the same elements I loved in the original, while refining the combat to be much more fast-paced, tactical, and visceral (that compares favorably to any other 3rd person shooter I've played), while also stripping out most of the boring, timewasting crap with occasional rewards that most other developers pad out their games with, just meant that I have had nothing but a great time with Mass Effect 2 so far.

As I said in the close of my original article, if lootwhoring, stat chasing, and meaningless exploration are your thing, then more power to you and there are plenty of games out there for you (as I said, I'm like that a lot of the time, as well) - but I for one am still glad that Bioware said "Hey, try something different for a change this time."


P.S. Ed, while the original Mass Effect was many things, it was NOT perfect. I played through it eight times with five different characters and loved it as much as anyone on this planet, and even *I* know it wasn't perfect.
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