Lack of meaningful choices/shallow RPG elements

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Lulu_Lulu

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#51 Lulu_Lulu
Member since 2013 • 19564 Posts

@blue_hazy_basic

Obviously..... And are you telling theres no difference between lock picking in Splinter Cell game and lock picking in an RPG.......

One uses a mechanic, it requires a certain level of skill, the other is a contextual single button press tied to number, which requires a stat/skill check.

Thats a pretty big difference for just semantics. And if lock picking doesn't cut it for you then theres Persuasion in interactive Dialogues like the ones in Fallout and Mass Effect.

And to a lesser extant the samething happens in combat. Where do the stats begin and the mechanics end ?