{"version": "1.0", "type": "rich", "title": "I'm playing DA:I and realizing that the notions of aggro and tanking might be the MMORPG's most distinctive contribution to...", "author_name": "kontextmaschine", "author_url": "https://kontextmaschine.com", "provider_name": "kontextmaschine", "provider_url": "https://kontextmaschine.com", "url": "https://kontextmaschine.com/post/113868201278/", "html": "<p>I&rsquo;m playing DA:I and realizing that the notions of aggro and tanking might be the MMORPG&rsquo;s most distinctive contribution to gaming. You got it showing up in 1p here, you had it in that one edition of D&amp;D. (The grid miniatures one, I think. After the open source one, before the one that gave everyone per-encounter spells.)</p>\n\n<p>Game&rsquo;s fun. The autopilot MMORPG-style battle is sorta like FFXII. There&rsquo;s actually a lot - the music, the costume design, the environment design - that somehow comes awfully close to Square house style without ever actually evoking it, can&rsquo;t quite put my finger on it.</p>\n\n<p>The obvious comparison would be to Skyrim but I noticed more the difference, and the way that lined up with their maker&rsquo;s house styles, each one playing to their narrative strengths - BioWare in dialogue, with thoroughly branched conversations and memorable party members riffing off each other; Bethesda in scene-setting, rigging up little tableaux that told tales by implication. </p>\n\n<p>And suffering from their mechanical weaknesses - the fact that Bethesda doesn&rsquo;t so much have a game engine as a stats engine on speaking terms with a 3d animator, while 6 games into its console era BioWare still can&rsquo;t craft a reasonable equipment menu.</p>\n\n<p>Well, good on &lsquo;em.</p>"}