I never particularly think in terms of ”rip off” for products which I (to large parts) enjoy, and which obviously have to be made by someones (if I'm to have them at all), who need to be paid for their work. It doesn't become a rip-off just because I'm annoyed at certain ”features”. I don't mind complaining about things I don't like, but as long as I'd rather have it than have not, it's not exactly a rip-off. Because somewhere behind it all, there is the thing of ”what is possible”.
Now, that said...: The shortness of Awakening is annoying, and not particularly good value. Now that also being said, there are other things about Awakening which annoy me much more. Bugs have been mentioned. Yes it crashed a LOT. I made it a habit to almost continuously save. Sometimes even that didn't help much. During a couple of big battles, the game crashed repeatedly. Like the final battle, for instance. I had to do that four times, before I reached the end without a crash. Now, those EA managers who are responsible for this (and EA's poor reputation in general), do they have ANY idea at all, of how ANNOYING that is? Can you imagine how livid I was? How angry?
Then comes the end: I've ****ed about these kinds of endings since Baldur's Gate (and god knows I haven't been alone...). And I kinda wonder about how much the feeling of ”rip-off”, which others have expressed, is inflated, enhanced, magnified, by this type of ending?
: Just as, what evidently was, the end-Boss dies, the game abruptly stops. It made me just as annoyed and angry as if the game had crashed again. Actually my feelings were pretty much exactly the same, as when the game crashed. The same disruption and dissatisfaction. A splendid and beautiful game ended with an empty feeling of unfulfillment.
...And then I get these silly tales about ”what happened next” for a thousand years, as consequences of my choices. Since these are never going to matter anyway, ever, in this game or any sequel ever, you could have done so damn much better by leaving the details after to my imagination. Most books and movies do. I don't need your take on it. It's even YOU, the Bioware lead designers and writers, who always wave away protests against your stupid, abrupt endings (you don't listen well, do you?) with the emphatic ”but the STORY ends there, it's a story-driven game, bla, bla”. - Well, then - bloody well let this story end there! That would also be so much less limiting and trouble later for your sequals.
I was never one of those who, on these forums, asked for having ingame choices matter, for the game world. Because I always felt those were really asking for (in their mind and imagination) an implementation which is actually impossible (or at least very undesirable for all the side-effects which will badly impact other sides of the game/story), and that any possible implementation (as an effort to satisfy those requests) would necessarily be utter garbage and crap. I think I was right all the way. The point here, I think, is that all those stories we get as aftertexts, doesn't really matter one iota at all, anyway. Not for this game, and not for any other game either (not that I would want that anyway, or is able to see any value at all in such). So it's not really what people asked for and it's all crap anyway, and can never be anything else. I feel fairly sure that all those who did ask to see how deeds and choices affected the game world, envisioned something completely different. I can't speak for them, of course, but I really believe they asked for an ingame EXPERIENCE. I think that was really what they wanted, not little texts which fence in what we're allowed to think about the game afterwards. People do ask for the impossible, you know.
Now, all I've ever asked for (regarding endings), is to be able to walk around the corpse of the final foe, loot it, heal and walk my party out of the dungeon, walk down the road towards home, exchanging some final dialogue with my party. THEN, you can freeze and start rolling the credits. That ain't hard to do. It involves no extra work at all, since the immediate surroundings already exist. You could even do those silly, ever irrelevant what-happened-after texts, even if I don't appreciate them. SO WHY IS IT THAT YOU THINK THIS IS SUCH A BAD IDEA? AND THAT YOUR LAZY, ABRUPT SEMI-CRASH IS SUCH SUPERIOR GAME DESIGN? STILL? AFTER ALL THESE YEARS AND COMPLAINTS?
Modifié par Solica, 16 juin 2010 - 10:15 .





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