Yea, this too.Dave of Canada wrote...
RevengeofNewton wrote...
Had they not given you that choice, and the magi council was still intact, then it would make no sense to not have that choice. It'd be the height of stupidity for the game designers to take away that choice simply for the sake of creating a tough situation.
You all talk of realism, it'd be EXTREMELY UNREALISTIC to have a false dichotomy of "save connor or save isolde." Real life situations are never just two options. For those who use their brain, they can sometimes find a good solution.
Oh, but it's told to you many times that the demon might reappear and god knows what would happen. You're leaving on a trip that'll take days. When I picked the mage choice, I expected to arrive to a destroyed Redcliffe because Connor reactivated when I was gone.
BUT NOPE, IT'S THE HAPPY CHOICE. THE DEMON TOOK 3-5 DAYS OFF.
Evil
#101
Posté 02 septembre 2010 - 03:00
#102
Posté 02 septembre 2010 - 03:01
Dave of Canada wrote...
RevengeofNewton wrote...
Had they not given you that choice, and the magi council was still intact, then it would make no sense to not have that choice. It'd be the height of stupidity for the game designers to take away that choice simply for the sake of creating a tough situation.
You all talk of realism, it'd be EXTREMELY UNREALISTIC to have a false dichotomy of "save connor or save isolde." Real life situations are never just two options. For those who use their brain, they can sometimes find a good solution.
Oh, but it's told to you many times that the demon might reappear and god knows what would happen. You're leaving on a trip that'll take days. When I picked the mage choice, I expected to arrive to a destroyed Redcliffe because Connor reactivated when I was gone.
BUT NOPE, IT'S THE HAPPY CHOICE. THE DEMON TOOK 3-5 DAYS OFF.
I always consider it as Captain Kirk/Picard thinking.
#103
Posté 02 septembre 2010 - 03:01
Or they can make that choice available to people who want it. You're trying to dictate how others play the game.Collider wrote...
Um, they could easily make it impossible for the mage circle to have recovered enough to be able to help, or have the demon had a protective spell that makes mages unable to confront her in the fade :/ It's their lore, they can figure out how to adapt it to make the decision more morally ambiguous.Had they not given you that choice, and the magi council was still intact, then it would make no sense to not have that choice.
#104
Posté 02 septembre 2010 - 03:02
No, that's different. I'm not dictating how they play their game. I'm suggesting to Bioware that they should make choices more morally ambiguous and tough.RevengeofNewton wrote...
Or they can make that choice available to people who want it. You're trying to dictate how others play the game.Collider wrote...
Um, they could easily make it impossible for the mage circle to have recovered enough to be able to help, or have the demon had a protective spell that makes mages unable to confront her in the fade :/ It's their lore, they can figure out how to adapt it to make the decision more morally ambiguous.Had they not given you that choice, and the magi council was still intact, then it would make no sense to not have that choice.
#105
Posté 02 septembre 2010 - 03:04
Modifié par Merlin Dawnweaver, 02 septembre 2010 - 03:05 .
#106
Posté 02 septembre 2010 - 03:04
Collider wrote...
No, that's different. I'm not dictating how they play their game. I'm suggesting to Bioware that they should make choices more morally ambiguous and tough.
I found the game had too many "happy endings" for a game that called itself dark.
#107
Posté 02 septembre 2010 - 03:04
Modifié par Dr. wonderful, 02 septembre 2010 - 03:05 .
#108
Posté 02 septembre 2010 - 03:06
Dave of Canada wrote...
BUT NOPE, IT'S THE HAPPY CHOICE. THE DEMON TOOK 3-5 DAYS OFF.
That was pretty lame, in my opinion.
#109
Posté 02 septembre 2010 - 03:08
Dave of Canada wrote...
Collider wrote...
No, that's different. I'm not dictating how they play their game. I'm suggesting to Bioware that they should make choices more morally ambiguous and tough.
I found the game had too many "happy endings" for a game that called itself dark.
A choice over a stack of lyrium potion and a bag of sovereigns would matter more then survival of annoying NPCs - to some.
If a happy solution didn't exist, I think people will just stop caring and pick whichever paid more.
Ultimately a game can only be as serious as any form of entertainment. If there isn't enough light in a setting to make a player care, they will turn into a munchkin. That's why IMHO 100% crapsack worlds are detrimental.
Modifié par Merlin Dawnweaver, 02 septembre 2010 - 03:09 .
#110
Guest_Puddi III_*
Posté 02 septembre 2010 - 03:14
Guest_Puddi III_*
Modifié par filaminstrel, 02 septembre 2010 - 03:17 .
#111
Posté 02 septembre 2010 - 03:15
Merlin Dawnweaver wrote...
A choice over a stack of lyrium potion and a bag of sovereigns would matter more then survival of annoying NPCs - to some.
If a happy solution didn't exist, I think people will just stop caring and pick whichever paid more.
Ultimately a game can only be as serious as any form of entertainment. If there isn't enough light in a setting to make a player care, they will turn into a munchkin. That's why IMHO 100% crapsack worlds are detrimental.
But when you make these choices in character, it's a thousand times more difficult (because you don't know if the mage tower is a good choice) and sit there to think. Another example from Mass Effect 2 that was ruined with an easy way out was the Tali choice, you're given good reasoning on both and none of them are good or evil but there's a charm / intimidate option that makes the choice meaningless and you get a happy ending where everything is sunshine and lolipops.
#112
Guest_MariSkep_*
Posté 02 septembre 2010 - 03:18
Guest_MariSkep_*
Dave of Canada wrote...
Merlin Dawnweaver wrote...
A choice over a stack of lyrium potion and a bag of sovereigns would matter more then survival of annoying NPCs - to some.
If a happy solution didn't exist, I think people will just stop caring and pick whichever paid more.
Ultimately a game can only be as serious as any form of entertainment. If there isn't enough light in a setting to make a player care, they will turn into a munchkin. That's why IMHO 100% crapsack worlds are detrimental.
But when you make these choices in character, it's a thousand times more difficult (because you don't know if the mage tower is a good choice) and sit there to think. Another example from Mass Effect 2 that was ruined with an easy way out was the Tali choice, you're given good reasoning on both and none of them are good or evil but there's a charm / intimidate option that makes the choice meaningless and you get a happy ending where everything is sunshine and lolipops.
Then don't take the sunshine and lolipops option...
Modifié par MariSkep, 02 septembre 2010 - 03:18 .
#113
Posté 02 septembre 2010 - 03:18
I have to disagree on that one. First of all, you need to lie or otherwise not tell the Admiralty Board the truth. There's no real save everyone with no consequences ending there. The consequence of using charm/rally is that you don't get to tell the truth (which is what Rael and Shala wanted you to do, so not *everyone* is happy) Also, not revealing the evidence means that the Admiralty Board is still 50/50 (revealing the evidence moves them towards peace) on going to war - which would be detrimental if you plan to use the Quarians against the Reapers.Dave of Canada wrote...
Merlin Dawnweaver wrote...
A choice over a stack of lyrium potion and a bag of sovereigns would matter more then survival of annoying NPCs - to some.
If a happy solution didn't exist, I think people will just stop caring and pick whichever paid more.
Ultimately a game can only be as serious as any form of entertainment. If there isn't enough light in a setting to make a player care, they will turn into a munchkin. That's why IMHO 100% crapsack worlds are detrimental.
But when you make these choices in character, it's a thousand times more difficult (because you don't know if the mage tower is a good choice) and sit there to think. Another example from Mass Effect 2 that was ruined with an easy way out was the Tali choice, you're given good reasoning on both and none of them are good or evil but there's a charm / intimidate option that makes the choice meaningless and you get a happy ending where everything is sunshine and lolipops.
#114
Posté 02 septembre 2010 - 03:20
Collider wrote...
I have to disagree on that one. First of all, you need to lie or otherwise not tell the Admiralty Board the truth. There's no real save everyone with no consequences ending there. The consequence of using charm/rally is that you don't get to tell the truth (which is what Rael and Shala wanted you to do, so not *everyone* is happy) Also, not revealing the evidence means that the Admiralty Board is still 50/50 (revealing the evidence moves them towards peace) on going to war - which would be detrimental if you plan to use the Quarians against the Reapers.
Mm. My memory must be fuzzy, I remember saying the evidence made Tali hate me and made the Quarians divided on continuing the research or going for peace, causing more infighting.
#115
Posté 02 septembre 2010 - 03:22
Like if Flemeth asks me to deliver something...I wanna say:
/sure(toss the package later)
#116
Posté 02 septembre 2010 - 03:24
I can see that these choices can be more difficult for those who worry about moral and stuff.
Just remember that if you pose a hard problem, some people will refuse to solve it.
Modifié par Merlin Dawnweaver, 02 septembre 2010 - 03:52 .
#117
Posté 02 septembre 2010 - 04:24
Dave of Canada wrote...
Collider wrote...
No, that's different. I'm not dictating how they play their game. I'm suggesting to Bioware that they should make choices more morally ambiguous and tough.
I found the game had too many "happy endings" for a game that called itself dark.
A thousand times this. I was quite shocked when I was presented with options that would basically have no negative effects at all when the game was billed as Dark Fantasy. There was no dark, really. It was just bloody. I don't exactly have a problem with the option to save the day, but it was still quite a shock when I was expecting a lot of situations where something bad had to happen no matter what.
They don't seem to be pushing Dragon Age 2 as dark fantasy like they did with Origins, though...so I'm not expecting any real bad chocies that need to be made.
#118
Posté 02 septembre 2010 - 04:47
They don't seem to be pushing Dragon Age 2 as dark fantasy like they did with Origins, though...so I'm not expecting any real bad chocies that need to be made.
Actually, given what they've said about the morality in this game, and that Bioware games seem to be becoming more and more morally complex or ambiguous, I am pretty hopeful.
#119
Guest_MariSkep_*
Posté 02 septembre 2010 - 04:52
Guest_MariSkep_*
#120
Posté 02 septembre 2010 - 04:55
Raltar wrote...
Dave of Canada wrote...
Collider wrote...
No, that's different. I'm not dictating how they play their game. I'm suggesting to Bioware that they should make choices more morally ambiguous and tough.
I found the game had too many "happy endings" for a game that called itself dark.
A thousand times this. I was quite shocked when I was presented with options that would basically have no negative effects at all when the game was billed as Dark Fantasy. There was no dark, really. It was just bloody. I don't exactly have a problem with the option to save the day, but it was still quite a shock when I was expecting a lot of situations where something bad had to happen no matter what.
Same here. I found myself having to do some meta-gaming to justify taking anything but the "sunshine and rainbows" option.
#121
Guest_MariSkep_*
Posté 02 septembre 2010 - 04:57
Guest_MariSkep_*
I suppose I've lost the battle, haven't I?
#122
Posté 02 septembre 2010 - 05:01
for example you could murder an entire town of people
#123
Posté 02 septembre 2010 - 05:04
Mecha Tengu wrote...
hmm I liked fallout 3's karma system. Being good or evil didnt depend all on choices, but also all the real time actions you took
The game was rather stupid about it, though.
"Oops, I accidently picked up a wine bottle that didn't belong to me."
"DIE THIEF"
"YOU'RE A MONSTER"
"THREE DOG HERE AND THIS GUY IS A DOUCHE"
#124
Posté 02 septembre 2010 - 05:06
Dave of Canada wrote...
Mecha Tengu wrote...
hmm I liked fallout 3's karma system. Being good or evil didnt depend all on choices, but also all the real time actions you took
The game was rather stupid about it, though.
"Oops, I accidently picked up a wine bottle that didn't belong to me."
"DIE THIEF"
"YOU'RE A MONSTER"
"THREE DOG HERE AND THIS GUY IS A DOUCHE"
That's how Bethesda rolls. NPCs with x-ray vision and loads of worthless objects you can accidentally steal and cause a massive freakout.
#125
Guest_MariSkep_*
Posté 02 septembre 2010 - 05:07
Guest_MariSkep_*
Dave of Canada wrote...
Mecha Tengu wrote...
hmm I liked fallout 3's karma system. Being good or evil didnt depend all on choices, but also all the real time actions you took
The game was rather stupid about it, though.
"Oops, I accidently picked up a wine bottle that didn't belong to me."
"DIE THIEF"
"YOU'RE A MONSTER"
"THREE DOG HERE AND THIS GUY IS A DOUCHE"
Jesus, yes. No arbritrary morality meters, please.
I was wandering around the wasteland and stumbled across those cannibal Republican folks. I pick the lock on their shed hoping to learn what they're doing (you know investigating) and I lose Karma! And I don't even remember getting a hit for going along with the nasty bastards. (had the cannibal perk) It was so stupid.
Modifié par MariSkep, 02 septembre 2010 - 05:12 .





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