Dave, for me it's hard to compare two different spectrums and expect them to be "equally" fulfilling. How would we define the balance of fulfillment between the two? I apologise but killing someone and losing some dialogue isn't the best analogy (because well, he's dead), but I do get the gist of the root situation.
So to summarise, in very loose terms, renegades should get the same feel of epic in the decisions they make, which I totally agree with. But when we're playing renegades isn't a larger portion of the fulfillment itself being able to do whatever you want, getting things done and the instant gratification? How do we go about defining what is a "bad" ending/outcome for a renegade? (Consider, taking over the galaxy with fear and dominance could be classed as a "good" bad ending?)
If you bind the rules and outcomes of one particular set of choices as being more fulfilling than the other, then it is simply a matter of the after-content of your choices, unfortunately, not being made available to you, which I agree should be addressed. Honest question here: do you think more alternate rewards (in whatever form) and mission path lead-ups for the same achievement perhaps could help? Or is there something more specific the renegade wishes to see happen?
Hence that is why I believe there should be choice. And let it be expanded. Equally. If possible. In as WIDE a spectrum as possible. It's a monumental task to satisfy such a diverse group of opinions and players. But then again if ME were linear would we enjoy it as much?
Well the good thing is the 1000 different so called variables cannot be debated or faulted so long as ME3 isn't out yet, so we shall see.
Sorry if I'm confusing you more Dave (and myself even) or if that didn't make sense! Sometimes I'm glad I'm playing games like these and not creating them instead. Too many factors to consider.
Modifié par Gashie, 23 novembre 2010 - 09:02 .





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