Maria Caliban wrote...
Indeed, they could.
OK - so you wrote that while I was typing. I'd support that outcome for said reasons above.
Guest_Hanz54321_*
Maria Caliban wrote...
Indeed, they could.
Hanz54321 wrote...
Once a 3rd option with no untoward consequences is presented, it takes all the tension out of the story. And while it made me feel "heroic" to save the day, I did not feel like I was ethically challenged that much. Nor did I have to make any sacrifices to save Redcliffe.
Your 3rd option works just as well for me. Although if your intended end result is the Warden saves the village and Connor . . . then what's the difference if I go or the messenger goes?
Modifié par jpdipity, 04 janvier 2011 - 09:15 .
Hanz54321 wrote...
Once a 3rd option with no untoward consequences is presented, it takes all the tension out of the story.
jpdipity wrote...
You don't know that there are no consequences without metagaming.
Modifié par Upsettingshorts, 04 janvier 2011 - 09:56 .
WidowMaker9394 wrote...
The third option took a LOT more effort.
Modifié par Upsettingshorts, 04 janvier 2011 - 10:09 .
Modifié par Maria Caliban, 05 janvier 2011 - 03:41 .
Modifié par Chokladglass, 05 janvier 2011 - 12:33 .
Guest_Hanz54321_*
Maria Caliban wrote...
Tension within a story is based on the plot question. Can I rescue Redcliffe? Can I save the elves from the werewolves? The greater that I perceive the obstacles between me and my goal, the more narrative tension I feel.
Having destroyed the undead horrors in the town and castle, and the demon having fled from me, the narrative tension for that section is gone. I now come across a choice 'What to do with Connor?' but there are no goals or obstacles. It's a question of values. It might inspire reflection but not tension.
Ziggeh wrote...
Because, for me at least, the point of such decisions is to generate a moral debate.To question my own morality, and/or one I've constructed for the purposes of the game. It's not grey for the sake of grey, it's grey for the sake of making each choice as morally problematic, and so requires analysis and ideally deep thought to justify.Lotion Soronnar wrote...
Why do some people so analy try to turn everything grey?
The questions they kept grey still stand strong in my memories because they hold both an emotional and intellectual attachment, where as the one with a clear "good" outcome I only vaguely recall.
But doesn't it already feel artificial this way? Even more so than otherwise?Lotion Soronnar wrote...
Ziggeh wrote...
Because, for me at least, the point of such decisions is to generate a moral debate.To question my own morality, and/or one I've constructed for the purposes of the game. It's not grey for the sake of grey, it's grey for the sake of making each choice as morally problematic, and so requires analysis and ideally deep thought to justify.Lotion Soronnar wrote...
Why do some people so analy try to turn everything grey?
The questions they kept grey still stand strong in my memories because they hold both an emotional and intellectual attachment, where as the one with a clear "good" outcome I only vaguely recall.
For you the point of decisions is to generate moral debate. That is good, but that isn't all it should be, and it's not for everyone.
I play for immersion..and having moral dillemas thrown everywhere jsut for greyness sake irks me. I want things where they belong and fel natural.
I will not argue that the Redcliffe choice was perfect - it could have been done better. But I will argue that it's not wrong per see.
The choice presented looses the moral dillema only if you already know the outcome!!
When you play the first time, you have no idea of the chancess of sucess of the options. Or should I say, you have general idea, but nothing definite. Connor going berserk was a possibility, but not one that HAS to happen. Some players obviously expected bad stuff to happen, and were dissapointed when it didn't. But if Bio did it that way, you'd have the same emount of people complaning about it because they hoped otherwise.
Once you know the outcome of all 3 choices, then you can filter out the best one. So what? That's how it works in real life too. Often there will be the "best" choice (in hindsight - for any given definition of best).
What you want is choices, that even after knowing all possible outcomes, you cannot find a best one? I consdier that approach good only in small quantities and for several reasons.
First, not all people reason the same way and in a dillema where you dont' see a best choice, someone else will.
Secondly, it can be a moral downer and feel artificial when overdone.
Thirdly, some people love their happy endings.
If I were to mod Redcliffe, I'd have the chance of Connor going berserk caluclated by many factors - how many villagers survived, how many knights survived, morale, if any preparations or plans were made before departure to the tower, how long it took you to bring the mages back (probably not as a real timer, but rather counting the number of areas you visit after Redcliffe).
That way the player can actively increase his chancess of sucess.
Of course, that still means that the player can save everyone, something you do not like.
But it does add the possibility of faliure.
Ortaya Alevli wrote...
But doesn't it already feel artificial this way? Even more so than otherwise?
Suppose you want to buy the car I'm selling. Option A, £10,000 cash. Option B, £20,000 in three years. Option C, I hand it over to you for free.
Redcliffe is not your usual good/evil or "choose your sacrifice" choice. It's a situation which plays on drama but with a third option that throws the dramatic value out the window.
And I wonder how knowing the outcome causes loss of moral dilemma.
More or less what I'm talking about, yes. Presentation of any choice becomes pointless when effort/outcome ratio is horribly unbalanced across options.nightcobra8928 wrote...
i wouldn't mind the "for free" option if there were some conditions to be met so that you can have it or that they present a challenge for it's success.
Do you not believe they should present a problem? That, as a game, it should not seek to challenge?Lotion Soronnar wrote...
For you the point of decisions is to generate moral debate. That is good, but that isn't all it should be, and it's not for everyone.
Surely that's a challenge for the writers? I agree if it's merely crowbarred in there it will feel unnatural, but these things were deeply ingrained within the world. They made the world and it's carefully balanced situations an active part of gameplay, as you had to include them in your decisions. Almost as if the world were built for them and not the other way around.Lotion Soronnar wrote...
I play for immersion..and having moral
dillemas thrown everywhere jsut for greyness sake irks me. I want
things where they belong and fel natural.
Indeed. I said earlier that Redcliffe hadn't really presented me a problem, in the same way the elf/werewolf one had. It might have the second time, having a lack of consequences, but I can't really say as I don't really have a developed approach for a second run through such games.Lotion Soronnar wrote...
I will not argue that the Redcliffe choice was perfect - it could have been done better. But I will argue that it's not wrong per see.
The choice presented looses the moral dillema only if you already know the outcome!!
When you play the first time, you have no idea of the chancess of sucess of the options. Or should I say, you have general idea, but nothing definite. Connor going berserk was a possibility, but not one that HAS to happen. Some players obviously expected bad stuff to happen, and were dissapointed when it didn't. But if Bio did it that way, you'd have the same emount of people complaning about it because they hoped otherwise.
Right, and so they should be written in a way that should be as challenging for as many perspectives as possible. A fully "good" solution is only a problem for the majority, but a fully evil or pragmatic one presents the same essential problem: negating the dilemma for people with that basic approach. The questions in Origins and ME (can't recall others off the top of my head) had multiple levels of conflict which make me feel they were, for the most part, written with this intent.Lotion Soronnar wrote...
First, not all people reason the same way and in a dillema where you dont' see a best choice, someone else will.
Again, artificial is in the writers remit, moral downer feeds into the next part:Lotion Soronnar wrote...
Secondly, it can be a moral downer and feel artificial when overdone.
This is true, and is incompatable with my own opinion, and so I should really praise the redcliffe solution for providing a compromise to what I see as the main thrust of the game (and story, incidentally, but that's another debate) while not affecting my gameplay.Lotion Soronnar wrote...
Thirdly, some people love their happy endings.
Roth wrote...
The Golem choice wasn't grey at all. Siding with Caridin was the good choice because he had realized how much suffering and pain he had caused by making golems and wanted to end it and Branka... well, she doesn't care how many dies as long as she reaches her goal.
Maria wrote...
And to be sure, the title of this thread is NO Redcliffe Choices. At no point, with no amount of work, does the player get to feel as though they've unequivocally done the right thing.
Felene wrote...
I like the Redcliffe choice just fine, minus the "Ye Olde Happy Ending" option.
Modifié par nightcobra8928, 05 janvier 2011 - 04:22 .
Not to mention that the golems were once considered crucial to the dwarves defense, as a people embroiled in a constant war, the anvil represents safety, prosperity and ultimately lives: lives which for the most part, due to the nature of the Legion are already pledged to death in that defense.Beerfish wrote...
Roth wrote...
The Golem choice wasn't grey at all. Siding with Caridin was the good choice because he had realized how much suffering and pain he had caused by making golems and wanted to end it and Branka... well, she doesn't care how many dies as long as she reaches her goal.
You are totally 100% forgetting that you as the warden are up against the blight which could destory the whole land and that even though Caradin has decided (probably rightfully so) that his actions were not good, that can easily be seen as second priority to a warden (even a good inclined one) when he has the chance to have some golems help him quell the blight.
That was quite a grey decision if you ask me.
Modifié par Ziggeh, 05 janvier 2011 - 06:36 .
soteria wrote...
To some of us, the problem in DA:O was that they were pretty much ALL "Redcliffe Choices." I don't mind at all if some of them are like that, but I think being the hero, as you say, should be hard. For example, the Circle could have charged you 70g for the lyrium needed to exorcise Connor. Being a hero was so easy in Origins that it cheapened the title, in my opinion.Maria wrote...
And to be sure, the title of this thread is NO Redcliffe Choices. At no point, with no amount of work, does the player get to feel as though they've unequivocally done the right thing.