Saphra Deden wrote...
They do by virtue of the fact that none of their sacrifices are ever actually necessary and the player misses out on additional content.
Renegades haven't really sacrificed anything, miss out on a store discount and a few "meh" cameos, and get better lines/interrupts. I play as one every once in a while, and yes, the badassery more than makes up for the extra credits I have to spend at Rodam Expeditions and lack of Shiala/Giana.
I'd give up a cameo to make Shep sound less herp derp. Wouldn't you?
Only noobs play one straight morality path, anyway. Total lack of imagination, if you ask me. (jk)
You are given choice so that you can shape your character. That is called roleplaying. Mass Effect was marketed on the presumption of difficult choices with consequences. So far no choices have any real consequences other than whether you get a cameo or you don't.
Look at the difference between Tuchanka under Wrex and Tuchanka under Wreave. Look at the difference in how humanity is preceived by the galactic community based on what happened with the Council. They may be in the background, but those are pretty big changes. Also, consider that ME3 still has to come out, so that there couldn't be too much divergence quite yet. Consider how long those threads are on the geth/CB decisions.
The point is here is not the morality, it is the credibility of the situation and the threat. Command skill need have nothing to do with it. Sometimes things happen which are beyond the protagonist's control and the best they can do is adapt to the changes. The choice on Virmire was an example of this. Nothing Shepard could have done would have saved the other squadmate.
And Virmire wasn't bad, but there was still player control in the choice.
I feel the Suicide Mission should have been this way. For god's sake, it was a suicide mission! That anyone came back alive should be miraculous. The entire squad making it back, including the entire Normandy crew if you are so inclined, is just ridiculous. All that tech and the advantage of numbers and home turf and the Collectors can't manage to kill even one person? Come on.
The whole point of the game was to go out and do the impossible. Or did you not read the back of the box?
I never implied that should be the ending. However there should have been at least one, or maybe two, scripted deaths that can't be avoided. This wouldn't be a bad thing. A scripted death, that was part of the plot, could be done very well. It would have meaning and evoke a lot more emotions in the player and on Shepard. It wouldn't be like it is now where all the deaths are interchangable minus one line of dialog.
Sorry for the misinterpretation. Anyway, scripted deaths of NPCs (Hackett, Anderson) would be awesome(ly depressing), but the squad? No. Why? Because that would take away a resource from the player and dimish player interest in growing attached to them (why should I invest in X if he just dies later?) It's lousy gameplay design.
"We decided to make the latest installment of Pokémon more dramatic, so right before you fight the Elite Four we're going to force you to release half your team and never get them back, even though you worked so hard to raise them and developed an important strategy for use in the upcoming fight with them!"
Player response: ... You sh*ttin' me?
At the very least, make it a choice, a la Virmire/Samorinth, or action-dependent, like Wrex and all the deaths in the SM.
Modifié par AdmiralCheez, 02 avril 2011 - 06:14 .