Dave of Canada wrote...
yoshibb wrote...
I just played a game which showed how stupid and pointless deaths are such a weak plot tool.
Then don't make the death stupid and pointless, you've got an emotional scene which might "scar" the player and leaves a more lasting impact than the player simply "winning" the game.
What leaves a more lasting impact, everything going right or consequences of your choices? How many people were horrified when Alistair kissed their Warden before doing the Ultimate Sacrifice? That it traumatized them to forever do the Dark Ritual only serves to rub it in how effective of a death it was, some people I know still cry if they think about it.
Such a death being introduced into Mass Effect 3 or offering choices similar to Vimire (Friend is caught in heavy Reaper territory, do you let your emotions take over and risk your fleet to try and save them? Do the sacrifices of the fleet cost you more later on when you'd need them? Ect) creates more tension, emotion and lasting impact.
A weak plot tool (to me) is the protagonist capable of doing everything by virtue of being the protagonist, where the universe opens up to his/her whims and what they desire occurs without consequence or sacrifice.
That enough people remember Virmire fondly (or not so fondly) somewhat proves my point.
I completely agree with you about emotional impact and crafting an emotionally authentic narrative. Virmires and Alistair sacrifices are the sort of things necessary to achieve this. Mass Effect is too good at the realistic-leaning sci-fi genre; it would be a disservice to the franchise if ME3's story didn't come with cost, sacrifice, and loss (of varying degrees depending on choices you make, but still present nonetheless).
A god-like Shepard that can save everyone and do everything would not be appropriate for such an authentically moving series that aspires to be, at its most elemental level, this: "Many decisions lie ahead...none of them easy."
Modifié par Biotic Sage, 07 octobre 2011 - 09:57 .




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