From www.pcgamer.com/2011/05/19/bioware-on-why-you-have-to-kill-300000-batarians-before-mass-effect-3-starts/
PC Gamer: Do you think that Mass Effect 2 was successful in convincing players that they needed to work for Cerberus? It seemed like quite a bold angle to have a terrorist organisation employing you, and you start out very resistant to the idea. Do you feel that that worked in the end?
Casey Hudson: It’s actually kind of interesting, because… most video games don’t offer any choice in the story – the story is the story. But as soon as you offer choice in a story, where you stop offering choice is where you’re criticised. And you end up being criticised for not having enough choice, even though you offer this much more. It’s at the edges where you’re criticised.So I would say that the idea of Shepard dying, and essentially being resurrected by a group that he may or may not agree with, is part of that story that we felt served that episode of the series. And I think that it worked on that angle. It happens on different scales too, like sometimes something has to happen. Without being specific, I was playing a game that has a interactive story to some degree, and I’m given something that’s extremely important, and I’m supposed to take it to a certain character. Then I’m talking to that character, and that character says “Oh you have it, thank you. I’ll just take that.” But it then gives you a dialogue response – you have one response and it’s “Yes.” And at that point I literally couldn’t touch my controller, because I thought “I don’t want to.” I would not say yes. But at least what we try to do is, if that thing has to happen in the story, then we at least let you do something or deal with it in some way. Even if it’s telling the person “No,” and then they say “Well, you’re not going to get very far if you don’t do this.” Some kind of flavour around how you can play it.
PC Gamer: Yeah, there are some in Mass Effect where your options are “Yes,” “Definitely yes,” or “Oh, alright, yes.”
Casey Hudson: Yeah, sometimes it has to be like that to tell a story that doesn’t become multiple different stories, versus different versions of a story.
The thing is, ME2 suffered the same problem when it came to Cerberus as the unnamed game Casey refers to, not so much because you had to work for them, but because of the way it was handled. It's a classic case of the little things making the difference. I don't think any reasonable person can expect the player to just not work for them given the story and all, as much as they may object, but the fact of the matter was there just simply wasn't enough options to verbally rebel or object, put Cerberus down or explain your actions to others without also seeming to support Cerberus. Yeah... there were admittedly some options, but usually it was just the odd dialogue choice to slag off the Illusive Man. Usually when I found it mattered and I was dealing with others, the choice simply wasn't there, and my Shepard never really got to explain themselves and just always seemed to be on the verge of saying, "I agree with and support Cerberus fully!" far too often.
Sorry, but despite saying --and I quote-- "But at least what we try to do is, if that thing has to happen in the story, then we at least let you do something or deal with it in some way. Even if it’s telling the person “No,” and then they say “Well, you’re not going to get very far if you don’t do this.” Somekind of flavour around how you can play it." that just didn't seem to happen when it really should have or enough. Yes, one doesn't expect to have the choice to walk away, but it just felt like there wasn't an option at all half the time, and you just went along with it. Even if the objection fell on deaf ears and led to the exact same outcome, it would still be nice to at least object; to see your Shepard slag off The Illusive Man and Cerberus to others and not just be TIM's subservient little lapdog, because that's what it felt like. It just made it all seem far too forced.
Two classic examples are when TIM intentionally betrays you with the "derelict" Collector ship, and while you can object to his actions for a while, it ends up with you just not being given a choice in how you inform your crew in the end: TIM just says, "don't tell them what I did" and instead of being able to object further it just cuts away and we see Jacob saying, "I guess The Illusive Man didn't betray us after all..." which illustrates that there was no player choice at all and despite his/her objections mere seconds ago Shepard ended up just going, "Derp! Okay, master!" to The Illusive Man and going off to tell his lies to the crew to make him not look like the manipulative monster he is, when what a non pro-Cerberus Shepard should be doing is trying to drive as big a wedge between his/her crew and Cerberus as possible and turning them away from that organisation and more towards his/her methods and way of thinking. That doesn't mean that it actually had to set a tag or change a variable, or anything really changes at all, but at least the option would be there to object and do that when it just simply wasn't, and the game just wrestled control from you. It was exactly one of those moments Casey described where you just didn't want to play anymore as an anti-Cerberus Paragon because the game just didn't let you make a choice you rightly should have.
The second example is in the mostly otherwise excellent LotSB DLC. When Tela Vasir starts condemning you for working with Cerberus, there is absolutely no option at all for Shepard to defend himself/herself and the actions taken while working with Cerberus without defending them. There's nothing whereby you can agree that Cerberus is evil and simply say, "it was necessary given the circumstances because only they are taking action and I need their resources" or anything like that; all you could basically say is, "Cerberus is right and I fully support them" in a nutshell. It was an otherwise great moment in a great DLC completely ruined by utter lack of choice. Again, it didn't have to really change anything at all beyond the dialogue choice, but it would have made all the difference.
I know that we're not working with Cerberus in ME3 again and all, but I still think that the devs should keep this in mind overall when working on ME3. I know after the issues people had with ME1's "three dialogue choices that actually literally have Shepard saying the same thing and don't change a thing at all" that you guys (the devs) wanted to cut down on redundant dialogue and basically eliminate multiple dialogue choices that really did just have the same result, but there's a difference between culling responses that are exactly the same in every way and just taking away choice entirely. Even if things don't change much, the ability to at least choose a different line that's delivered in a different way can make all the difference, even if the player is still railroaded and rerouted on the same track in the end. Some may call it an "illusion of choice" rather than real choice, but that illusion can still be better when the only alternative is no choice at all. And I feel that unfortunately when it came to the Cerberus stuff, there simply wasn't enough choice at all, even if it was just an illusion.
Modifié par Terror_K, 20 mai 2011 - 01:44 .





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