jamesp81 wrote...
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Renegades get mad and want to punish paragons because our stories turn out to be more heroic. Renegade stories turn out darker and grittier......which is exactly what renegade players seem to want. Renegades want a darker, grittier, unhappy, stereotypical grimdark story and the renegade path gives them the opportunity to play it that way. Paragons want a more stereotypical heroic path and story, and paragon decisions let us experience the game that way.
I don't see why renegades complain so much. You claim to want a grittier, more grimdark story, and the option to experience the story in that manner is right there in front of you, to the lower right. But that's not enough for you. You all demand that paragon players be dragged along whether they want to be or not, which would completely invalidate the entire paragon/renegade system.
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If there is no need to make those sacrifices, then all the "hard choices" just become a choice between better and worse outcomes. The choice between paragon and renegade shouldn't be a self-fulfilling prophecy. Having two parallel universes in-game where if you choose to trust someone they turn out to be good, and if you choose to not trust them they turn out bad isn't compelling.
I can think of a recent game that kind of does this: In Starcraft II WoL, there is a mission where the protagonist (Raynor) has a choice between helping a group of aliens (Protoss) wipe out a human colony which is suspected to be infested (by another kind of aliens, there is no cure and the infected become mindless thralls that go about infecting others), or to defend the colonists from the aliens. One of Raynors crew strongly advocates for protecting the colonists (Dr. Ariel Hansen).
- Should Raynor decide to protect the colonists, he sends the Protoss packing as normal humans escape to shuttles. He and Dr. Hansen also share a touching goodbye as she chooses to stay with the colonists. Sunshine and bunnies and all that, and hints at a future romance.
- If Raynor sides with the Protoss, instead he wipes out a colony that is completely infested and hostile. Upon return to the ship, Dr. Hansen turns out to be infested as well and Raynor has to put her down.
It shouldn't be like this, it cheapens the experience. I'm not saying that all or even half of the renegade decisions should turn out better in the long run, just some of them (including some of the major decisions).
Modifié par HogarthHughes 3, 09 juin 2011 - 08:19 .