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What is with the "Battlestar Galactica" syndrome?


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#276
Aedan_Cousland

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KainrycKarr wrote...

Aedan_Cousland wrote...

Again, you still have the dark and not-everyone-survives ending. But you also have the fantasy ending.

You take the dark ending. I take the fantasy one. Me taking the fantasy ending has absolutely no effect on you taking your darker ending.

There is room for both.


The problem with those that suggest having both an 'everyone lives' ending, and an ending where some or all of your team dies, is that nearly everyone that wants that option wants casualties to be tied to player performance like it was in ME2. In other words, you get the everyone lives ending by making all the right tactical decisions and by making all the necessary preparations beforehand, and team mates die when you fail to prepare adequately or when you make the wrong tactical decisions. The issue with tying casualties only to player performance, is that it means that those that want a more emotionally engaging and realistic game where some of their squad dies, only get that outcome if their Shepard is incompetent. And that sort of defeats the purpose of having squad mates die in the first place, because the story isn't all that emotionally engaging if the protagonist is a poor leader that only gets his team killed through tactical or strategic errors.

I would have preferred to have lost some squad mates in ME2 for story telling purposes, but I didn't because it would have come at the expense of my canon Shep. I could only do that by making him a moron that thinks Grunt would make a better team leader than Garrus. So instead, I stuck with the outcome of my first playthrough. (everyone lives) The same is true for a lot of those who like me, prefer a game where some of their squad mates die. The suicide mission, though fun, shouldn't have had an 'everyone lives' outcome and shouldn't be used as a template for ME3.

I'm all for an 'everyone lives' ending so long as there are consequences.

The US Marine Corps defines the two main responsibilities of a combat leader as

1. Mission Accomplisment
2. Troop Welfare

Whether an NCO or an officer the welfare of the men under your command is an important priority, but always secondary to accomplishing the mission. While I'm using the US Marine Corps is an example, these priorities are the same for the militaries of most nations. The combat 'leader' that is afraid to risk the lives of his own men is no leader at all. Google George B. McClellan.

What does that have to do with Mass Effect?

I'd tie the 'everyone lives' ending to a style of play where you are placing the lives of your team above mission priorities. You might defeat the Reapers in the end and get everyone out alive, but you'd do so at the expense of the rest of the galaxy. Maybe Earth is rendered uninhabitable and greater damage has been done to the major alien civilizations of the galaxy, whereas the endings where you made the right tactical decisions and lost some squadmates resulted in Earth still being habitable, and less damage done to the galaxy than the 'everyone lives' ending.


As important as Shep's crew is, I can't imagine a situation where simply not getting them killed would result in an entire planet being unihabitable.


Imagine if a special operations unit conducting a hostage rescue mission came under concentrated small arms fire during the raid, and in an effort to minimize the risk of casualties among their own force,  ceded both time and initiative to the enemy instead of clearing the compound aggressively. While being cautious during the raid would minimize risks to their own force, the delay could also cause it to end in failure with the loss of life of all the hostages.

Simply apply that to a much larger scale.

Shepard is presented with some incomplete bit of intelligence during a mission, that suggests some secondary objective *could* be important to the overall war effort. The intelligence picture is incomplete however, and no one can say with absolute certainty whether or not this objective is worth the risks to your squad, and you are warned those risks will be considerable. The objective might be important, and it might not, and the call falls to Shepard with his squadmates having differing opinions on the right course of action.

Those that decide to take the risk and take out this secondary objective run into heavy resistance, and a 'Virmire' where at least one squadmate's death is unpreventable. The payoff however is important Reaper technology or some overall part of the puzzle on how to defeat the Reapers.

Those that choose to put the lives of their squad before incomplete intel, and not to go for the secondary objective still complete the first mission they were tasked with, but don't immediately gain that tech or intelliegence that was gained by those that tackled the secondary objective. Instead they'll get another oppurtunity later in the game to gain that intel or tech on another planet in a mission that those that already gained the intel or tech don't get, but at the cost of lost time. It takes longer to defeat the Reapers with much more devastation to the galaxy and many more lives lost.

Or at least that is my idea. Bioware has much more creative people on their payroll that come up with an idea of how the story would change for those putting men before the mission, and vice versa. At any rate, it can be done!

Modifié par Aedan_Cousland, 22 juin 2011 - 04:36 .


#277
Massadonious1

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I would imagine it would be a decision similar to the BDtS scenario, except with a tangible impact.

Like, if you had the choice to either stop a Start Trek-esque mining lazer or save half your crew.

My example is simplistic, but that would be the general idea, I would think.

Modifié par Massadonious1, 22 juin 2011 - 04:38 .


#278
SennenScale

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CajNatalie wrote...

SennenScale wrote...

I rather disagree with that. Where's the emotional impact if it was just the way things roll? I find it a lot more meaningful if the squad dies because Shepard made a bad decision or the death was avoidable rather than them just being killed because people's sense of realism demands it or being killed to make the enemy more threatening.

So emotional impact can only happen by Shepard being incompetant and botching it up like some idiot?
All I'd do is facepalm... there is no emotional impact in a facepalm. There's only the slight impact of when your palm collides with your face.


You don't have to be incompetant to make a bad decision. If you don't have enough resources, three squadmates can die before you have a chance to do anything. Say you cannot spare enough for armor, just the shields and weapons. Since shields should take the brunt of the assault, it's not unreasonable Shepard might not take one of the upgrades.

You can choose one squaddie over the other in the two loyalty confrontations which makes the other squaddie unloyal. Shepard not choosing the instant win Paragon/Renegade buttons is not incompetence. It can make perfect sense to tell one squaddie to back down from Shep's perspective.

In fact, you can leave out doing loyalty missions at all and it can make perfect sense...with entire colonies being abducted, why the hell does Shepard have the time to go track down Thane's son, or investigate a signal for Jacob? A Shep whose crew and squad survived needed to get their priorities straight.

And there are a couple of squaddies who seem like they might have been able to fulfill certain jobs, but can't.

On the other hand, if nothing could have been done about that squadmates death, it's not really that amazing, poignant, or good fodder for storytelling to me. What can be done with that? It's the fault of circustance, backstabbing or the villain. Personally, I see it as spilt milk. You just move on when such things happen.

Modifié par SennenScale, 22 juin 2011 - 04:47 .


#279
Dave of Canada

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I certainly hope not, unicorn and rainbow endings ruin games for me when they try to be realistic and dark. Go watch Disney movies if you want happy endings.

#280
Ultai

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When I first played the suicide mission, I was expecting some twist or turn that would provide a tough choice somewhere in the mission, thinking back to Virmire. But I went along, making the COMMON SENSE decisions and everyone got out. Hell, I thought that sending someone back with Chakwas and Co would have some negative impact, but nope, nothing bad is allowed to happen to a paragon choice.

And when I started getting a hunch (later confirmed after) while on my way to fight the human reaper, that in order for people to die Shepard has to be AN IDIOT, the mission grew tame and lost all of its suspense.

So I'm with Aedan on this, squadmate/favored npc survival odds being based on whether Shep makes a tactically bad decision (Grunt for fire team leader!), or having a rainbows and butterfly decision, kinda forces us to make the tactically sound choices just so we don't ruin the intelligence of our canon. If you want to put the lives of your squad near the importance of the mission or above it, then there should be good (they lived!) and bad consequences, and likewise if you put the mission first, there should be good (a homeworld or something of strategic importance that plays a role further down the road is secured) and bad consequences. Bad obviously Shep might lose a friend. This doesn't need to be the case for every important main plot point in the game, but enough to give the decisions weight.  I mean we're talking about galaxy wide genocide here.

Modifié par Ultai, 22 juin 2011 - 04:59 .


#281
Badpie

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As excited as I am for multiple outcomes based on decisions I really am hoping Bioware doesn't go too heavy handed with the melodrama.

"Emotionally engaging" does not have to = "crushingly depressing"

I, for one want my god damned happy ending.

#282
Ultai

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SennenScale wrote...

In fact, you can leave out doing loyalty missions at all and it can make perfect sense...with entire colonies being abducted, why the hell does Shepard have the time to go track down Thane's son, or investigate a signal for Jacob? A Shep whose crew and squad survived needed to get their priorities straight.


It can make sense yes, but from a game design perspective being told to cut out a huge chunk of content isn't the answer imo.  Cut my 30ish hour playthrough potentialy in half? :huh:

#283
moneycashgeorge

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KainrycKarr, you're request makes zero sense.

You want there to be a choice between a fancifully bright ending and a more realistic dark ending, but you misunderstand the choice system in this game.

Mass Effect is not designed so that you choose the course of the story, it is designed so that you choose Shepard's actions, which can then in turn alter the choice of the story based on those actions' repercussions. Big difference.

In Mass Effect 1, there was no "kaiden and ashley both live" button, which is essentially what you're asking for, and then claiming that if people want one of them to die they can choose to not save them. Thats absurd and would ruin the game.

I agree that there should be the possibility of a positive ending, but it should be very difficult to achieve to represent its unlikelihood. Most games should end in Pyrric victory, the Reapers defeated by the galaxy left desolated. Some games should end in complete loss. Then other games, in which every possible advantage is gained and every aspect of the plan is done perfectly, should have victory with relatively few casualties.

P.S. Battlestar Galactica is an incredible show. The darkness went a little but overboard at certain parts, but desperation was the main theme of the show. Suggestion: do not watch Game of Thrones or read the book series. You will hate it. Also, do not read the news. Do not leave the developed world. Do not visit inner cities. Do not read history. You will not like that either.

#284
MrGone

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Mass Effect without some major cost, and therefore a high chance of downer ending wouldn't seem right. Mostly because it's what this series is based upon.

Don't believe me?

Look at the original trailer.

The whole point has always been about making tough calls and people dying, but ideally making the right tough calls and minimizing death.

To assume a TOTALLY happy ending is coming is to assume the game betrays its themes.

#285
Undertone

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MrGone wrote...

Mass Effect without some major cost, and therefore a high chance of downer ending wouldn't seem right. Mostly because it's what this series is based upon.

Don't believe me?

Look at the original trailer.

The whole point has always been about making tough calls and people dying, but ideally making the right tough calls and minimizing death.

To assume a TOTALLY happy ending is coming is to assume the game betrays its themes.


See that's what I expected from Mass Effect in the very beginning. Making hard choices, making sacrifices. Virmire was actually light to what I expected in comparison and the only hard choice. I was a bit dissapointed. Then I heard ME2 and it's Suicide Mission and I was "Alright, that's what I'm asking for". As you probably suspect got dissapointed twice.

Now in ME3 I finaly hope it will be in tune to this very first trailer.

People indeed make valid points -  I don't want my Shepard to be a retard to lose somebody. As much as I love seeing Tali get headshotted it's really stupid to actually kill a squadmate on purpose just because you don't like him or her.

Modifié par Undertone, 22 juin 2011 - 08:46 .


#286
ZLurps

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Ultai wrote...

..snip...
And when I started getting a hunch (later confirmed after) while on my way to fight the human reaper, that in order for people to die Shepard has to be AN IDIOT, the mission grew tame and lost all of its suspense.


ME2 statistics prove that on avarage players didn't get their whole squad survive through SM.
Source: social.bioware.com/forum/1/topic/105/index/4690597/8



moneycashgeorge wrote...

KainrycKarr, you're request makes zero sense.

..snip...

The
darkness went a little but overboard at certain parts, but desperation
was the main theme of the show. Suggestion: do not watch Game of Thrones
or read the book series. You will hate it. Also, do not read the news.
Do not leave the developed world. Do not visit inner cities. Do not read
history. You will not like that either.


I think many of us are totally aware what is happening in the real world. It just when you get the same thing in game you play, how is that different? How is that entertainment?


Dave of Canada wrote...

I certainly hope not, unicorn and
rainbow endings ruin games for me when they try to be realistic and
dark. Go watch Disney movies if you want happy endings.


I don't think that is going to lead anywhere... Goes both ways.

I certainly hope there is a possibility to happy ending. Go watch documentaries about organized crime, child soldiers, human traffic etc. if you want grim and dark endings.


I have tried to put things here and there in this topic as food for thought but here is a scenario. This is scenario where Kelly Chambers, NPC survived from ME2.

Kelly and other crew from ME2 has been shattered around after the Alliance took over the Normandy SR-2. During some mission in Cerberus facility to recover Reaper artifact that is important part in developing a counter measure for indoctranition.
During mission Shepard discovers that Kelly is held as test subject in facility.
Shepard can save Kelly but that would mean that mission would be in Jeopardy. Cerberus reinforcement are coming and Shepard needs to put one squad mate for holding them if they want to save Kelly. Now, see how this plays:

Shepard arrives in room where Kelly is held in a cell. They can see each others well because cell has transparent force field that prevents Kelly from escaping.
Kelly: Shepard!
Shep: Kelly...
Kelly: I thought I would die here, but somehow I knew you would come...
Shep checks around room trying to find a way to release force field
Kelly: Hurry...
Shep: (Don't want to put mission in risk and don't want to sacrifice squad mate for saving Kelly) Kelly... I'm sorry....
Kelly: What?
Shep: Kelly... we are not able to pull this of. I'm sorry, but...
Kelly: What are you saying! This can't be! I believed in you Shepard! You would come and save us, like you did earlier, you never let anyone down!
Shep: Kelly, I'm sorry (orders squad to leave)
Kelly: * realises that she is not going to get saved * Cries, Shepard.. .no... Help me * pounds against force field with her hands * You can't leave me here! I'm going to die in those tests.. *Falls on her knees in her cell, * sobbing... Shepard please...
Shepard leaves the room

Later in game we see result of our choise, could be text log we discover, or if we want something really dark, video log where Kelly dies awfull, slow and painfull death when Cerberus does tests with Reaper nanidites with her.

There are helluva many ways to portray darkness, loss in a game. Killing characters just for the sake of "it makes it better because it's dark" doesn't make any better or worse writing than "let's make these characters love each others because it's good".

How things work, how "emotianally engaging" they are, depend on how they are delivered to us.

#287
Undertone

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ZLurps wrote...



You are arguing the same side of the coin. The situation you describe fits perfectly. We don't want squad mates to die left and right for no reason. We want it to be emotionally engaging and not tied to Shepard's performance unless such a performance has to be spectacular even for a seasoned shooter veteran.

I don't want to play like an idiot or pick choices I know are stupid to get some drama. That defeats the whole purpose.

Modifié par Undertone, 22 juin 2011 - 09:15 .


#288
Sir Ulrich Von Lichenstien

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MrGone wrote...

Mass Effect without some major cost, and therefore a high chance of downer ending wouldn't seem right. Mostly because it's what this series is based upon.

Don't believe me?

Look at the original trailer.

The whole point has always been about making tough calls and people dying, but ideally making the right tough calls and minimizing death.

To assume a TOTALLY happy ending is coming is to assume the game betrays its themes.


Well some could argue they have betrayed that theme already with how ME2 could finish with zero squad/crew deaths.

Yes you could argue that death was minimized, but it was supposed to be a Suicide Mission, the devs and even the crew pretty much stated getting everyone out alive would be hard to do and yet look how it turned out. Yes lots of people had Mordin or one of the other weak squadmates dying due to the door defence being not strong enough for them all to survive but it wasn't hard to fix it.

For ME3, I would LOVE for there to be a situation like that one in that trailer where we get a distress call (a proper one rather than a booby trap set by Reapers/Geth/<insert other group) from some planet/race asking for aid and we can choose whether to go help them or leave them to their fate as we know we can't help them or need to go deal with some other planet/race that is having trouble that we deem is a higher priority.

Edit: I know that they probably decided to do the 'Leave No One Behind' ending for the Suicide Mission before they decided to make it an achievement too... I just hope in ME3 there isn't a silly 'No one dies on my watch' (all races/planets saved) kind of achievement.

Modifié par Sir Ulrich Von Lichenstien, 22 juin 2011 - 09:24 .


#289
Icinix

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I'm old school.

Back in the day, we called that the SeaQuest syndrome.

Also, its BioWare, they do endings that make Bambi happy and endings that make Monty Burns eyes light up like flood lights. I'm sure we'll get both and several in between.

#290
Guest_AwesomeName_*

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Aedan_Cousland wrote...

Again, you still have the dark and not-everyone-survives ending. But you also have the fantasy ending.

You take the dark ending. I take the fantasy one. Me taking the fantasy ending has absolutely no effect on you taking your darker ending.

There is room for both.


The problem with those that suggest having both an 'everyone lives' ending, and an ending where some or all of your team dies, is that nearly everyone that wants that option wants casualties to be tied to player performance like it was in ME2. In other words, you get the everyone lives ending by making all the right tactical decisions and by making all the necessary preparations beforehand, and team mates die when you fail to prepare adequately or when you make the wrong tactical decisions. The issue with tying casualties only to player performance, is that it means that those that want a more emotionally engaging and realistic game where some of their squad dies, only get that outcome if their Shepard is incompetent. And that sort of defeats the purpose of having squad mates die in the first place, because the story isn't all that emotionally engaging if the protagonist is a poor leader that only gets his team killed through tactical or strategic errors.

I would have preferred to have lost some squad mates in ME2 for story telling purposes, but I didn't because it would have come at the expense of my canon Shep. I could only do that by making him a moron that thinks Grunt would make a better team leader than Garrus. So instead, I stuck with the outcome of my first playthrough. (everyone lives) The same is true for a lot of those who like me, prefer a game where some of their squad mates die. The suicide mission, though fun, shouldn't have had an 'everyone lives' outcome and shouldn't be used as a template for ME3.

I'm all for an 'everyone lives' ending so long as there are consequences.

The US Marine Corps defines the two main responsibilities of a combat leader as

1. Mission Accomplisment
2. Troop Welfare

Whether an NCO or an officer the welfare of the men under your command is an important priority, but always secondary to accomplishing the mission. While I'm using the US Marine Corps is an example, these priorities are the same for the militaries of most nations. The combat 'leader' that is afraid to risk the lives of his own men is no leader at all. Google George B. McClellan.

What does that have to do with Mass Effect?

I'd tie the 'everyone lives' ending to a style of play where you are placing the lives of your team above mission priorities. You might defeat the Reapers in the end and get everyone out alive, but you'd do so at the expense of the rest of the galaxy. Maybe Earth is rendered uninhabitable and greater damage has been done to the major alien civilizations of the galaxy, whereas the endings where you made the right tactical decisions and lost some squadmates resulted in Earth still being habitable, and less damage done to the galaxy than the 'everyone lives' ending.


Back of the net (translation: awesome post).

Modifié par AwesomeName, 22 juin 2011 - 12:30 .


#291
habitat 67

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Badpie wrote...

As excited as I am for multiple outcomes based on decisions I really am hoping Bioware doesn't go too heavy handed with the melodrama.

"Emotionally engaging" does not have to = "crushingly depressing"

I, for one want my god damned happy ending.


Me too.

#292
Wojtek the Soldier Bear

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I don't understand all this fixation with death. Sure, it's dramatic, and it sucks when characters you care about die, but to kill characters for the sake of dramatic effect is stupid. Millions of humans are dying at the start of ME3. Doesn't that hit hard already? No, not as much as, say, your best friend or significant other, but I'll be damned if that doesn't put a frown on my face already. Just knowing that millions of my species are being slaughtered/repurposed, that sucks bigtime.

It also seems like there are a lot of gripes about the perfect ending to the SM in ME2. What the hell is everyone talking about? I was on the edge of my seat the entire 20 or so minutes of the mission! I was shocked (and very pleasantly surprised) that my whole team made it out alive. I felt a tangible reward that all those loyalty missions paid off. Getting to know my crew, leading them into hell and back again...it felt really good. Granted, the Reapers are a much greater enemy than the Collectors, but not all Reapers are Sovereign-sized dreadnoughts, and this isn't thirteen people fighting the impossible. We're talking about the resources of entire civilizations, a galaxy full of sentient species ready to fight for their existence.

Shepard is a big enough icon with important enough allies that he/she may be able to pull off the impossible yet again. Shepard kicked death's ass, what's a few thousand sentient starships?

#293
Rockworm503

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I come from the Joss Whedon school of thought... He said in Buffy comentary that he was scared if his heroes were happy then people would lose interest. But I'm not against happy ending if it fits into the story and isn't cheap. Bioware got a free pass with the suicide ending because its the middle part and the collectors are small fry compared to the reapers.
I think a very happy ending and a very sad ending with the rest in between would be ideal.

#294
this isnt my name

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KainrycKarr wrote...

DaveExclamationMarkYognaut wrote...

Whatever they gotta do to write a good story. If the best story involves Shepard dying (like, for instance, Planescape: Torment) then I say let them write it.


That's kind why I don't want a hero sacrifice ending. Or at least not a forced one. It's incredibly cliche, and overdone is so many other stories.

I want to feel good at the end.


No where near as bad as the hero who defeats impossible odds, becuase he is the "good" guy.
Not only that but the hero winning ruins the story, you have the reapers weakened/made stupid as a result, they go against character, and there will be some stupid justification for shepards victory.

#295
jamesp81

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The problem with those that suggest having both an 'everyone lives'
ending, and an ending where some or all of your team dies, is that
nearly everyone that wants that option wants casualties to be tied to
player performance like it was in ME2. In other words, you get the
everyone lives ending by making all the right tactical decisions and by
making all the necessary preparations beforehand, and team mates die
when you fail to prepare adequately or when you make the wrong tactical
decisions. The issue with tying casualties only to player performance,
is that it means that those that want a more emotionally engaging and
realistic game where some of their squad dies, only get that outcome if
their Shepard is incompetent. And that sort of defeats the purpose of
having squad mates die in the first place, because the story isn't all
that emotionally engaging if the protagonist is a poor leader that only
gets his team killed through tactical or strategic errors.


People in here keep screaming about realism, but you seem to think that a leader's competence should not be linked to how well they perform their mission.   That doesn't make sense to me, personally.

#296
jamesp81

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Dave of Canada wrote...

I certainly hope not, unicorn and rainbow endings ruin games for me when they try to be realistic and dark. Go watch Disney movies if you want happy endings.


Or, you could go play a different game and keep your emo level story writing away from this one.

#297
Dean_the_Young

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I don't think you understand the concept of 'emo.'

#298
CaptainZaysh

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jamesp81 wrote...

People in here keep screaming about realism, but you seem to think that a leader's competence should not be linked to how well they perform their mission.   That doesn't make sense to me, personally.


Competent officers minimise casualties, but that doesn't mean its in their power to prevent them entirely.  The enemy always gets a vote.

#299
jamesp81

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CaptainZaysh wrote...

jamesp81 wrote...

People in here keep screaming about realism, but you seem to think that a leader's competence should not be linked to how well they perform their mission.   That doesn't make sense to me, personally.


Competent officers minimise casualties, but that doesn't mean its in their power to prevent them entirely.  The enemy always gets a vote.


Yeah.  In reality.

Reality doesn't have a whole lot of application in a fictional story about millenia old genocidal war machines coming to kill us all, either.

#300
CajNatalie

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There's a difference between Fiction and Fairy Tale.
Fairy Tales give up all reality for the sake of sunshine, bunnies, and happily ever after.
Fiction maintains some adherence to reality; it's simply not literally 'real'.

If you want fairy tales in your computer games, go buy a Disney game. =P

Modifié par CajNatalie, 22 juin 2011 - 02:32 .