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Can we not have Paragon=Best Outcome (In terms of story and content)?


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#401
Candidate 88766

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GodWood wrote...

Seboist wrote...
I would say the ideal scenario is for each decision to have both negative and positive outcomes as to prevent meta-gaming and to leave it up to the player decide which is the "better' outcome.

Indeed.

An example being:
Letting the Council die results in a bigger army in the Reaper war with less casualties but a 'less stable', human dominated galaxy afterwards.
Where as Saving the Council results in a smaller army and more casualties but a united 'stable' galaxy afterwards.

Or something to that effect.

We already know that if the Council died then the majority of the fleet is human. If you stuck to your guns and went renagde all the way through, you've got a very strong Cerberus too. It seems very likely that a renegade victory will result in a very human-dominant galaxy, at the expense of other species.

Modifié par Candidate 88766, 08 juillet 2011 - 11:51 .


#402
Guest_Saphra Deden_*

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GodWood wrote...

Legion escapes.


Where did you get that idea?

#403
Repearized Miranda

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Seboist wrote...

GodWood wrote...

Majin Paul wrote...
I don't think making one win and one lose is a good way to go, either way you'd be making a lot of players unhappy, it should be win/lose for both, just that paragon and renegade have different ways of winning/losing

People are not asking for one side to lose and one side to win.
They're asking for some paragon choices to have negative consequences and some renegade choices have positive consequences so in the end each alignment gets equal treatment and the choices have actual weight behind them.

Instead what we've got at the moment is:
Paragon = always positive consequences + more content.
Renegade = always negative consequences with less content.


I would say the ideal scenario is for each decision to have both negative and positive outcomes as to prevent meta-gaming and to leave it up to the player decide which is the "better' outcome.


I wonder if that is the "unclarity" Casey is hinting at; however, I will argue that this could or should have been done by the player two games ago. IWO:

"I clicked the blue button because I thought it was bad. I was wrong/right depend on shown/implied consequence." I get that BW says: "Click me! Click me!" however, at least some thought (by the player) should've gone into it before hand. Now, if BW makes us think about things (all yellow answers), this would ****** lots of people off; however, those would be the ones who probably didn't think before choosing red or blue.

#404
Seboist

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Saphra Deden wrote...

GodWood wrote...

Legion escapes.


Where did you get that idea?


Shadow Broker Dossier on Legion implies it.

#405
Candidate 88766

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Repearized Miranda wrote...
Now, if BW makes us think about things (all yellow answers), this would ****** lots of people off; however, those would be the ones who probably didn't think before choosing red or blue.

The best choices in either game are the ones where there is an option of the left, an option on the right and no chance for some kind of magic charm/intimidate get out of jail free. Garrus' loyalty mission had one of the best choices I think. 

#406
Arijharn

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Lumikki wrote...
Not much more to say, than renegade and paragon aren't equal and they should not even be, because they are totally different kind of behavior paths.


You know, I sorta agree with this. On the face of it, they shouldn't be equal to the point where their is effectively no decision. If a Renegade and Paragon decision both nets a result of 500 credits, then there probably isn't much point in having the Renegade/Paragon path in the first place.

This isn't what we're saying though.

We're saying that for content action A, which gets you Z as a paragon, then as a Renegade you should perform content action B, which gets you Y. In both examples there should be some reward that may be considered 'equal' and yet they are fundamentally different.

Zorya sorta handled this in a way by sacrificing the workers gives you an extra upgrade slot for your AR's (while saving the workers nets you another Heavy Weapon upgrade). However, Zorya falls down imo in other methods that seem backwards as to the real reason why you're there in the first place.

Lumikki wrote...
As for morality, it person has low morality, then they don't anymore like consequences of morality. Only people who still have high morality likes morality choises. Some bad guys thinks they are good guy, even when they aren't.

With respect, I think your last statement is a crock. There is no universal 'good' or 'bad' making your argument on morality to be completely pointless. May I remind you that in certain parts of the world; death by stoning is perfectly acceptable. Whether you agree with it or not is actually on the face of it; pretty meaningless as to whether it's a universal 'good' or 'bad.'

Lumikki wrote...
Example, renegade player doesn't get consequences from bad acts. Then someone could say they should. Problem is they can't because that would make they gameplay to annoying as hell. So, games ignore the negative consequences. Of course renegade path would not get much anything else than negative consequences, because that's the renegade style. Compared paragon what gets positive consequences, because that's what they do in they path style. You can give player positive consequences as much you like, but you can't give them many negative consequences, because players can't handle them. It would make game less fun.

In real life renegade choises often leads in prison.


Then what's the friggin' point of having choices in regards to a renegade or paragon path? If a paragon path always results in a net good, and a renegade path always results in a net bad, then the decision becomes completely moronic.

Why would anyone eventually take a Renegade pathway if it always meant:
• They would 'lose' in some tangible way
• They are universally reviled.

Renegade decisions are supposed to be weighing up things using dispassionate 'logic.' To (over)simplify; a Renegade  see's a house on fire; he weighs the fact that in the time it'll take to fetch water to put it out, the fire might spread to two other houses amongst a community and kill all the occupants (with the fire getting more and more out of control). The flipside being though by not fetching water the houses will go up but he will at least rescue at least some occupants.
He therefore has a choice; fetch water and save the community at the cost of some occupants of the burning buildings;
Or
Go immediately into the buildings, save the occupants but at the expense of the community.

The problem I see it is that atm the Paragon choices seem to get their cake and eat it too; in my example above, they not only save all the occupants, but save the community as well, and the fire was contained.

Modifié par Arijharn, 08 juillet 2011 - 12:29 .


#407
Nightdragon8

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Wow text walls... IMO it all comes down to this. Rengade = "Means to an End" Basicly willing to sacerfice alot humans aliens to get teh job done. Its like normal miltary statagy. I think KOTR with the whole Ravan Stratagies on miltary actions with the "dark side" options in that you let people die when they could have been saved. Renegade is more "violent"

While with Paragon is more of a "Open Fist" from Jade Empire sort of thing, work around problems without needlessly sacrificing people.

#408
Lumikki

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I consider more like this:

Hostage situation with terrorist:

Paragon puts his own weapon down and try appeal terrorist compassion and will let the terrorist go if he doesn't hurt the hostages.

Neutral consider all option and try find better option solve situation. Trying to keep as many hostige alive as possible while still get the terrorist surrender or killed.

Renegade shoots terrorist in first change he get and doesn't care how many hostages died because of it.

Modifié par Lumikki, 08 juillet 2011 - 01:05 .


#409
Ieldra

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Nightdragon8 wrote...
Wow text walls... IMO it all comes down to this. Rengade = "Means to an End" Basicly willing to sacerfice alot humans aliens to get teh job done. Its like normal miltary statagy. I think KOTR with the whole Ravan Stratagies on miltary actions with the "dark side" options in that you let people die when they could have been saved. Renegade is more "violent"

While with Paragon is more of a "Open Fist" from Jade Empire sort of thing, work around problems without needlessly sacrificing people.

Actually, no. That's exactly the point. A Renegade will not *needlessly* sacrifice people. OK, some might, but that's not the kind we're talking about here. The difference is that the Paragon tends to sacrifice important goals for the immediate good, at least to some extent, while the Renegade tends to sacrifice the immediate good for the bigger goal. The morality of it lies in the questions: "Are these goals worthwhile", and "Was the sacrifice really necessary" for the Renegade and "Didn't you invite a greater evil by going for the immediate good" for the Paragon.

(The question, of course, becomes a joke if that greater evil down the road that the Paragon risks never materializes, while the greater good the Renegade hopes for never materializes. Which is why we're having this debate)

@Lumikki:
Didn't you read my last post - which, btw, I specifically addressed to the likes of you who tend to conveniently ignore arguments: not caring is not a necessary part of the Renegade mindset. The Renegade just cares more for the greater good (prevention of further acts of terrorism), even though it's further down the road, than for the immediate but minor good (the life of the hostage), even if it is in front of her face. 

Edit:
Admittedly, Shepard's supposedly "badass" Renegade lines sometimes obscure that. But take the Renegade response to Simon Atwell when he asks whether it was worth it to let the hostages die: you can say the choice you made will give you nightmares, but you made because it's worth it and was ultimately the right thing to do..
.

Modifié par Ieldra2, 08 juillet 2011 - 02:35 .


#410
Lumikki

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Ieldra2 wrote...

@Lumikki:
Didn't you read my last post - which, btw, I specifically addressed to the likes of you who tend to conveniently ignore arguments: not caring is not a necessary part of the Renegade mindset. The Renegade just cares more for the greater good (prevention of further acts of terrorism), even though it's further down the road, than for the immediate but minor good (the life of the hostage), even if it is in front of her face. 

How you see renegade isn't just how I see them, that's all.

#411
Ieldra

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Lumikki wrote...
How you see renegade isn't just how I see them, that's all.

Have you ever made a Renegade decision because you (the player) think it's the right thing to do? If not, then shut up about the inner workings of the Renegade mind. Sometimes it appears to me that for some Paragon players, Renegades are nothing more than a projection screen for their images of evil. And of course there cannot exist what must not exist: a Renegade who's actually doing something worth considering.

#412
Lumikki

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Ieldra2 wrote...

Lumikki wrote...
How you see renegade isn't just how I see them, that's all.

Have you ever made a Renegade decision because you (the player) think it's the right thing to do? If not, then shut up about the inner workings of the Renegade mind. Sometimes it appears to me that for some Paragon players, Renegades are nothing more than a projection screen for their images of evil. And of course there cannot exist what must not exist: a Renegade who's actually doing something worth considering.

I never sayed anything about been evil. I sayd they don't care what's the cost as long they get the mission done. That's different. Renegade takes the fast road as most effient way to get something done, because only the end result matters. How ever, it is also usually most violent road.

Modifié par Lumikki, 08 juillet 2011 - 02:52 .


#413
Ieldra

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Lumikki wrote...
I never sayed anything about been evil. I sayd they don't care what's the cost as long they get the mission done. That's different. Renegade takes the fast road as most effient to get something done, because only the end result matters. How ever, it is also usually most violent road.

Again: have you made Renegade decisions because you think they're for the best? If your Renegades are like what you describe, that's your business. But don't tell me what my Renegades are feeling and thinking. And from the response to my last post, those who actually play them seem to agree with me. Not caring is not a necessary element of the Renegade mindset. It may be a part of your Renegades' mindset, but that's in addition to the core elements. Renegades make the choices for the greater good down the road, sacrificing the immediate good, *regardless* of what they feel about the sacrifice. It may be nothing, it may be a lot.

Modifié par Ieldra2, 08 juillet 2011 - 02:54 .


#414
Lumikki

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Ieldra2 wrote...

Lumikki wrote...
I never sayed anything about been evil. I sayd they don't care what's the cost as long they get the mission done. That's different. Renegade takes the fast road as most effient to get something done, because only the end result matters. How ever, it is also usually most violent road.

Again: have you made Renegade decisions because you think they're for the best? If your Renegades are like what you describe, that's your business. But don't tell me what my Renegades are feeling and thinking. And from the response to my last post, those who actually play them seem to agree with me.

Yes, I have made renegade decissions, because I thinked it was for the best.

I never did tell you anything about YOUR renegade, I was telling how I see renegade.

Modifié par Lumikki, 08 juillet 2011 - 02:55 .


#415
Smeelia

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I think the problem a lot of people have is feeling "victimised" because they've factionalised the game.  Everyone that plays Mass Effect is a player of the game, everyone gets exactly the same game.  If there are flaws in that game then they are flaws for everyone, even if some players never encounter them.

Another point (relevant link), sometimes people make mistakes and just because you don't like something doesn't mean it's a deliberate attack against you.

Now, I agree that there are issues with the results of certain decisions in the game, particularly in regards to a lack of content (or inferior content).  ME2 seems to suffer more from this due to the fact it's the first game to carry decisions over and only a few of them actually give anything significant in the game (although it's been stated that ME3 aims to improve on this and may even provide some compensation for ME1 players by having older decisions carry over too).

GodWood wrote...

People are not asking for one side to lose and one side to win.
They're asking for some paragon choices to have negative consequences and some renegade choices have positive consequences so in the end each alignment gets equal treatment and the choices have actual weight behind them.

The problem with making choices have an effect on success is that it would go against what the games have done so far.  Currently, all decisions lead to success and everyone will win (pretty much anyway, in ME2 not doing parts of the game and making a couple of bad choices can lead to defeat but it's bascially a minor exception).  If they change it so that some decisions are "right" and some are "wrong" then players will aim to always make "right" decisions and that will actually restrict choices (since "wrong" decisions could lead to shorter games and less satisfying experiences).

The morality system shows that the choices in the game aren't there to generate "challenge".  You make decisions that shape your character and the story, not decisions that decide whether you win or lose.  It's a core element of the game design that has been there from the start and is seen in many other games.  I can't think of a game with a morality system where making decisions towards either morality affects the chance of completing the game.  The morality system is there to help indicate what the choices mean and give guidelines for players.

There's another major issue that a lot of people have, they don't like the way the story goes (or at least one side of it in some cases).  Ultimately, you're not going to convince people that your opinion of the story is "right".  Even if you think it's "unrealistic", it's not going to be easy to prove and different people have very different views on what constitutes "realism".  If you like certain decisions but don't like the outcomes they give there's really nothing you can do about it, the story is as written and cannot be changed.  If Bioware change their writing style too drastically then they're going to alienate all of the players who do like the way it currently works and since Mass Effect is quite popular that seems like an unnecessary risk.  It's possible you might get what you want in ME3 but don't try to pretend it's the "only sensible" or "right" option, it's simply a matter of opinion.

Modifié par Smeelia, 08 juillet 2011 - 03:21 .


#416
Ieldra

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Smeelia wrote...
The problem with making choices have an effect on success is that it would go against what the games have done so far.  Currently, all decisions lead to success and everyone will win (pretty much anyway, in ME2 not doing parts of the game and making a couple of bad choices can lead to defeat but it's bascially a minor exception).  If they change it so that some decisions are "right" and some are "wrong" then players will aim to always make "right" decisions and that will actually restrict choices (since "wrong" decisions could lead to shorter games and less satisfying experiences).

Here's it: they already have made some decisions appear "right" (namely: Paragon) and some "wrong" (namely: Renegade) by their consequences. We are asking that this be balanced.

Also: winning or losing is not the question. We know both ways can win. But Paragons appear to inevitably get the "better victories". Really, I should repost my explanatory post on every page anew. 

There's another major issue that a lot of people have, they don't like the way the story goes (or at least one side of it in some cases).  Ultimately, you're not going to convince people that your opinion of the story is "right".  Even if you think it's "unrealistic", it's not going to be easy to prove and different people have very different views on what constitutes "realism".

I maintain that a consistent pattern of "being nice always has the best outcome" is unrealistic and more appropriate to a bowdlerized Victorian fairytale. It pulls the sting out of any decision you could ever make. It completely removes the drama from decisions, leaving behind a husk of a story without meaning, a senseless affirmation of what everyone would like to be true, an affirmation of illusions. No moral conflict at all. Hit blue and nothing bad ever happens. I challenge everyone to bring convincing arguments that this is not unrealistic.

Modifié par Ieldra2, 08 juillet 2011 - 03:31 .


#417
Lumikki

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Ieldra2 wrote...

No moral conflict at all. Hit blue and nothing bad ever happens. I challenge everyone to bring convincing arguments that this is not unrealistic.

I agree with you that if you hit allways blue and nothing bad ever happen, it's unrealistic.

But how can it be better as been realistic that when you hit red nothing bad ever happens to you as player character.. You can keep hiting that red as much you like and it's allways fine. Yeah, lore says Spectre doesn't answer to law, but is it any more realistic?

Modifié par Lumikki, 08 juillet 2011 - 03:40 .


#418
Smeelia

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Ieldra2 wrote...

Here's it: they already have made some decisions appear "right" (namely: Paragon) and some "wrong" (namely: Renegade) by their consequences. We are asking that this be balanced.

Also: winning or losing is not the question. We know both ways can win. But Paragons appear to inevitably get the "better victories". Really, I should repost my explanatory post on every page anew.

I know your points but the fact is that you're talking about a matter of opinion.  I don't feel that Renegade decisions get a "worse" story, I've enjoyed playing Renegade perfectly well.  As I said, there are flaws in regards to giving content but you not liking the way the story goes isn't a design flaw.

I've got nothing against them making a game that would appeal more to you in terms of story (maybe not part of the ME series) and even if they did change the games to be as you want them I might still enjoy them but your view isn't the "only right" view and others who don't want what you want are no less "right" than you are.

Ieldra2 wrote...

I maintain that a consistent pattern of "being nice always has the best outcome" is unrealistic and more appropriate to a bowdlerized Victorian fairytale. It pulls the sting out of any decision you could ever make. It completely removes the drama from decisions, leaving behind a husk of a story without meaning, a senseless affirmation of what everyone would like to be true, an affirmation of illusions. No moral conflict at all. I challenge everyone to bring convincing arguments that this is not unrealistic.

It's fairly simple, sometimes improbable things happen (and sometimes they're not as unlikely as you think).  Someone winning the lottery is improbable, the very existence of life is improbable, most things that do happen aren't really very likely when it comes down to it.  A story is a story, it only goes the way it is written.  Sometimes it might be a series of unlikely events, sometimes it might go exactly as you expect (and, of course, different people may have different expectations).  Life isn't too different, it goes the way it goes and that's not always the way you expected.

The game isn't about "moral conflicts", it's about choosing who you want Shepard to be and experiencing their life in their universe.  It's about being the hero you choose yourself.  That doesn't make it any less valid as a story.  It may not be the story you want but that doesn't mean there's anything wrong with it.

Modifié par Smeelia, 08 juillet 2011 - 03:47 .


#419
Ieldra

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Lumikki wrote...

Ieldra2 wrote...

No moral conflict at all. Hit blue and nothing bad ever happens. I challenge everyone to bring convincing arguments that this is not unrealistic.

I agree with you that if you hit allways blue and nothing bad ever happen, it's unrealistic.

But how can it be better as been realistic that when you hit red nothing bad ever happens to you as player character.. You can keep hiting that red as much you like and it's allways fine. Yeah, lore says Spectre doesn't answer to law, but is it any more realistic?

Of course bad things happen when you make Renegade decisions. We do not ask that the pattern is switched to the opposite. In fact, that Renegades let hostages die already is a bad consequence, and I would not want to remove it. Sacrificing the immediate good for the greater good down the road is part of the Renegade mindset.

And yes, sometimes that greater good fails to manifest. We only ask that the greater good the Renegade hopes for *sometimes* manifests. And we ask that the greater evil the Paragon risks by going for the immediate good *sometimes* manifests as well.

I think we have said that about a million times. I don't get why that is so hard to understand.

#420
Lumikki

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Ieldra2 wrote...

Lumikki wrote...

Ieldra2 wrote...

No moral conflict at all. Hit blue and nothing bad ever happens. I challenge everyone to bring convincing arguments that this is not unrealistic.

I agree with you that if you hit allways blue and nothing bad ever happen, it's unrealistic.

But how can it be better as been realistic that when you hit red nothing bad ever happens to you as player character.. You can keep hiting that red as much you like and it's allways fine. Yeah, lore says Spectre doesn't answer to law, but is it any more realistic?

Of course bad things happen when you make Renegade decisions. We do not ask that the pattern is switched to the opposite. In fact, that Renegades let hostages die already is a bad consequence, and I would not want to remove it. Sacrificing the immediate good for the greater good down the road is part of the Renegade mindset.

And yes, sometimes that greater good fails to manifest. We only ask that the greater good the Renegade hopes for *sometimes* manifests. And we ask that the greater evil the Paragon risks by going for the immediate good *sometimes* manifests as well.

I think we have said that about a million times. I don't get why that is so hard to understand.

I know what you ask.

You ask Jack Bauer, where the shooting the person was right thing to do and not shoot was the wrong one. You ask content where renegade action is the correct path, at least sometimes.

Don't even second think, that I don't get it, because I do.

I wasn't asking what bad things to happen others. I was asking bad things to happen you self. Meaning you never get aswered for you "crimes". You talk morality conflicts, but where is moralilty when you can freely kill anyone without any consequences to you self. Is that realistic?

Modifié par Lumikki, 08 juillet 2011 - 04:19 .


#421
Dean_the_Young

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Lumikki wrote...

Ieldra2 wrote...

No moral conflict at all. Hit blue and nothing bad ever happens. I challenge everyone to bring convincing arguments that this is not unrealistic.

I agree with you that if you hit allways blue and nothing bad ever happen, it's unrealistic.

But how can it be better as been realistic that when you hit red nothing bad ever happens to you as player character.. You can keep hiting that red as much you like and it's allways fine. Yeah, lore says Spectre doesn't answer to law, but is it any more realistic?

Ieldra has never argued that Renegade shouldn't come with consequences and inferior outcomes. Ieldra has argued the opposite.

Not only is this a false delimma, this is a strawman against a point Ieldra has already agreed upon.

#422
Aimi

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It was nice to at least see that bit with Elnora in ME2.

#423
Ieldra

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@Smeelia:
You're missing my point:

Of course they can tell the story any way they want. It's fiction after all. But if it has any pretensions to realism in depicting possible consequences of decisions, a consistent pattern of "be nice and nothing bad will ever happen" completely defeats that purpose. If that pattern holds, the story told by the games will *be* nothing but a bowdlerized fairy tale In Space. Much like Star Wars, btw. I was under the impression that Bioware doesn't want ME to be that kind of story as well.

I'm asking you: do *you* want ME to be that kind of story? Do you want it to carry that message, to take a moral viewpoint of its own instead of letting the players decide how much of the immediate good they're willing to sacrifice for the greater good down the road, or which kind of lesser good down the road they're willing to be content with in order to avoid sacrificing the immediate good?

If the games send a moral message of their own, then none of the decisions are real. Playing Renegade may still be fun, but it will always be contaminated by the knowledge that you *always* get the lesser victory.

#424
Dean_the_Young

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[quote]Smeelia wrote...


I know your points but the fact is that you're talking about a matter of opinion.  I don't feel that Renegade decisions get a "worse" story, I've enjoyed playing Renegade perfectly well.  As I said, there are flaws in regards to giving content but you not liking the way the story goes isn't a design flawI've got nothing against them making a game that would appeal more to you in terms of story (maybe not part of the ME series) and even if they did change the games to be as you want them I might still enjoy them but your view isn't the "only right" view and others who don't want what you want are no less "right" than you are.
.[/quote]Rather than hide behind absolute moral/personal relativism, let's establish a shared standard, for the sake of comparison. After all, no one has argued everything should fit Ieldra's (or anyone's) preferred outcome every time.

[quote]Ieldra2 wrote...

I maintain that a consistent pattern of "being nice always has the best outcome" is unrealistic and more appropriate to a bowdlerized Victorian fairytale. It pulls the sting out of any decision you could ever make. It completely removes the drama from decisions, leaving behind a husk of a story without meaning, a senseless affirmation of what everyone would like to be true, an affirmation of illusions. No moral conflict at all. I challenge everyone to bring convincing arguments that this is not unrealistic.[/quote]
It's fairly simple, sometimes improbable things happen (and sometimes they're not as unlikely as you think).  Someone winning the lottery is improbable, the very existence of life is improbable, most things that do happen aren't really very likely when it comes down to it.  A story is a story, it only goes the way it is written.  Sometimes it might be a series of unlikely events, sometimes it might go exactly as you expect (and, of course, different people may have different expectations).  Life isn't too different, it goes the way it goes and that's not always the way you expected.[/quote]Someone winning the lottery is improbable: someone winning the lottery on a regular basis is the sign of cheating. If a random number generator keeps putting out 7 every time you hit the button, it's a strong sign of an error.

Improbable things happen, but they don't happen consistently. If they did, they wouldn't be improbable.

[quote]
The game isn't about "moral conflicts", it's about choosing who you want Shepard to be and experiencing their life in their universe.  It's about being the hero you choose yourself.  That doesn't make it any less valid as a story.  It may not be the story you want but that doesn't mean there's anything wrong with it.[/quote]The game very much is about Hard Decisions: this was among the first advertising taglines of the series as a whole, as well as a consistent and dominant theme in the advertising since then. The entire innovation-boast about Mass Effect is that it's not simply a trilogy, but a trilogy with hard-choices that carry over to shape the galaxy... and that there is no better way to play.

Now, this might not be what you take from the story, but that certainly is Bioware's position on the game. If they failed... then their story has flaws. Still a valid story, still flawed.

#425
Someone With Mass

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Seboist wrote...

Saphra Deden wrote...

GodWood wrote...

Legion escapes.


Where did you get that idea?


Shadow Broker Dossier on Legion implies it.


Cerberus' hilarious incompetence should also be taken into account.