Actually your post makes me realize that the immense success of ME1 and ME2 was partially built on an illusion of choice. Playing the game seems much more enjoyable when you imagine that each and every button press you do is of cosmic significance. It's a huge boost to the player's ego.laecraft wrote...
They should've never presented this game as one with choices. Of course, creating actual choices is hard, and it's much easier to offer a second "failure" option, but it's not choice, it's an illusion. Don't perpetuate that illusion. Those who dare to take the second option are going to discover the truth anyway.
Avarice defeats art once again. Don't enable this situation to repeat in the future by inventing the reasons why this makes sense in the game. Such explanations are going to be nothing but cosmetic. The skeleton itself is wrong, decorating it is pointless.
Now the story has to be tied up so at least some of that grandiose sense of self-importance must be blown to bits. The question is how much?
I also invented a few nice terms to describe this phenomenon:
Plot Potential Mortgage (PPM).
N. When games borrow the plot potential of their sequels by creating the illusion that choices made in the current game will affect the subsequent games.
Plot Potential Mortgage Default (PPMD).
N. When the sequals of a PPM game inevitably fail to realize the promises that had been made, and the players realize that none of the choices they made in the prequels matter.
By contrast, a game like Dragon Age 2 should be called
Plot Potential Poverty (PPP).
N. When players realize within the course of one game that none of the choices they made matters.
Modifié par iOnlySignIn, 12 novembre 2011 - 03:40 .




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