TheZyzyva wrote...
Look, there's a big issue that has only been mentioned once I think, by Ghost Warrior (love the sig by the way), and that is that if the perfect ending is saving everyone, no sacrifices, as gamers we'll feel like we failed if we don't get that. We don't care that we can lose people if we want for drama, because we want to succede. But if that success is a golden ending, then we'll feel cheated because it didn't feel like a good story. It's a lose lose for us, and that's bull. We want a good game and a good story. There needs to be drama for there to be a story, otherwise I'd be playing Duke Nukem. Does the drama have to come from deaths? No, but it has to come from somewhere. Things like fear, sadness, anger all create drama, not bad***ery, one liners, and shots on the citadel. Sure, those things have their place, but a good story needs more than that.
So without any meaningful deaths, how those of you advocating a "sunshine and bunnies" ending, as it's being called, suggest Bioware incorporate drama? By having me fail? That doesn't make me connect to Shep, that makes me feel like an idiot. That doesn't make me want to play.
Look, I'm not trying to bash you guys and what you want, just try to understand where other people are coming from. Overall, I feel like having a "perfect" ending would hurt the game as a whole. I just don't feel as though a war should be won with no sacrifices, it would cheapen the whole story.
Sorry for the wall, I'm just trying to be as clear as possible and actually promote an intelligent conversation. It's against the SOP I know, but I'm a rebel.
Well, as one of those who would like the option for "flawless victory," as I prefer to think of it, I'll try to answer your question.
Basically, what I want is the same as what you want. I want to succeed. I'm not playing just to lose. As you point out, failing is not fun. This is where our viewpoints diverge:
Your solution is to preserve drama by having the plot
mandate death for close party members, thus absolving you of responsibility for having "lost" that character. This allows you to feel that you have "won"- you succeeded to the best of your ability within the confines of the game.
For those of us on MY side, we do NOT feel we have "won" when a valued team member is force-killed by the plot. Rather we feel have "lost" and more than that,
that the possibility of winning at all was entirely removed before we started playing. In short, we feel cheated of our ability to succeed.
This divergence, in my opinion, comes from a difference of expectation and of feelings of personal responsibility. From what you've said, you are entering the game with the expectation that this is war, and that people die. If your people die, well, realistically those are the fortunes of war.
I enter the game with a different mindset. The moment I pick up that controller, I AM Commander Shepard. This is MY team. They are MY responsibility. Bioware doesn't get to decide who lives and dies, I DO. Reality need not apply.
Does that help explain the difference?