TheZyzyva wrote...
Posting this one last time for TheOptimist, since it is a fact he still seems to be failing to grasp.
Choosing to let someone die defeats the whole purpose the death is supposed to serve. Witnessing a death is supposed to invoke fear, anger, powerlessness, all of which are greatly diminished by the presence of choice. Diminish those emotions, and the story is diminished as well. And that's the exact reason we believe death befits the story. A death moves the story onward. An utter lack of it makes me wonder what the big deal is.
Not so.
See, you make the mistake of assuming that the average player knows what is going to happen when they make a certain decision. The average player doesn't have five or more Shepards, consult the forums for advice, or seek every corner of the game to unlock every secret. The average player relies on intuition and information within the game itself. Maybe she didn't know that maxing out a persuasion skill was important. Maybe she didn't know the mathematical trick behind "Hold the Line." Maybe she skipped upgrading the ship because it didn't seem like a big deal. Maybe she forgot a loyalty quest or did a few missions out of order. Maybe for her, Ashley shot Wrex due to a dialogue wheel oopsie, Jack took a laser to the face on the Collector Base approach, Legion died because she sided with Tali, and Mordin bit it because he's too squishy to hold a defensive point for more than five minutes. Also, she could have easily trusted Miranda to hold up the biotic barrier or figured Zaeed was qualified as a fire team leader. The average player, by virtue of being less obsessive than the rest of us, probably sat there as the credits rolled, jaw dropped, control hanging loosely in her hands, as she stared at the screen and wondered, "was that my fault?"
This adds a whole new dynamic to the "emotional impact" of the game: consequence and guilt. Sometimes the knowledge that you could have saved someone had you acted differently is just as chilling as knowing you were powerless. The first time I let the Council die, I remember swearing under my breath as that one cinematic rolled. I saw the consequences of my actions, heard the quiver of horror in the asari pilot's voice as she announced that the Fifth Fleet had cut communications, watched as vessel after vessel was torn apart by the geth bombardment. I watched with full knowledge that I could have saved them had I acted differently, had I chosen to take the chance and rush in before the Citadel arms opened. I think that was my greatest "holy sh*t" moment in Mass Effect ever.
Also, it isn't death that moves the story forward, but conflict. A challenge is presented to the hero, and he is tasked with overcoming it. Whether the resolution of this conflict ends in cheers or tears is irrelevant, as both can give rise to powerful emotions. Watching the hero struggle, constantly wondering "will he make it," is what keeps the audience hooked. Granted, failure here and there is necessary to intensify that struggle, as it raises the stakes and leaves the audience wondering if victory really is possible, but ultimately that triumph in the end is what makes me, at least, want to play again and again.
But it isn't necessary to auto-kill squadmates to have conflict and struggle. Killing someone off for drama is a bit overrated and uncreative anyway, if you ask me. It's one of the (many) reasons why I lost interest in
Harry Potter and the Deathly Hallows before I even finished reading it: J. K. Rowling seemed to be axing off characters largely for gits and shiggles. Granted, death can be a very effective storytelling tool, and has been done very well in countless works of fiction, but seriously, I think characters like Ashley and Garrus deserve a bye since they've endured enough tragedy and possible deaths already. Cut some of these poor bastards a break.