Athayniel wrote...
It is true that a squad mate death isn't the only kind of
plot point which can be used to give players choices. So why are you advocating to make them a special case where there is no
choice as to whether the squadmate lives or dies? Why take the choice away for squadmate deaths and not other things?
The best way to say this is: I'm not. The squad-mate issue just happens to be the hot topic. Any moment can be an opportunity for "choice" or "not-choice". It really is all in the implementation. As a fact, I can say that I want their to be enjoyable choices, because that plays to the strengths of video games as a form of art, but I won't say where/when/how I want Bioware to implement them, because this occurs to their detriment as story-tellers.
I agree that the form of tension you describe is ultimately only available in the manner you have specified. I'm not denying that. What I have been trying to do by highlighting the starting points in my quote above is that the tension we both feel prior to a first playthrough is functionally identical, barring BioWare coming out and saying there will be no forced squadmate death then you can't say that won't be the case. Even if they do then the tension we feel prior to that first place is not at the same level as what you could hope for and I understand this would be an issue for you, but that first playthrough would still be pretty awesome for both of us. However subsequent playthroughs would not. Whichever method used someone would lose out on the tension. The difference being that with your method I would have no tension at all while you get a nostalgia reaction to it, while mine would still create tension for us both at least for a while in your case.
It also depends on how much enjoyment each of us derives from certain sources of tension. I place the most value on the first experience, far more than subsequent play-throughs. That is why the inability to know a squad-mates status has more value for me. The "not knowing" followed by the revelation is pretty much my favorite aspect of story-telling. In this case, Bioware is the story-teller; they, not us, should ultimately be deciding how the story is told, which includes when/where/how to kill a character and if it will be optional.
Your reaction to tension seems fairly unique. I've never met anyone who claims to retain the tension in those moments the way you claim to. Perhaps I'm not understanding what your saying but I can tell you that I would feel no tension at all in such a situation after the first time and everyone I've ever spoken to with a predilection to rewatching movies and rereading books is the same way. They enjoy the emotions that they feel on reading good scenes and things like that but the tension of the unknown is gone.
Well, let's be careful of anecdotal evidence; appeals to circumstance don't tell us how the majority feels.The tension is never held to the same degree, but there is always some "echo" of it. That's my primary point with the only being able to watch a film for the first time once, how spoilers can ruin a story, and (imo) the first time viewing typically being the most enjoyable. Likewise, I always feel emotions on subsequent viewings/readings, but the effect is always lessened; there is no surprise. It still goes back to the first viewing as being (imo) the most important.
And read where I said before that limiting themselves in such a way helps replayability and keeps the tension going which is very important to game makers. Making squad mate death "special" from the replayability perspective doesn't make sense.
Again, that wouldn't have to be the case. Does Carth killing Saul Karath limit replayability? Bastila being kidnapped? Bioware games will never off full freedom of choice, since there will always be someone somewhere who doesn't get their way. If you want an illustration of this principle, does ME1 lack replay value since you're required to hunt Saren? Because Benezia dies? Because Jenkin dies?
Of course, there's always room for "more replayability", but I hardly think any Bioware game has really been lacking in this department as they currently stand, excluding maybe NwN.
Modifié par Il Divo, 17 octobre 2011 - 07:26 .