AdmiralCheez wrote...
Not really. If saving so-and-so required me to do something seriously awful, I'd pass it up. I think most would. In fact, that sort of thing would add a whole new level of tough decisions that could make the BSN a raging debate hell.Notlikeyoucare wrote...
Exactly this. It seems like people are more concerned with choices that wiill make the story play out the way they want rather than having choice that would enrich the story or provide some element of characterisation. In particular the " I want the option to save X or not" feels kind of strange to me because:
a) The only reason people want the option is because they want that character to survive. Which makes you wonder why they want the "option" if they only want one outcome and aren't going to think or even care about the consequences of the opportunity cost.If it's not going to affect the plot, why kill 'em in the first place? I mean, seriously, why suddenly remove a valuable resource from the game for no purpose other than "drama?"
I don't see how X character dying at this point affects the plot if they die in a battle "with" the Reapers. It would be different if Shepard was a character but he isn't. If the sqaudmate X dying has not impact on the plot or characters, what exactly is the point of having a choice in the matter?
It's kind of like forcing the player to release his Charizard right before fighting the Elite Four. Hell, even afterwards would be annoying, since you've got that whole post-game thing.
Pokemon has no story, so its a moot point. In terms of gameplay balance, it works because your whole party is gaining xp regardless if they're being used or not; the level of challenge is constantly relative, something like Pokemon isn't. KOTOR I & II pulled this off fine, ME 3 can do so as well.




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