iakus wrote...
Such a perfect ending, imo should only exist under the most stringent of circumstances, perhaps affected by decisions in all three games.
The more layered it is, the more I'm willing to allow it, but that still leaves us with the problem of there being definitive "right" and "wrong" choices. If an ideal scenario exists and we assume that my Shepard's goal is that best possible ending, the game is essentially telling me that I played badly.
The argument in favor of allowing all squad-mates to survive necessarily excludes mandatory death, which is a potential narrative element. And considering how people tend to care about the characters in a story, that fear of what might happen is extremely important.
But while knowing that your characters' lives are under your control affects how you view the narrative, so does knowing that they will die. Knowing that Bastilla can be saved, but Sagacious Zu is doomed causes you to view the characters differently. Well, that among other things.
We shouldn't "know" that characters are going to die, but we should know that it's a possibility, which the ideal ending would necessarily exclude. At this point, the only game I can honestly say where I felt I properly earned the ideal ending was Heavy Rain, to which the inability to save/reload played a huge affect on my psychological mentality, since I didn't have the option of going back.
You can't affect all aspects of the game, but shouldn't Shepard be able to exert influnce around his immediate surroundings? In addition, even if Shepard can act, it might not be the right move to save someone. How many people sent Thane through the vents figuring he can hack the door? Or sent Miranda to be the Biotic Bubble Babe?
I have never argued that Shepard should not have choice. As per Lotion, not having choice at point X does not mean that you do not get a choice at point Y. You still have the ability to affect your surroundings, as this is your story, but all characters are ultimately independent of you, meaning (as per real life) I don't always have the ability to affect the actions of those around me.
For story purposes, yes. But it should be done very carefully. Not just to prove that the situation is grim....
But that is an issue in any medium. And even there, proving the situation is grim is an acceptable motivation (this is war), assuming that I'm able to feel emotion at that particular moment and it's handled well. In other words, that it doesn't come off as cheesy.
The "games are an interactive medium" argument is a fallacy because it asserts that at every point you must have the ability to affect the events on screen in a significant manner, which is untrue. Shepard should always be able to affect actions from his perspective, but that is all. In essence, you are not the writer deciding where the story twists and turns.
Modifié par Il Divo, 19 octobre 2011 - 02:14 .




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