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#3351
Il Divo

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Someone With Mass wrote...

Sure, but some people will more than likely feel robbed something fierce if they went through all three games only to have the game auto-kill someone they kept alive through the games, like Garrus or Tali, with no way to affect the outcome.

That would provoke emotions, sure, but probably not the ones the designers had in mind.


Hmm, good point and admittedly one which I did not fully consider. I can certainly understand the sentiment if Bioware essentially invalidates your previous choices/successes which you'd achieved by saying "X happens", especially if you've been struggling to prevent X. .

Although, on the other end of the spectrum, we have problems with characters like Thane, who (narratively-speaking) seem fated to die. Hell, he's a character whom most people romanced knowing that he was deathly ill and (as of ME2) there did not exist a cure to save him. Even more than the ability to save everyone, I find these kinds of options troubling with their ability to invalidate the concept of consequences.

Modifié par Il Divo, 20 octobre 2011 - 04:23 .


#3352
CptBomBom00

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Yeah I don't like idea to kill off characters and I really wish if someone from my squad has to die I can prevent it, by paragon/renegade interrupt.

#3353
Killjoy Cutter

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Dean_the_Young wrote...

Killjoy Cutter wrote...

Surrendering to the Reapers means game over anyway. 


Not going to either Ashley or Kaiden means game over as well.

Why for both? Because arbitrary story design infringment.


Huh?  Surrendering to the Reapers means Everyone Dies, Everywhere. 

How does including a way for both Ashley and Kaiden to be saved lead to a game outcome of the end of all intelligent life in the galaxy.? 


You should have the option to at least try negotiating with Loghain, probably at the cost of Alistair's presence in your team if you succeed. Maybe Loghain betrays you again, but at least it would be a good addition to the game. 


Except it would be a game over as well.


If you don't escape from the second betrayal, sure. 


The Rachni Queen might have died in the neutron pulse if you didn't let her out at that moment, not sure how that would have worked. 


It's your choice to set off the neutron pulse as well.

Again, we're back to 'we have to make an arbitrary choice because the game took it out of our hands and made us.'


If you want the option to delay the choice on the Queen, then you could rewrite the details of Noveria so that you can go back and save her before setting off the pulse, then.  Not a big deal, and entirely beside the point.  Could always include the option to leave the rogue Rachni loose and hunting the staff at Peak 15, I guess.  

You should have had the option to leave Legion on the Reaper and lose that part of the story completely. 


On the other hand, we shouldn't. Too many choices too often ruins gameplay design.


I've never seen it happen. 

When did we sacrifice millions to save Joker? 

I certainly wasn't saving the galaxy and building a team to take down the Collectors while my Shepard was dead. Was yours?

Thanks, Joker!


Ah, I see. 

I wonder how many people would have let Joker die... 

Of course, that entire prologue is on my list of things in desperate need of a rewrite in ME2. 

#3354
Killjoy Cutter

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Il Divo wrote...

Someone With Mass wrote...

Sure, but some people will more than likely feel robbed something fierce if they went through all three games only to have the game auto-kill someone they kept alive through the games, like Garrus or Tali, with no way to affect the outcome.

That would provoke emotions, sure, but probably not the ones the designers had in mind.


Hmm, good point and admittedly one which I did not fully consider. I can certainly understand the sentiment if Bioware essentially invalidates your previous choices/successes which you'd achieved by saying "X happens", especially if you've been struggling to prevent X. .

Although, on the other end of the spectrum, we have problems with characters like Thane, who (narratively-speaking) seem fated to die. Hell, he's a character whom most people romanced knowing that he was deathly ill and (as of ME2) there did not exist a cure to save him. Even more than the ability to save everyone, I find these kinds of options troubling with their ability to invalidate the concept of consequences.


Having been told that Thane is incurably dying and has months to live in ME2, I would have a very mixed reaction to a sudden miracle cure in ME3. 

#3355
CptBomBom00

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Why would someone kill Joker?
camon, I would miss his comments.

#3356
Il Divo

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Killjoy Cutter wrote...

Il Divo wrote...

Someone With Mass wrote...

Sure, but some people will more than likely feel robbed something fierce if they went through all three games only to have the game auto-kill someone they kept alive through the games, like Garrus or Tali, with no way to affect the outcome.

That would provoke emotions, sure, but probably not the ones the designers had in mind.


Hmm, good point and admittedly one which I did not fully consider. I can certainly understand the sentiment if Bioware essentially invalidates your previous choices/successes which you'd achieved by saying "X happens", especially if you've been struggling to prevent X. .

Although, on the other end of the spectrum, we have problems with characters like Thane, who (narratively-speaking) seem fated to die. Hell, he's a character whom most people romanced knowing that he was deathly ill and (as of ME2) there did not exist a cure to save him. Even more than the ability to save everyone, I find these kinds of options troubling with their ability to invalidate the concept of consequences.


Having been told that Thane is incurably dying and has months to live in ME2, I would have a very mixed reaction to a sudden miracle cure in ME3. 


I've actually heard rumor that there is a demo which involves helping Thane obtain a potential cure from the Hanaar for his illness in ME3. Of course, take it with a grain of salt. Posted Image 

Modifié par Il Divo, 20 octobre 2011 - 04:35 .


#3357
Labrev

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Dean_the_Young wrote...

It's you.

The vast majority of people put family, loved ones, and close friends as far, far above everyone else.


And that's what I said the first time: can't speak for me.

Except you haven't given a backfiring. You've just given that not all people care about all characters. Which is perfectly normal, and not reason against any character death in general. It's the same sort of 'not everything appeals to everyone' that makes different fangroups exist: not everyone likes Jacob, or Thane, or Tali.

When you have a problem that no one particular character is going to elict a response, you have three different solution-conlusions.

1) That while not everyone will care, enough will. Universal response isn't possible, or even desired. A delimma in which enough people respond favorably is satisfactory. While not everyone likes both Ashley and Kaiden, enough do that, while they may favor one or the other, Virmire draws weight from most of the audience.

This is the 'good enough' approach. Enough people appreciate something to justify it.

2) Broaden the scope of effect to include more characters to reach a better target audience. Not everyone cares about Ashley or Kaiden... but almost everyone cares about Ashley or Kaiden or Garrus or Tali. Reworking delimmas (expanding individual ones, or adding new ones) so that everyone has an investment in the mix. You may not care about a particular character on one occassion, but you would another on a different occassion.

This is what the Suicide Mission tried but failed to be by tying individual characters to their potential death. Not everyone cares about the potential vent specialists, but almost everyone cared about someone who could be one of the specialists.

3) Choose characters most likely to affect the audience. Similar to 1, but rather than see if one character has an effect, look to audience polls to see which ones are most popular. If Virmire mk2 in ME3 were between, oh, Tali and Garrus, two of the most popular characters in the franchies, you would certainly have an effect. Not everyone would care... but  most would.

4) Let players indirectly indicate the choices they would care about. This is a screening system in which the players, aware or not, indicate who they do care about. In a game like Dragon Age, the amount of approval/rivalry points awarded (indicating both strength of connection and time spent in party: people keep their favorite characters in-party most often and avoid least favorite, and so get more points). In Mass Effect, love interests would be an obvious mechanic of connection, and secondary might be a hidden tracker of 'who is your most common squadmate.'

When the player screens the potential cast by their own actions and trends, you have a better chance of choosing a character they care about. This is why the Alistair self-sacrifice in DA:O worked: Alistair would sacrifice himself for you at the endgame if you had not done the Dark Ritual, but only if you romanced him. Generally the only people who would bother to romance Alistair and bring him along are, well, the people who particularly care for him.


I did give a backfiring: players being upset with the writers/developers, rather than being emotionally affected by the loss - which is ultimately the main goal of having it happen anyway.

See, I'm not convinced the decision on Virmire was worth having, other than to establish them seperately in the rest of the series. As far as I've seen from this board, it's pretty much just a popularity contest because, again, few players approach the game as anything much more than a game.

In this thread, some just decide that since they happen to know the future they will not talk to Ash/Kaidan (also a backfire, because characters are there for personal experience/attachments to be formed with which in this case is prevented from happening).

Then many of those who *were* affected by it are not affected by it in-game as intended, they just get mad it had to be there and come into this thread asking for no scripped-deaths in their game. They are affected by it outside the game.

And in the end, I think this is the bottom-line. The game is meant to be enjoyable, especially in the RPG mold where people want choice. The characters are part of that enjoyment. Some people enjoy drama and tragedy, others do not. The suicide-mission made it possible for both to happen, which was good. If it's guilty of anything, it's making the choices for specialist completely obvious by the way they were presented (choose a tech: biologist, turian cop, assassin, elite engineer from engineer race, and an AI) and ultimately making the main character seem stupid for making it happen. But then, I think they expected players to metagame and replay it a few times anyway.

I haven't played DA:O myself so I don't have much of a take on that idea in #4. Sounds good in-theory, haven't seen it in-practice.

If they butcher a bunch of them together to ensure that majority of players feel the loss, well, I don't think that "X's fans lost X too so you're not alone!" will make them less angry about it. It would just feel unfair that some characters get more enjoyment of their own than others. Like the ongoing issue made of paragons getting all the special content, just divided between fanbase lines. A better target (albeit obvious) for scripped-death is someone like Capt. Anderson, who is fairly liked overall, doesn't contribute inherently to the experience, and is not under the player's control anyways.

#3358
Dean_the_Young

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Killjoy Cutter wrote...

Dean_the_Young wrote...

Killjoy Cutter wrote...

Surrendering to the Reapers means game over anyway. 


Not going to either Ashley or Kaiden means game over as well.

Why for both? Because arbitrary story design infringment.


Huh?  Surrendering to the Reapers means Everyone Dies, Everywhere. 

Why? Because of arbitrary story set up... just like those arbitrary story setups you dismiss elsewhere.

How does including a way for both Ashley and Kaiden to be saved lead to a game outcome of the end of all intelligent life in the galaxy.? 

You're missing the point that a choice and consequence, any choice and any consequence, are equally arbitrary constructs of writing. A choice in which you are faced with Ash or Kaiden dying is no more 'poor/rbitrary writing' than any other choice or story development. They are all arbitrary and false delimmas. 


If you don't escape from the second betrayal, sure. 

And if you couldn't?

If you want the option to delay the choice on the Queen, then you could rewrite the details of Noveria so that you can go back and save her before setting off the pulse, then.  Not a big deal, and entirely beside the point.  Could always include the option to leave the rogue Rachni loose and hunting the staff at Peak 15, I guess.  

If you could also rewrite the existence of the Reapers, and have Saren been a guy with a Prothean starship with delusions of grandeur. Then we could rewrite everything else we wanted.

And it would all be manufactured, fake drama.

I've never seen it happen. 

Try and outline all the choices you made today, and then all the choices that could have resulted from different choices you made, and get back to me.

Ah, I see. 

I wonder how many people would have let Joker die... 

Of course, that entire prologue is on my list of things in desperate need of a rewrite in ME2. 

The Collectors should never have attacked the Normandy and killed anyone.

#3359
CptBomBom00

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I don't like the part where shepard takes shuttle to nest mission,because if I was shepard I would take 2 people that I need and leave the rest on the ship so this way the collectors would never abduct the crew.
But that didn't happen so at least BioWare could've give joker a pistol,I mean he should've some fire arm training right?

#3360
Killjoy Cutter

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Dean_the_Young wrote...

Killjoy Cutter wrote...

Dean_the_Young wrote...

A story is, by its nature, arbitrary and preconceived... and ALL pre-scripted things are equally arbitrary and replacable.

...

Except they could also have written a story in which the King and Wardens don't die.


A story in which Cailen and the Wardens are alive is a very different story than DA:O. 

A story in which Ashley is alive and the romance of a male Shepard is a very different story in which femShep sacrificed 'good kid Alenko' on Virmire because she hated his holier-than-thou attitude.

A story in which Shep doesn't get the databurst from the Eden Prime beacon is a very different story. 


Why couldn't 'opposite sex soldier' have gotten the vision rather than Shepard? A choice taken out of our hands.


Well, it's mentioned several times that a Shep should be suffering more for all this contact with beacons and cyphers, and that there's something espcial about Shep in that regard.  I suppose it's not entirely unrelated to whatever it is that makes Shep risk his/her life to pull the squadmate away. 

It becomes a very different story if Shep is hauling around the squadmate with the beacon's date in their head instead...  and kinda seals the decision at Vermine if that's still in the game. 

A story in which both Kaiden and Ashley can be saved... is a story in which both Kaiden and Ashley can be saved.  Not much changes about ME1 if both are alive at the end. 


A lot changes, because the impact of having to lose one is different, the character motivations for continuing the fight against Saren are different, Ash and Kaiden don't nearly bite your head off for saving them at the cost of another...

To deny that 'loss' changes is a story is the same as claiming that any change doesn't change a story. Which is to say, it makes no sense.


It changes a detail, it certainly doesn't change the plot. 

#3361
Lotion Soronarr

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Il Divo wrote...

Someone With Mass wrote...

Sure, but some people will more than likely feel robbed something fierce if they went through all three games only to have the game auto-kill someone they kept alive through the games, like Garrus or Tali, with no way to affect the outcome.

That would provoke emotions, sure, but probably not the ones the designers had in mind.


Hmm, good point and admittedly one which I did not fully consider. I can certainly understand the sentiment if Bioware essentially invalidates your previous choices/successes which you'd achieved by saying "X happens", especially if you've been struggling to prevent X. .

Although, on the other end of the spectrum, we have problems with characters like Thane, who (narratively-speaking) seem fated to die. Hell, he's a character whom most people romanced knowing that he was deathly ill and (as of ME2) there did not exist a cure to save him. Even more than the ability to save everyone, I find these kinds of options troubling with their ability to invalidate the concept of consequences.


The point of the SM was to keep party memebrs alive to ME3. Which it did.
Killing them off in ME3 does not invalidate anything.

#3362
Someone With Mass

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Il Divo wrote...

I've actually heard rumor that there is a demo which involves helping Thane obtain a potential cure from the Hanaar for his illness in ME3. Of course, take it with a grain of salt. Posted Image 


I think it was just the hanars attempting to make a cure for his illness.

#3363
Lotion Soronarr

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Someone With Mass wrote...

Lotion Soronnar wrote...

Yes. Because a player shouldn't be able to affect everything. Because a commander of a squad cannto save his man just by wishing hard enough.
Because personal loss is the strongest way to cement the atmosphere of war.

If you have such a hard time dealing with fictional loss, may you should play a Care Bears game.


If the player has no influence on major decisions in Mass Effect, then there's no point in having them there in the first place.

Also, come up with something new than "you can't handle this, go play a kids game" 

It's getting old and it's not validating your point if that's what you think.


Nothing you said was insightfull or helped your point at all. Youre' getting old.

Also, what constitues a major decision? What decision should the player influence and why?
And yes, there is point in having major decisions the player can't influence - to drive the strory forward.
You can't choose to keep working for TIM for example.

#3364
Killjoy Cutter

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Dean_the_Young wrote...

Killjoy Cutter wrote...

Dean_the_Young wrote...

Killjoy Cutter wrote...

Surrendering to the Reapers means game over anyway. 


Not going to either Ashley or Kaiden means game over as well.

Why for both? Because arbitrary story design infringment.


Huh?  Surrendering to the Reapers means Everyone Dies, Everywhere. 

Why? Because of arbitrary story set up... just like those arbitrary story setups you dismiss elsewhere.

How does including a way for both Ashley and Kaiden to be saved lead to a game outcome of the end of all intelligent life in the galaxy.? 

You're missing the point that a choice and consequence, any choice and any consequence, are equally arbitrary constructs of writing. A choice in which you are faced with Ash or Kaiden dying is no more 'poor/rbitrary writing' than any other choice or story development. They are all arbitrary and false delimmas. 


If you don't escape from the second betrayal, sure. 

And if you couldn't?

If you want the option to delay the choice on the Queen, then you could rewrite the details of Noveria so that you can go back and save her before setting off the pulse, then.  Not a big deal, and entirely beside the point.  Could always include the option to leave the rogue Rachni loose and hunting the staff at Peak 15, I guess.  

If you could also rewrite the existence of the Reapers, and have Saren been a guy with a Prothean starship with delusions of grandeur. Then we could rewrite everything else we wanted.

And it would all be manufactured, fake drama.

I've never seen it happen. 

Try and outline all the choices you made today, and then all the choices that could have resulted from different choices you made, and get back to me.

Ah, I see. 

I wonder how many people would have let Joker die... 

Of course, that entire prologue is on my list of things in desperate need of a rewrite in ME2. 

The Collectors should never have attacked the Normandy and killed anyone.


There is a distinct difference between the events that are necessary to the story you want to tell, and events that are just included for cheap impact.

Going back to DA:O... you can't tell the story of the last two Wardens in Ferelden, two of the newest and youngest, without their mentor / leader... if there are still dozens of Wardens in Ferelden, and the mentor / leader is still alive!  That's not arbitrary, that's necessary. 

The "Vermire Choice" is not necessary to the story of ME1.  It's just there for cheapo dramatic impact. 

#3365
Soul Cool

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jamesp81 wrote...
Why does the sun rise in the east?  Why do dogs bark?  Why do the birds sing?

Because it is in their nature/because physics.

#3366
Lotion Soronarr

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Killjoy Cutter wrote...

Someone With Mass wrote...

Lotion Soronnar wrote...

Yes. Because a player shouldn't be able to affect everything. Because a commander of a squad cannto save his man just by wishing hard enough.
Because personal loss is the strongest way to cement the atmosphere of war.

If you have such a hard time dealing with fictional loss, may you should play a Care Bears game.


If the player has no influence on major decisions in Mass Effect, then there's no point in having them there in the first place.

Also, come up with something new than "you can't handle this, go play a kids game" 

It's getting old and it's not validating your point if that's what you think.


Of course he thinks that insulting people "validates" his position -- check his posting history. 


No, I just think exposing the stupidity and hypocrisy of poeple proves them wrong....and makes me feel good to boot.

#3367
Killjoy Cutter

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Lotion Soronnar wrote...

Nothing you said was insightfull or helped your point at all. Youre' getting old.



LoL. 

[img] http://glassrepaircolumbus.com/Library/website-images/custom_mirror.jpg [/img]

Modifié par Killjoy Cutter, 20 octobre 2011 - 04:58 .


#3368
Dean_the_Young

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Hah Yes Reapers wrote...

Dean_the_Young wrote...

It's you.

The vast majority of people put family, loved ones, and close friends as far, far above everyone else.


And that's what I said the first time: can't speak for me.

And I don't think anyone was speaking for you in particular, but people in general.

Which, being the audience as a whole, is the group that actually matters in this sort of argument.

I did give a backfiring: players being upset with the writers/developers, rather than being emotionally affected by the loss - which is ultimately the main goal of having it happen anyway.

'Being upset' is the reaction the writers want. It shows them that the choice affected you. You being angry that they died, or you being sad, are equally acceptable.

It's the apathetic, or lack of, responses that are bad from the writer's perspective.

See, I'm not convinced the decision on Virmire was worth having, other than to establish them seperately in the rest of the series. As far as I've seen from this board, it's pretty much just a popularity contest because, again, few players approach the game as anything much more than a game.

After years of replay? Everything loses its drama. The Reapers aren't exactly the mecha-Cthulu horrors, Legion isn't ominous, the Citadel isn't impressive.

When it was new? Oh you bet it was big on people's minds.

You can actually watch the same sort of effect in the Dragon Age boards about the DA2 climax. It's gone from 'Maker Damnit, Anders!' to 'after my Nth time playing through, I chose X because I like X better.'

Which is normal and expected. No drama preserves its intensity or effect after prolonged exposure.

In this thread, some just decide that since they happen to know the future they will not talk to Ash/Kaidan (also a backfire, because characters are there for personal experience/attachments to be formed with which in this case is prevented from happening).

Limited talking is a reality of gameplay. The surviving characters didn't get much better: by that point in ME1 everyone's dialogue was just about tapped out, survivor and non-involved, and ME2 was pretty character-poor for the aliens of the team as well. Garrus was vengance and calibrations, Tali was once again encyclopedia and engine cleaning, and Liara... they had to make a dedicated DLC to give her character.

'Don't do much with the survivors' wasn't a weakness of the death-delimma, but Bioware's handling of all the ME1 characters in ME2. That's more of a 'returning character' flaw in general, then death-flaw kickback in particular.


Then many of those who *were* affected by it are not affected by it in-game as intended, they just get mad it had to be there and come into this thread asking for no scripped-deaths in their game. They are affected by it outside the game.

By definition, everything you bring to Bioware forums is affecting you out of the game, approval or disapproval.

Now, have the 'I don't want anyone to die because it's bad writng' crowd been anything close to a majority? Hardly. By far most of the 'I don't want anyone to die' people are 'because I like them', which is the reason for doing so from a design perspective.

The 'any death I can not prevent is poor writing' crowd is not the majority.

And in the end, I think this is the bottom-line. The game is meant to be enjoyable, especially in the RPG mold where people want choice. The characters are part of that enjoyment. Some people enjoy drama and tragedy, others do not. The suicide-mission made it possible for both to happen, which was good. If it's guilty of anything, it's making the choices for specialist completely obvious by the way they were presented (choose a tech: biologist, turian cop, assassin, elite engineer from engineer race, and an AI) and ultimately making the main character seem stupid for making it happen. But then, I think they expected players to metagame and replay it a few times anyway.

The nature of all RPGs is that while you have choice, you don't get to choose your choices. This is simply an effect of the medium. You always have, and always will, be restricted to the choices they give you, when they give you any. Demands of 'I want this choice to particular because you said I could have choices' are forgetting the fact of the genre.

You have choices because they give them to you. You don't have choices because you want them. And they are not in the business, role, or responsibility of giving you any choice you want for any circumstance.


If they butcher a bunch of them together to ensure that majority of players feel the loss, well, I don't think that "X's fans lost X too so you're not alone!" will make them less angry about it. It would just feel unfair that some characters get more enjoyment of their own than others. Like the ongoing issue made of paragons getting all the special content, just divided between fanbase lines. A better target (albeit obvious) for scripped-death is someone like Capt. Anderson, who is fairly liked overall, doesn't contribute inherently to the experience, and is not under the player's control anyways.

Here's the word that many of the anti-death arguments revolve around, if not mention:

'fairness'

How is unfair if a character dies? Since when are you entitled to their survival?

Captain Anderson is a poor candidate for any death, let alone a scripted death, because while he is a sympathetic character he isn't the a character the player has strong ties with. Whether scripted (Anderson always dies), or a trade-off (Anderson dies if you choose to save LI X instead), Anderson doesn't have the emotional bonds to be plucked for tragedy.

#3369
Killjoy Cutter

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Lotion Soronnar wrote...

Of course he thinks that insulting people "validates" his position -- check his posting history. 

No, I just think exposing the stupidity and hypocrisy of poeple proves them wrong....and makes me feel good to boot.


So yeah, pretty much what I said.  You think insulting people proves them wrong.  You're deep in the ad hom falacy. 

The only thing that actually proves their point wrong, is proving their point wrong. 

'He's wrong because he's stupid" isn't proof of anything besides the fact that you think anyone who doesn't agree with you is an idiot. 

Big whoop.

Modifié par Killjoy Cutter, 20 octobre 2011 - 05:02 .


#3370
Lotion Soronarr

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Siegdrifa wrote...

Lotion Soronnar wrote...


Wut?Posted Image

*SNIP*


Again, I have no idea what you're on about or what it has to do with the topic.

I'm talking about a good story having moments of happines and sadness (the whole range of sitations and emotions). A good story explores all of them - unless a very specific genre or atomsphere wants to be created.

What that has to do with choices in a game?
Other than you feel that X MUST be a choice for the player, otherwise the game sucks - which has been debunked already.

#3371
Someone With Mass

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Lotion Soronnar wrote...

Nothing you said was insightfull or helped your point at all. Youre' getting old.

Also, what constitues a major decision? What decision should the player influence and why?
And yes, there is point in having major decisions the player can't influence - to drive the strory forward.
You can't choose to keep working for TIM for example.


I really like when I have to point out the most obvious things, just because some people will argue for the sake of arguing.

#3372
Labrev

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 For the record I personally have no real problem with scripped-deaths even if they did it to Jack as long as it is actually scripped well.

But that's the thing, because I enjoy a good story. In the end, their job is to make the game fun, and so I get why they haven't done it since Virmire and think it's good the way they've approached it for the most part, as they've even kept the option for major-character death open even if it does require some metagaming, but we all do it to some extent to create a more enjoyable game.

#3373
Killjoy Cutter

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Dean_the_Young wrote...

'Being upset' is the reaction the writers want. It shows them that the choice affected you. You being angry that they died, or you being sad, are equally acceptable.

It's the apathetic, or lack of, responses that are bad from the writer's perspective.


I guess it shouldn't surprise me that many writers can't distinguish between the reader / viewer being upset within their involvement  in the story, and the reader / viewer just being pissed off at the writer for being a hack. 

#3374
Dean_the_Young

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Killjoy Cutter wrote...

There is a distinct difference between the events that are necessary to the story you want to tell, and events that are just included for cheap impact.

Subjective interpretation. You don't like Shepard to leave someone behind, therefore it wasn't necessary to the story.

Which, if 'the story' includes Shepard overcoming the loss of a comrade to save the galaxy, is as integral as any other part to be thrown away and rewritten.

You don't like the story... but don't argue that it isn't part of it. Mass Effect is a universe in which people die even in victory: Virmire Diers, Alliance Fleets or Destiny Ascensions, and colonists (and mass relays) alike. All Shepards are, even in their backgrounds, characters who have overcome losses and hardships to get where they are. This is a theme of the franchise, from the start.

Going back to DA:O... you can't tell the story of the last two Wardens in Ferelden, two of the newest and youngest, without their mentor / leader... if there are still dozens of Wardens in Ferelden, and the mentor / leader is still alive!  That's not arbitrary, that's necessary. 

And you can't tell the story of Shepard overcoming loss in order to claim galactic survival if he doesn't lose people. That's necessary for that type of story as well.

We could easily have a different story without the last two Wardens in Ferelden... just as we could have a different story if Mass Effect wasn't a universe in which Shepard's companions die.

The "Vermire Choice" is not necessary to the story of ME1.  It's just there for cheapo dramatic impact. 

Mass Effect would not be the story it is if it didn't have Virmire, anymore than DAO could be about the 2 Wardens if it didn't have just 2 wardens.

Modifié par Dean_the_Young, 20 octobre 2011 - 05:05 .


#3375
Dean_the_Young

Dean_the_Young
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Killjoy Cutter wrote...

Dean_the_Young wrote...

'Being upset' is the reaction the writers want. It shows them that the choice affected you. You being angry that they died, or you being sad, are equally acceptable.

It's the apathetic, or lack of, responses that are bad from the writer's perspective.


I guess it shouldn't surprise me that many writers can't distinguish between the reader / viewer being upset within their involvement  in the story, and the reader / viewer just being pissed off at the writer for being a hack. 

You don't have an objective view of 'hack' anyway, so it's all good.