To put forward my two cents, I think I would be in favor of someone dying unavoidably. It doesn't have to be a specific someone who always dies, but I think Shepard should have to make a choice knowing someone would die because of it.
There is a fine line between reality and fiction, and we frequently use fiction to escape the stress of reality. But in order to open a portal, as it were, into the narrative and keep us rooted there, there simply must be a grounding tether of realism and truth.
Here's the reality, Shepard and the crew of the Normandy are the best of the best, and they will be continually going into the most hostile war zones and the most high-risk operations during a galactic war. There will be casualties. Preferably, any deaths could be given specific meaning instead of just being victims of the chaos of the battlefield. For instance, a choice between who to save with the last transport out of a planet falling to the Reapers, picking someone or someones to defend a vital position against impossible enemy numbers and all sorts of things like that.
Now, you could argue that the same drama could be reached with non-squadmates involved. But judging from past experience with Mass Effect; no, not really.
Take the N7 mission in ME2 when you took back a missle silo from batarian terrorists and had to pick which part of the colony to save. I picked my choice and was pretty much unmoved by the consequence, regardless of the fact that there was loss of life and tremendous damage done, and that there would have been no matter which option I picked. I didn't really think about it afterwards, either.
It brings to mind a phrase, "out of sight, out of mind." No matter how you present Colony 1 and Colony 2, I will not feel as personally invested in choosing the fate of these colonies as I would choosing between the fate of two of my people, like I was on Virmire.
I think I can say that, objectively, the Virmire style of choice is the stronger of the two.
The fate of Colony 1 or 2 might be unpleasant when it occurs, but once you leave, that's it. There's no visible consequence outside the mission itself and perhaps some differences in a place I pass through at a later date.
Now, after Virmire, I saw and felt the absence of one of my crew every single time I went aboard the Normandy. To their open chair in the briefing room, to their empty space, to their silhouette in the character selection screen. I carried the consequences of that choice with me. Even if it were a character I didn't care for, I'd still see definite consequences.
Granted, I'm not precluding the scenario where Shepard could save the someone who is in danger, but with consequences. Such as sacrificing the inhabitants of a city in the path of a Reaper attack to take the Normandy to where one of your crew, who warned you the attack was coming, is pinned down. And the consequences of that choice would be the character you saved burdened with the massive survivor's guilt, and other characters questioning your ability to lead the resistance effectively.
I suppose what I want isn't death per se, more like it's consequence that I want. Real, tangible consequence. Consequence that changes the way I interact with the game and how the game interacts with me. And the method of saving everybody via either the Suicide Mission routine, the magical third option or just not putting them in jeopardy in the first place is, in my eyes, shrugging off consequence.
Sorry for the wall of text.
Modifié par IndigoWolfe, 22 octobre 2011 - 03:34 .