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#826
Tyrannosaurus Rex

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AdmiralCheez wrote...

Lizardviking wrote...

That is all nice and true. But where is the personal loss in this?

Because it's your fault.  YOU caused all the pain and suffering, YOU failed, and YOU couldn't save the day.


Don't get me wrong. I would like a scene like that in the game, but there needs to be more than that. Something that affects us on a deeper level, an actual person we know and care about.

#827
AdmiralCheez

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Computer_God91 wrote...

Because I don't give a crap about people I've never met before, that makes me emotionally dead?

Soooo, when that tsunami hit Japan, and you saw the footage of that massive wave demolishing everything in its path, you felt nothing?

When those guilt trip commercials come on for Feed the Children and ASPCA, you just shrug it off and say, "meh?"

Dude, get your heart checked.

How was anything you listed the players fault. All that is because of the Reapers, not you. You've been trying to warn everyone about this for years and nobody wanted to listen.

Because had you have been smarter, faster, more prepared, seen the clues ahead of time, maybe you could have saved that kid or that city.  Maybe your plan would have gone right had you caught the red herrings before it was too late.

#828
naledgeborn

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@ Cheez's thread title. No. If Shepard failing once or twice and is proven to not be infallible is better for the story then Mac and them should write it instead of ego-stroking the player.

Ego-strokings should be hardly earned by virtue of import bonuses and sound decisions not given freely to every casual player that picks the Paragon option.

#829
AdmiralCheez

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Lizardviking wrote...

Don't get me wrong. I would like a scene like that in the game, but there needs to be more than that. Something that affects us on a deeper level, an actual person we know and care about.

Let me tell you a story.

I was really close to my grandmother.  When she died, I was a little relieved that she wasn't suffering anymore.

It was seeing my mom cry that broke my heart.

Maybe you empathize differently, but when I see someone I care about trying to cope with a loss, it affects me more than if I take a loss personally.

#830
SlottsMachine

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Like if some migrant ships get blown up, seeing Tali utterly devastated by it and feeling helpless because there isn't anything you can do about it.

#831
Xilizhra

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Because had you have been smarter, faster, more prepared, seen the clues ahead of time, maybe you could have saved that kid or that city. Maybe your plan would have gone right had you caught the red herrings before it was too late.

This is more or less what my Shepard felt about Arrival.

#832
AdmiralCheez

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GeneralSlotts193 wrote...

Like if some migrant ships get blown up, seeing Tali utterly devastated by it and feeling helpless because there isn't anything you can do about it.

Precisely.

I don't know about you, but watching that prisoner being beaten and the quarian scientist leaving that messge for her kid right before the geth killed her impacted me way the hell more than Virmire.

And I did do a run where I killed squadmates on purpose.  I didn't feel any loss or whatever; I felt like a jerk.

#833
Tyrannosaurus Rex

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AdmiralCheez wrote...

Lizardviking wrote...

Don't get me wrong. I would like a scene like that in the game, but there needs to be more than that. Something that affects us on a deeper level, an actual person we know and care about.

Let me tell you a story.

I was really close to my grandmother.  When she died, I was a little relieved that she wasn't suffering anymore.

It was seeing my mom cry that broke my heart.

Maybe you empathize differently, but when I see someone I care about trying to cope with a loss, it affects me more than if I take a loss personally.


I can't really comment on that. But speaking of my experience with stories in movies, books etc...

Let's take the siege of Minas Tirith as an example. We have scenes where we see the civilians fleeing while the soldiers despreratly tries to hold the orcs back. We see the reaction of the everyday people, all the tragedy, death and loss on a larger scope.

But we also saw it on a personal level. I didn't know any of those civilians or common soldiers. But I knew and cared about Theodon and Eowyn (I think that is how you spell their names), and to see Theodon die and Eowyn grieve over him creates an impact on me that the civilians couldn't produce.

Now with all this. I will say that I am not advocating to killing a character every hour. That is just stupid and terrible story telling. But relying entirely on nameless characters won't give an truly emotional impact on me.

You need to create a balance. We need to see the impact the invasion has on a larger scale by seeing all the soldiers who have lost hope, to the civilians mourning their losses. But we also need to experience it on a personal level.

#834
AdmiralCheez

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Lizardviking wrote...

You need to create a balance. We need to see the impact the invasion has on a larger scale by seeing all the soldiers who have lost hope, to the civilians mourning their losses. But we also need to experience it on a personal level.

The problem with your example is that it WASN'T personal.  You were watching other people struggle,  It wasn't personal because it was someone else's story.

Mass Effect is YOUR story.  It throws you into the middle of the mess.  You experience it through Shepard's eyes.  The rules are a bit different.

And again, we're not going to agree on what's "personal."  A party member dies, I'm like, "god damn it, there goes my sentinel."  A party member breaks down, and I'm like "ffffffff damn it Bioware, you enjoy turning me into a blubbering idiot!"

#835
Tyrannosaurus Rex

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AdmiralCheez wrote...

Lizardviking wrote...

You need to create a balance. We need to see the impact the invasion has on a larger scale by seeing all the soldiers who have lost hope, to the civilians mourning their losses. But we also need to experience it on a personal level.

The problem with your example is that it WASN'T personal.  You were watching other people struggle,  It wasn't personal because it was someone else's story.

Mass Effect is YOUR story.  It throws you into the middle of the mess.  You experience it through Shepard's eyes.  The rules are a bit different.


What? Just because because it wasn't interactive does not mean it was more personal.

And if anything. If it is YOUR story then it will only make the whole situation feel even more devastating! ;)


And again, we're not going to agree on what's "personal."  A party member dies, I'm like, "god damn it, there goes my sentinel."  A party member breaks down, and I'm like "ffffffff damn it Bioware, you enjoy turning me into a blubbering idiot!"


And your the one  calling someone else heartless?

#836
AdmiralCheez

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Lizardviking wrote...

What? Just because because it wasn't interactive does not mean it was more personal.

It just means the rules are a bit different.  You have to account for the crazy bastard steering Shepard around.  A movie is exactly the same for everyone that watches it.

And if anything. If it is YOUR story then it will only make the whole situation feel even more devastating!

Problem is, making it uber-depressing cuts in on its replay value.  Very few people enjoy putting themselves in a horrible mood on purpose, artistic value be damned.

And your the one  calling someone else heartless?

Just saying, death pisses me off (hence I ride the spacebar through Virmire, blah blah stupid plot event trying to up the drama, blah blah this is so goddamn forced what is the damn point blah blah).  Suffering is what breaks my heart.  After all, dead people can't feel any pain; it just sucks that you'll never see them again and the world has lost such a wonderful person.

But suffering?  Suffering is pointless and cruel, and you have to see and feel that pain.  Suffering is nasty because you should be able to fix it, but can't.

Modifié par AdmiralCheez, 09 octobre 2011 - 07:46 .


#837
sorentoft

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AdmiralCheez wrote...

GeneralSlotts193 wrote...

Like if some migrant ships get blown up, seeing Tali utterly devastated by it and feeling helpless because there isn't anything you can do about it.

Precisely.

I don't know about you, but watching that prisoner being beaten and the quarian scientist leaving that messge for her kid right before the geth killed her impacted me way the hell more than Virmire.

And I did do a run where I killed squadmates on purpose.  I didn't feel any loss or whatever; I felt like a jerk.

I honestly did not care about the prisoner. The quarian got to me though.

#838
Almostfaceman

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Look, Cheez is just right on this one. That's pretty much all there is to it. I'm not saying there's no right to disagree, just sayin' I agree. Majorly. In a big way.

#839
Tyrannosaurus Rex

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AdmiralCheez wrote...

Lizardviking wrote...

What? Just because because it wasn't interactive does not mean it was more personal.

It just means the rules are a bit different.  You have to account for the crazy bastard steering Shepard around.  A movie is exactly the same for everyone that watches it.

And if anything. If it is YOUR story then it will only make the whole situation feel even more devastating!

Problem is, making it uber-depressing cuts in on its replay value.  Very few people enjoy putting themselves in a horrible mood on purpose, artistic value be damned.

And your the one  calling someone else heartless?

Just saying, death pisses me off (hence I ride the spacebar through Virmire, blah blah stupid plot event trying to up the drama, blah blah this is so goddamn forced what is the damn point blah blah).  Suffering is what breaks my heart.  After all, dead people can't feel any pain; it just sucks that you'll never see them again and the world has lost such a wonderful person.

But suffering?  Suffering is pointless and cruel, and you have to see and feel that pain.  Suffering is nasty because you should be able to fix it, but can't.


And here is where we hit our deadlock.

If you feel sad when playing ME3 and losing a character that you care about. The only tihng I can I can recomend is a small dose of "Casper og Mandrilaftalen" ! :)

#840
AdmiralCheez

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Lizardviking wrote...

And here is where we hit our deadlock.

Yep.  It all comes down to a difference in opinion.  Things like "literary value" and "emotional impact" can neve be quantified objectively.  They are matters of taste.  It's equally useless debating which ice cream flavor is the best; the only difference is when you talk about professional storytelling, some intellectual nut has decided to make it a major field of study.

Not that they shouldn't; fiction is an important part of any culture.  But remember: ice cream.

If you feel sad when playing ME3 and losing a character that you care about. The only tihng I can I can recomend is a small dose of "Casper og Mandrilaftalen" !

Fffff I should know what language that is because I half-understand it.

But seriously, I maintain my position that it is better to have more options than less.  The player should focus on his or her individual experience, not someone else's, and they shouldn't try to dictate what is best for someone else's gameplay style.  Because, you know, it's a single-player game.  And because each experience is different from player to player, Bioware needs to account for what will best impress a wide variety of audiences.  That's what makes it so damn good, and that's why we keep coming back to discuss it.  Imagine how much appeal would be lost if everyone HAD to be a renegade default Sheploo soldier that killed Wrex and saved Ashley.  Imagine how little there would be to distinguish it from other games if the player couldn't influence the story being told.

I like being able to keep my squad alive, you like being kicked in the balls.  So let's have both.  Despite what you may think, it's possible.  We just have to avoid making an NOLB so damn easy to obtain this time around.

#841
Wulfram

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I don't consider a heroic sacrifice necessarily stops there being a happy ending. Dieing in a cool way is one of the few ways a party member can step out from being just a sidekick to the PC and be a hero in their own right. Though Origins got this badly wrong by having no one really seem to care about Alistair.

What stops a happy ending for me is failure, bitterness and betrayal.

#842
Tyrannosaurus Rex

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AdmiralCheez wrote...

If you feel sad when playing ME3 and losing a character that you care about. The only tihng I can I can recomend is a small dose of "Casper og Mandrilaftalen" !

Fffff I should know what language that is because I half-understand it.


Danish and english are from the "germansk" part of language. Only natural that they will have some similarities.

But admit it. You thought they were funny and will continue to watch it.

#843
AdmiralCheez

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Lizardviking wrote...

Danish and english are from the "germansk" part of language. Only natural that they will have some similarities.

But admit it. You thought they were funny and will continue to watch it.

So... it's Denmark's answer to Monty Python?

I can roll with that.

EDIT: It's the German-ish bits that I understood.  I kind of sort of know German, to the point where I can roughly understand it but can't speak it worth a damn.  Waaay out of practice.

Modifié par AdmiralCheez, 09 octobre 2011 - 08:31 .


#844
Guest_Saphra Deden_*

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AdmiralCheez wrote...

I was really close to my grandmother.  When she died, I was a little relieved that she wasn't suffering anymore.

It was seeing my mom cry that broke my heart.

Maybe you empathize differently, but when I see someone I care about trying to cope with a loss, it affects me more than if I take a loss personally.


I'm the same way and I like the Paragon ending to Bring Down the Sky more than the Renegade one precisely because see how the loss of Kate's brother affects her. Simon's reaction to losing the miners isn't the same. It is obvious he cares, but he still manages to be more... stoic about it. He's more angry than devestated. Kate, as I recall, loses her composure a little.

That said, Shepard is not me, so I would get just as much satisfaction seeing Shepard mourn the loss of the hostages or whomever.

A favorite scene from Shepard of my mine is the interview on the shuttle after you escape Lazarus station. If Shepard was at Torfan the Renegade response when asked about what he did there shows that's still got lingering emotional pain from it. It's subtle, in his voice and the grimace on his face.

"I sent a lot of good soldiers to their deaths..."

Grimace.

"That's how it had to be."

#845
Tyrannosaurus Rex

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AdmiralCheez wrote...

Lizardviking wrote...

Danish and english are from the "germansk" part of language. Only natural that they will have some similarities.

But admit it. You thought they were funny and will continue to watch it.

So... it's Denmark's answer to Monty Python?

I can roll with that.

EDIT: It's the German-ish bits that I understood.  I kind of sort of know German, to the point where I can roughly understand it but can't speak it worth a damn.  Waaay out of practice.


No. nowhere as legendary as monty python. But a good comedy show to watch when you got hangovers.

Regarding the languages. I would argue that there is also alot of words (how many I can't remember) where there is a obvious similarity between english and danish. For example. House/hus, law/lov , window/vindue, ice/is etc.

#846
Tyrannosaurus Rex

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AdmiralCheez wrote...
Yep.  It all comes down to a difference in opinion.  Things like "literary value" and "emotional impact" can neve be quantified objectively.  They are matters of taste.  It's equally useless debating which ice cream flavor is the best; the only difference is when you talk about professional storytelling, some intellectual nut has decided to make it a major field of study.

But seriously, I maintain my position that it is better to have more options than less.  The player should focus on his or her individual experience, not someone else's, and they shouldn't try to dictate what is best for someone else's gameplay style.  Because, you know, it's a single-player game.  And because each experience is different from player to player, Bioware needs to account for what will best impress a wide variety of audiences.  That's what makes it so damn good, and that's why we keep coming back to discuss it.  Imagine how much appeal would be lost if everyone HAD to be a renegade default Sheploo soldier that killed Wrex and saved Ashley.  Imagine how little there would be to distinguish it from other games if the player couldn't influence the story being told.


I agree we shouldn't strip away player choices... For the most of the time.

In a game where choice is key. Then having that one moment of helplessness is even stronger, that one moment where there is nothing you can do to change the outcome. Sorry, but sometimes you shouldn't be able to take a third option. Sometimes you should face the no-win scenario.

Sometimes you just can't get rid of that bomb...

I like being able to keep my squad alive, you like being kicked in the balls.  So let's have both.  Despite what you may think, it's possible.  We just have to avoid making an NOLB so damn easy to obtain this time around.


Problem is. The fact that a NOLB is not a compromise. No matter how hard it is to get to get. Being able to save them destroys the purpose behind the other versions of the story.

Unless there is a severe penatly for saving them. Like letting the Reapers win because you forsaked the mission in favor of saving your squadmate.

#847
ZLurps

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wright1978 wrote...

ZLurps wrote...

I'm not trying to be hostile or anything, but would you explain what makes it work for you? For me it was that I got this sudden realisation "Oh... So it's scripted" and that kind of things can be immersion breaking for me. That also led me to wonder the same thing as you. Vido should be long gone if player choose to rescue the workes.


Vido should have been long gone but it was donehow it wasdone for dramatic effect. Like Bobba fett flying off with Han solo at the end of Empire strikes back. I liked the misison because there was a tough choice. Go after the bad guy or save the innocents. I also liked the N7 mission where you had to choose whether to let Batarian missile hit colony or spaceport. I guess for me it's about choices that make you think rather than letting you have your cake and eating it too.


I think N7 mission where you choose which target got destroyed was a good one, but dramatic effect stuff on Zaeed loyalti mission just... didn't worked that well for me. Funny that I felt Ashely/Kaidan decision added a lot into ME though.

EDIT:
I think it might be that we did the similar choise in Bring Down the Sky DLC as in Zaeed mission that it just didn't worked that well for me.

Modifié par ZLurps, 09 octobre 2011 - 09:03 .


#848
AdmiralCheez

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Saphra Deden wrote...

I'm the same way and I like the Paragon ending to Bring Down the Sky more than the Renegade one precisely because see how the loss of Kate's brother affects her. Simon's reaction to losing the miners isn't the same. It is obvious he cares, but he still manages to be more... stoic about it. He's more angry than devestated. Kate, as I recall, loses her composure a little.

I don't know.  I kind of liked both endings about equally for different reasons.  If you let Balak go, there's the guilt of just letting him walk, but Kate and Simon are both there, both safe, and even though they're shaken at what they've had to endure and the people they've lost, they made it.  I was fulfilled because I knew I did good, even if it was only temporary.

The renegade ending is also deep.  When that bomb went off, I actually jumped and winced a little, and it made it a lot easier to roleplay my violent little punk of a renegade Shepard.  I don't know how many times I shot Balak, but I was swearing at him the whole time.  It's really rare for me to think that someone deserves to be killed, much less hurt severely before killing him, but I honestly felt like he deserved every bullet hole.

And that's why Bring Down the Sky is a damn fine piece of DLC.  It was heavy without depressing the f*ck out of anyone, the choice was morally ambiguous, and doing what you thought was more important required passing up something that would still evoke guilt.  It's proof that squaddie deaths can be avoided without feeling cheap.

That said, Shepard is not me, so I would get just as much satisfaction seeing Shepard mourn the loss of the hostages or whomever.

I suppose the level of immersion varies from player to player.  I can never completely take myself out of Shepard's shoes.  And I don't get satisfaction from watching bad things happen in videogames, I get motivation.  I try a little harder to make things better when it's clear how bad things are.

But there's a point where grimdark gets annoying.  As in, I quit playing because it stops being fun.  Games need to be fun, in my opinion.  Schindler's List may be a work of art, but it's not fun.

A favorite scene from Shepard of my mine is the interview on the shuttle after you escape Lazarus station. If Shepard was at Torfan the Renegade response when asked about what he did there shows that's still got lingering emotional pain from it. It's subtle, in his voice and the grimace on his face.

"I sent a lot of good soldiers to their deaths..."

Grimace.

"That's how it had to be."

And that's why Ruthless is my favorite background.  Most opportunity for depth in roleplay.  The renegade perspective sees it as proof that tough calls are going to be made and bad things are going to happen, and you have to be able to deal with it.  The paragon perspective sees it as a mistake that needs to be made up for, a price that is paid when one's values are taken out of the equation.  Well, that's how I do it, anyway.

#849
Guest_Saphra Deden_*

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Nina88 wrote...

I'm with you, Cheez. I want an ending where I can save all of my squadmates.


You only think that's what you want.


You CAN get what you want...

"My first time through the game, I saved Wrex's particular sidequest
(namely, recovering his family's armor) for later, near the end of the
game. The specific reasons for this escape me at the moment. Still,
though, I really, really liked Wrex; I appreciated how he embodied the
angry mercenary archetype, but also had an incredibly sad quality to him
as the last of a dying species. When he pulled his gun on me, I was
surprised, and taken aback.

---

As I don't want to hurt Wrex, I choose the charm option. I move the analog stick up, hit A, and -- crap.
I hit the wrong dialogue choice. My fault, stupid mistake. Still,
though, I end up asking him to calm down and wait a second; I didn't
charm him, but I pretty much did the next best thing. So, my
character asks Wrex to calm the hell down. Wrex just gets angrier. His
voice raises, he begins to threaten the player, and BLAM.Wrex falls to the ground, dead.

---

It's important to understand that when Wrex died, I actually shouted
"NO!" Wrex was my single favorite character and, despite (or perhaps
because of) his flaws, he meant a great deal to me. I'd wanted to talk
my way out of the situation and Ashley, that huge ****, had
cold-bloodedly shot him in the back. Now, I've enjoyed many emotional
moments in many games, but never before had I experienced a scene so
shocking that I actually yelled out loud in shock and horror. That was
the power of Wrex's murder. 

But still, it only happened by accident; I felt compelled to load my last save and redo the conversation.The
second time around, I actually succeeded in choosing the charm option.
Rather than raising his voice, Wrex paused for a moment, considered what
I said, and peacefully put his gun away. The game continued. He was
still alive. I was bored."


Modifié par Saphra Deden, 09 octobre 2011 - 09:01 .


#850
AdmiralCheez

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Lizardviking wrote...

I agree we shouldn't strip away player choices... For the most of the time.

In a game where choice is key. Then having that one moment of helplessness is even stronger, that one moment where there is nothing you can do to change the outcome. Sorry, but sometimes you shouldn't be able to take a third option. Sometimes you should face the no-win scenario.

And I'm not saying there SHOULDN'T be that moment of helplessness.  The thing is, it doesn't have to be the part where Liara gets blown up.  There are other ways to do it, and in my opinion they're more creative than just saying LOL VIRMIRE TIME KIDS.

PS: That Batman scene never gets old.

Problem is. The fact that a NOLB is not a compromise. No matter how hard it is to get to get. Being able to save them destroys the purpose behind the other versions of the story.

Which is why there SHOULD be a compromise in ME3.  I felt that the way the Suicide Mission was handled in ME2 was appropriate because it emphasizes being a good commander and caring about your team, plus it rewarded you for playing your cards right with more potential allies to be there and back you up in ME3.  ME3, because it's the end and because we're playing with things bigger than just infiltrating a base, should be heavier, more difficult, and more wrought with compromise and moral ambiguity.

Unless there is a severe penatly for saving them. Like letting the Reapers win because you forsaked the mission in favor of saving your squadmate.

That's a little extreme.  Something more appropriate would be the loss of a stronghold (and those defending it), the death of someone that squadmate cares about, or allowing the current batch of bad guys to get away with whatever they're doing because you doubled back instead of pursuing them (IE, Cerberus gets the spiffy prothean artifact instead of you, you lose intel, and you have to deal with their new BFG in the final battle).

It's completely ridiculous to make a player bascially lose the game because they wanted a happy ending with their LI.