wright1978 wrote...
Apologies Kbomb. I misconstrued your point as i thought your talk about options referring to the Suicide Mission meant you wanted a repeat the zero consequences in it for saving everyone.
It's okay. No harm done.
wright1978 wrote...
Apologies Kbomb. I misconstrued your point as i thought your talk about options referring to the Suicide Mission meant you wanted a repeat the zero consequences in it for saving everyone.
AdmiralCheez wrote...
So I read all the new posts and it seems that quite a few people think I'm a big sissy who wants everything to be perfect with Care Bears and sh*t.
You people. Learn how to goddamn read.
Furthermore, those that disagree tend to advocate realism over escapism, saying that engaging in a positive fantasy would be too unrealistic to keep their attention. To which I say this: MULTIPLE ENDINGS. STOP RAINING ON MY PARADE.
I think the problem here is that most of you would try to save everyone if you knew it was possible, and since you are operating under the assumption that the most powerful way for a story to move you is to make you feel grief, you don't want that option to be available to you since your tendency towards perfectionism is at odds with your tastes in literature. This can be balanced by having both positive and negative consequences to your actions. For example, doubling back to rescue Liara would mean leaving a certain point undefended. Reaper forces capture that point, and you lose a lot of soldiers and a strategic stronghold. Or have the factors that prevent/trigger a death be subtle and hard to predict: befriending a batarian squadmate shows him that the fight is worth fighting after all, and later in the game he sacrifices himself to defend the team. Be a dick to him/don't talk to him, and he's more interested in saving himself, thus he takes off and you're short a squadmate for the rest of the mission.
You did read the paragraph after that where I explained how to fix it, right?Lizardviking wrote...
Jugding by ME2. Multiple ending are anything but a compromise.
jamesp81 wrote...
The best stories are the ones that leave you thinking "there's no way in hell the goodguys are getting out of this one" but they still do anyway. Lord of the Rings did this masterfully.
Prince Zeel wrote...
Okay. WHAT IS this topic about?
You guys want poetic, meaningful crap?
stop playing video games.
Prince Zeel wrote...
Okay. WHAT IS this topic about?
You guys want poetic, meaningful crap?
stop playing video games.
jamesp81 wrote...
+1 to the bolded.
The best stories are the ones that leave you thinking "there's no way in hell the goodguys are getting out of this one" but they still do anyway. Lord of the Rings did this masterfully.
Prince Zeel wrote...
Oh goodness, stop and listen. I'm making a point here.
Isn't a sci-fi fantasy game the WORST place to expect a "meaningful" ending?
Modifié par BubbleSauce, 07 octobre 2011 - 07:39 .
Then make the SM more difficult.Dave of Canada wrote...
The sheer existence of a happy ending ruins the drama, tension and emotions created from such scenes when you have to force yourself into it. There's no drama when I intentionally let half my team die, there's no sadness when I see Tali take a face rocket because that's not how my protagonist would act.
Then have smart decisions backfire.I'd have to force my protagonist to act stupid in the sake of throwing in ineffective drama into the story, something which I've done countless times in Mass Effect 2 and Dragon Age: Origins but it doesn't make me feel anything. Slicing Connor's throat means nothing because I had to pick the dialogue line which was essentially "I don't want to go the Circle, it's too far away and my legs are sore".
Really? Because I kept holding my breath every time I thought someone would die, and when no one did, I was basically jumping up and down like YEAH, SUCK IT COLLECTORS. Best damn ending ever.During my first playthrough of Mass Effect 2, nobody died on the Suicide Mission. The scene which they had advocated for it's difficulty and had prepared me up for.... dropped me flat, no emotion had be invoked and I finished the game without a care in the world.
Makes you realize how inherently dickish it is to kill off characters for drama, isn't it? I feel just as empty and stupid when the plot does it for me, because I know the game's just trying to make me all sad and stuff.Oh right, I guess it's my fault for playing the game correctly. I should achieve the "stupid" ending because I want drama, an ending which means absolutely nothing because I orchestrated everything. How should I feel sad if I intentionally left Tali to die? How should I feel sad if Zaeed decided to eat bullets because I wanted to make it sad?
Unfortunately, this involves destroying the hopes of those who wanted a better ending and leaves it impossible for us to win as much as we'd like to, and plenty of people, including me, could still be pulled into the drama regardless. Leaving worse endings tries to meet you halfway as best as possible.Dave of Canada wrote...
The sheer existence of a happy ending ruins the drama, tension and emotions created from such scenes when you have to force yourself into it. There's no drama when I intentionally let half my team die, there's no sadness when I see Tali take a face rocket because that's not how my protagonist would act.
I'd have to force my protagonist to act stupid in the sake of throwing in ineffective drama into the story, something which I've done countless times in Mass Effect 2 and Dragon Age: Origins but it doesn't make me feel anything. Slicing Connor's throat means nothing because I had to pick the dialogue line which was essentially "I don't want to go the Circle, it's too far away and my legs are sore".
During my first playthrough of Mass Effect 2, nobody died on the Suicide Mission. The scene which they had advocated for it's difficulty and had prepared me up for.... dropped me flat, no emotion had be invoked and I finished the game without a care in the world.
Oh right, I guess it's my fault for playing the game correctly. I should achieve the "stupid" ending because I want drama, an ending which means absolutely nothing because I orchestrated everything. How should I feel sad if I intentionally left Tali to die? How should I feel sad if Zaeed decided to eat bullets because I wanted to make it sad?
BubbleSauce wrote...
Prince Zeel wrote...
Oh goodness, stop and listen. I'm making a point here.
Isn't a sci-fi fantasy game the WORST place to expect a "meaningful" ending?
No, not by any stretch of the imagination, the mass effect universe is one that brings up a variety topics that are rarely touched upon in games. Racism, oppresion, civil liberty, loss of control etc. Mass effect has conveyed a variety of emotions in me and fellow players. Do seriously you think that Mass Effect can't be meaningful or artistic just because it's set in space? Dear god man, listen to yourself.
Xilizhra wrote...
Unfortunately, this involves destroying the hopes of those who wanted a better ending and leaves it impossible for us to win as much as we'd like to, and plenty of people, including me, could still be pulled into the drama regardless. Leaving worse endings tries to meet you halfway as best as possible.
Dave of Canada wrote...
The sheer existence of a happy ending ruins the drama, tension and emotions created from such scenes when you have to force yourself into it. There's no drama when I intentionally let half my team die, there's no sadness when I see Tali take a face rocket because that's not how my protagonist would act.
I'd have to force my protagonist to act stupid in the sake of throwing in ineffective drama into the story, something which I've done countless times in Mass Effect 2 and Dragon Age: Origins but it doesn't make me feel anything. Slicing Connor's throat means nothing because I had to pick the dialogue line which was essentially "I don't want to go the Circle, it's too far away and my legs are sore".
During my first playthrough of Mass Effect 2, nobody died on the Suicide Mission. The scene which they had advocated for it's difficulty and had prepared me up for.... dropped me flat, no emotion had be invoked and I finished the game without a care in the world.
Oh right, I guess it's my fault for playing the game correctly. I should achieve the "stupid" ending because I want drama, an ending which means absolutely nothing because I orchestrated everything. How should I feel sad if I intentionally left Tali to die? How should I feel sad if Zaeed decided to eat bullets because I wanted to make it sad?
I fail to see how an ending in which six specific people make it out alive is an ending without consequences.wright1978 wrote...
Having an ending without consequences isn't meeting anyone halfway.
Modifié par AdmiralCheez, 07 octobre 2011 - 08:03 .
AdmiralCheez wrote...
Then make the SM more difficult.Dave of Canada wrote...
The sheer existence of a happy ending ruins the drama, tension and emotions created from such scenes when you have to force yourself into it. There's no drama when I intentionally let half my team die, there's no sadness when I see Tali take a face rocket because that's not how my protagonist would act.Then have smart decisions backfire.I'd have to force my protagonist to act stupid in the sake of throwing in ineffective drama into the story, something which I've done countless times in Mass Effect 2 and Dragon Age: Origins but it doesn't make me feel anything. Slicing Connor's throat means nothing because I had to pick the dialogue line which was essentially "I don't want to go the Circle, it's too far away and my legs are sore".
Really? Because I kept holding my breath every time I thought someone would die, and when no one did, I was basically jumping up and down like YEAH, SUCK IT COLLECTORS. Best damn ending ever.During my first playthrough of Mass Effect 2, nobody died on the Suicide Mission. The scene which they had advocated for it's difficulty and had prepared me up for.... dropped me flat, no emotion had be invoked and I finished the game without a care in the world.
Makes you realize how inherently dickish it is to kill off characters for drama, isn't it? I feel just as empty and stupid when the plot does it for me, because I know the game's just trying to make me all sad and stuff.Oh right, I guess it's my fault for playing the game correctly. I should achieve the "stupid" ending because I want drama, an ending which means absolutely nothing because I orchestrated everything. How should I feel sad if I intentionally left Tali to die? How should I feel sad if Zaeed decided to eat bullets because I wanted to make it sad?
AdmiralCheez wrote...
I fail to see how an ending in which six specific people make it out alive is an ending without consequences.wright1978 wrote...
Having an ending without consequences isn't meeting anyone halfway.
wright1978 wrote...
AdmiralCheez wrote...
I fail to see how an ending in which six specific people make it out alive is an ending without consequences.wright1978 wrote...
Having an ending without consequences isn't meeting anyone halfway.
Dave of Canada was talking about the fact there are no consequences to the suicide mission 'happy ending'. I don't have a problem with the entire team making it out as long as there are serious consequences for keeping a full team alive. Having only deaths as screw up options isn't meeting anyone halfway.