@Alex_SM
I'd say Call of Duty would have to utterly re-design itself to accommodate even the most basic aspects of player agency, but that's probably a different issue. You couldn't just slap a talking character and a few conversation options onto the game and call it an RPG, no.
At any rate, I'd have to disagree. I've generally felt that Mass Effect games handle decision making in such a way as to give me a lot of influence over what takes place. You don't ever have complete freedom, no. But then, it's never been a perogative of any remotely recent Bioware games. They have stories, and you're expected to follow them. I'm not saying it's perfectly handled (why am I working for Cerberus exactly?), but I've generally felt like I had enough room to direct things to my own liking, that I'm the one driving the narrative. I've never played Mass Effect and felt like an observer.
But then, I don't adopt the idea that consequences only matter if they result in radically different results. Which so far they haven't, no. I wouldn't try and argue they ever have. But I've still plenty of room to craft my experience in such a way that it becomes something that feels partly of my own creation. I've scope to influence things in certain directions, even if the end result is the same. It's an illusion, sure, but it's one I've found mostly convincing enough that I just don't care.
Alternatively,
this is the sort of thing I'm more inclined to agree with. Relating to Dragon Age 2, but it applies equally here, I'd say:
whykikyouwhy wrote...
Just curious, does having a "choice" imply that based on the decision, you'll have a unique outcome? Sometimes, in a situation with two choices, you may wind up at the same outcome, but it's the journey there that is different and significant. Does this diminish the choice, or make it illusory? I don't think so. And that may simply be my opinion.
For example, if I am deciding what to have for dinner, I can go with either Italian food or Japanese. Those are the two restaurant options before me. I wind up choosing Japanese, have a wonderful meal and leave the restaurant full. Now, had I picked Italian, I might have achieved the same result - a wonderful meal and the state of fullness. But my sensory experience would be different. The people I meet, see or eavesdrop on in the restaurant would be different. Two choices, same outcome, but different paths to get there.
Larius and Janeka aren't food, no. And that example may not be best in the grand scheme, but I think that choice was evident in Legacy. The path you pick is indicative of the Hawke you are playing - where your sympathies lie, where your moral compass is directed, etc.
Just because I reach the same end doesn't make the journey a linear one, or any choices I've made meaningless.
Modifié par bleetman, 03 décembre 2011 - 03:05 .