Here is my assertion: Scripted deaths of characters are no different than any other scripted event in the game. The deal is that the more scripted events there are in a game, the less control the player has over the narrative. Having a game in which every narrative event is scripted is not necessarily a bad thing (an example of this is any Zelda game, which are all great by the way), and it does not mean that the game isn't an RPG.
Using the Zelda example, we the player are role-playing as Link, but the role-playing parameters are completely pre-defined. We can still enjoy playing the role without needing to mold the character to our individual tastes. Also, Link must go down a particular path, through a particular chain of narrative events with hardly any deviation.
The other extreme (opposite of Zelda role-playing) is the Skyrim paradigm. In this RPG, we the player are given a near-blank canvass of a character for us to paint a personality/physical appearance onto. There are still parameters (Dragonborn, must be one of nine races not a jellyfish, badass), but they are so flexible as to be almost negligible. On top of that, the narrative, while held together loosely by an overarching plot, is extremely flexible unlike in Zelda.
And then we have Mass Effect. Mass Effect falls somewhere between the Zelda and Skyrim role playing paradigms. Commander Shepard is not nearly as pre-defined as Link, yet he is certainly not as malleable as the Dragonborn in Skyrim. The path that Commander Shepard takes can be tweaked and strayed from, but the overarching plot always course-corrects him/her back onto the main set path. Shepard must follow Saren through the Conduit. Shepard must die and be brought back to life through the Lazarus Project. Shepard must join Cerberus to combat the Collectors. Shepard must sacrifice a Batarian solar system to stifle the Reaper's plans. Unlike Zelda, we can decide to a degree how these things happen, but unlike Skyrim we cannot take a narrative path around them.
My point is this: do not be upset by scripted character deaths or any other scripted events in ME3. Mass Effect has never been about complete player control, and this isn't a bad thing. Skyrim is a great game because it has complete player control, but it also suffers from a narrative standpoint because of that very aspect. Without some developer/writer/director sheparding (excuse the pun), the story will inevitably suffer. If a scripted death is beneficial to the narrative, then it is not "Bioware taking away player choice." Rather, it is Bioware enhancing our gameplay experience. Striking the balance between great storytelling (Uncharted) and player freedom (Skyrim) is not easy to do, but Mass Effect has so far delivered in spades.
And of final note: To those who would be upset if X character dies in ME3, do you really want a galactic war to maintain the status quo? A war on the scale of ME3's war will bring change and destruction, and while I would certainly miss Liara or Garrus or Joker or many others, a static, unchanged galaxy in the wake of a galactic war would undermine the storytelling and that would be far more disconcerting to me than "losing a squadmate/friend." Also, remember that realistically, we are losing all of our squadmates at the end of ME3 anyway, since it is the last game of Shepard's story. Whether they "live" or not at the end is irrelevant in terms of us continuing to experience them as characters. Even if they are still "alive" in the diegesis, the game will be over. Even if they are "dead" in the diegesis, they will still live on in our memories of Mass Effect.
Modifié par Biotic Sage, 04 décembre 2011 - 01:04 .





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