Hey guys, glad to see the cogs still at work. I want to point out, if it hasn't already, a very well put together thread by GBGriffin, who some of you know is one of the more mature opponents to this theory:
http://social.biowar.../index/10412259
Now, our purpose isn't to set up for follow-up DLC. Shepard being alive at the end of the best Destroy ending already does that. However, IT does leave the ending without any conclusion to ME3, and that is what a lot of people take issue with. So how could this issue be resolved in DLC, without dipping into fan-fiction?
Here is how I responded to GBGriffin, who genuinely enjoyed it and felt that it would allow BioWare to successfully pull off IT with the supplement of DLC:
[Edit: these are about how to make it possible to not alienate players who chose Synthesis and Control from experiencing post-ending DLC with IT being the backdrop]
“There are possible ways IT can expound on the an indoctrinated Shepard. He may wake up and you can carry out the same plot as you do in what someone would in the Destroy ending, with an ending where Shepard may have to make a choice that is now influenced by him being compromised by indoctrination. That is the only solution I can see to the issues IT presents in an abstract manner.
But IT was never meant to carry past the ending in the beginning. Shepard being alive did that alone.”
My follow up-response when someone else asked how it would affect the actual gameplay:
“I'm not going to go too far into speculation where it's purely fan-fiction, but that sounds interesting. I'm going to leave the actual conclusion to BioWare, but I'm seeing some awesome suggestions on both sides on how to deal with the endings. Keep up the awesome work!
Following up in an IT ending, gameplay-wise, it would be the same. The only differences you would see might be in active and passive dialogue and in "cutscenes". There's no need to have your weapon being jerked around or your controls being inverted (though that last bit would be cool).
It would allow minimal level-design cost, while leaving the bulk of the work to the cinematic and gameplay departments (for dialogue), which would be much more cost-friendly when looking at the pricing for DLC. Plus, it would offer greater variation to expression of the consequences of your choices in the ending with minimal effort on BioWare's part, which again would lower the cost than having 2-3 completely different levels.”
Anyways, I thought I should hear some feedback from you guys still discussing it here. Plus, if you wish to in a civil manner, can carry-on to GBGriffin's thread and provide any additional thoughts, though the discussion seems to be turning into what is/isn't proof to IT, for some odd reason.
Modifié par ArkkAngel007, 22 mars 2012 - 03:30 .