Wordy version:
For lack of a DA3 feedback forum, I'll post this here.
I've loved Bioware games for the amount of emphasis placed on choice and the consequences of that choice. Way back in KoTOR we saw he consequences of our actions - depending on our choices in the game, characters lived or died, the galaxy gained a tyrant or a hero, etc - and in DA:O and to some extent DA2, depending on our in-game choices the game universe was reshaped.
The fundamental thing about choice in those games was that the player was presented the choices in an unbiased way. There was no indication of choice A being the best choice because it led to a better outcome, down to choice F being the worst choice because it means you screwed up. The player was allowed to make his own mind up about how to judge choices: some players asked what his character would do, some asked what she would do if she was in her character's shoes.
Take a key decision in DA:O, for example: dark ritual or not. The player is presented the choice without any prompting from the game about which is "better". Some players would have chosen he dark ritual because they felt their characters would have wanted to keep everyone alive; others may have chosen not to do it because they didn't trust morrigan. The choice had nothing to do with whether one was inherently better than the other.
Fast forward to ME2. In that game, many choices led up to the outcome of thefinal mission. * spoiler alert for those who haven't played ME2 or 3 * In that game, many choices affected whether the final mission was successful, and the game would remind you to make the "right" choices. Choosing to make squadmates loyal, for example, increased their survivability in the final mission, as did choosing to upgrade the Normandy. ME3 is similar - making the "right" choices can lead to increasing war assets, which help in the final mission.
As you can see, these choices are fundamentally different from the choices in previous games. In ME2 and 3, choices are measured up against the success of a mission and therefore come with a built-in bias. Sure, some can argue that players can just ignore the success of the final mission, but the fact remains that the game attempts to guide players to certain choices, which is a form of constraint.
And anyway this argument is borne out by how often you hear people ask in the forums about how to make the right choices to get the "best" ending. The choice of ending should not be scaled based on the devs' idea or success or effort, but should allow players to reflect their own (or their characters') moral code.
So in summary, Bioware please bring true freedom of choice back to your games. Make choice matter, but don't present certain choices as inherently better or more successful than others.
Modifié par SamilTane, 20 mars 2012 - 02:31 .





Retour en haut






