The Razman wrote...
But that's not what we're discussing. You were asserting that it's wrong to do a twist just because it circumvents the audience's expectations of what should happen in a conventional narrative of that genre. Hence, it's wrong for Mass Effect to take away player choice because the player expects to have choice. I reject that; under those rules, you can't write surprises or twists into the game at all really.
ME 1 does this perfectly. The twist in ME 1 is when you find out what the conduit actually is. It's a genuine twist, not one that redefines the narrative, mind, but still an effective, straightforward twist.
A better example would be discovering Sovereign's true nature. That was a genuine twist that in no way messed with anyone.
It's wrong for them to take away choice because they marketed their game as the precise opposite. Nobody ever complained at not having choice in Metal Gear Solid, for example. Hideo Kojima never marketed Metal Gear based on the player having choice, and nobody went in expecting it, nor were they promised it. It's not a 'twist' to take away something you explicitly promised to your audience.
The Razman wrote... I'm just pointing out why you can't have a happy ending if there's to be any hope of an emotionally effective tragic one. And a tragic ending is what the creators wanted to achieve, and I reject any notion that they're "wrong" for wanting that for their story or attempting to implement it.
I think I've outlined clearly why the ending fails as a tragic ending, though. If you are happy to accept that it's terribly implemented that's fine. I'm not saying that they are not permitted to put in a downer ending. But there are so many fundamentally bad elements to this ending that I need some hefty arguments to show me why the many errors are not what they appear to be. But you aren't trying to argue that, as you said.
So, on to a pure on-topic response:
This has been done in past games. The correct thing to do is not to give an A B C ending choice, it's to have the choices made by the player in the game eventually lead to one conclusion or another, inescapably. Some people would experience the tragic ending, some would not.
The blatant error here was Bioware trying to force everyone into a cookie cutter ending after promising to do the exact opposite multiple times, and ensuring that everyone has the exact same experience after a certain point. Allow me to use an illustration.
Corpse Party - of all games - does this excellently. Certain choices you make lock you into ending paths, and it was a common way of handling multiple endings back when the concept was new. This newfangled A B C ending style is in many ways a retardation of prior developments.
Corpse Party - being a Japanese horror game - doesn't quite have a happy ending, but it varies from the unbelievably soul-crushingly awful to about as good as you could ask for, with most key characters alive. And it all depends on what you do at certain points, things you pick up and parts of the game you explore.
But in all cases, after a certain point you are locked into an ending. This permits the whole spectrum of endings to exist side by side, because you don't expeience all the events all of the time, get to a certain point and then press a button to decide which ending you get.
If you don't own Corpse Party you are a silly man who should rectify that error, but if you lack inclination and resources, I recommend looking up it's various endings on youtube at least.
For the purpose of your argument, an approach like this would stick to Bioware's promise of offering choice and allow the existence of happy and tragic endings or any path between. The only sacrifice - and it shouldn't be considered a sacrifice - is that not everyone will experience your tragic ending.
It seems to me that your argument is based on the premise that Bioware wants there to be only one ending ergo that is the only ending there can be, but there are already existant examples in the gaming market where tragic and happy endings co-exist in the same game and are emotionally affecting.
In fact that's one of the prime draws of Corpse Party (though it's certainly not flawless).
The Razman wrote...everyone knows that you go in there not knowing what's going to happen when you activate it, and that's it not going to be as simple as "activate the Crucible and win".
That is what happens.
You have described in a nutshell the exact series of events which occur when the crucible is activated. The war ends the second the crucible is turned on. How much more explicit a connection between 'turning it on' and 'winning' do you require?
The Razman wrote...That would be trite and uninteresting.
Yes. Yes it is.





Retour en haut




