Krunjar wrote...
Sorry but you CAN have a happy ending not saying anyone will do it. But yeah you can't just have a button saying "happy ending" you gotta make people work for it. But if they do that then it's fine if you want bittersweet you just don't go to the extra trouble. If you lack the willpower to go bittersweet just because a happy ending "exists" then you just lack willpower.
It's not quite the same thing. Take the decision of whether or not to kill Mordin, to prevent him from curing the genophage. That's a decision that genuinely took thought, having to weigh the different moral consequences of my actions (is this right?) as well as personal considerations (Who would want to kill Mordin?). Those are ultimately the decisions which have the greatest effect for me, even on subsequent playthroughs.
Decisions like the Suicide Mission's demonstrate at the most basic level the flaws of forcing tragedy, or making its implementation too obvious, especially in the case of something like the Biotic Barrier, where the choice of which candidate makes the best biotic is painfully obvious. There, the decision to kill/save a character is based on player/character incompetence. Compare that to killing Wrex on Virmire (for example), which is not competence-based, but more character-oriented.
Some might say "Well, just implement it better", but that's not always so easily done, especially if you don't have faith in Bioware's ability to do it well.
Modifié par Il Divo, 14 mai 2012 - 12:23 .





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