[quote]ashdrake1 wrote...
[quote]MetalCargo999 wrote...
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I disagree with the homogenized story. This form of story telling lends itself to presenting several options the story can go. Look at Mass Effect 2, for example. You can actually die, as Shepard, in the end game. I actually found this ending to be very powerful, and twhen Shepard's role in the conversation was filled by Joker? Fantastic! Risk isn't the problem. Getting it right is the problem. Do you think Bioware would be making changes or additions if people weren't poking holes through the endings like swiss cheese? Probably not, because while people may personally dislike the ending, they can't really argue against its validity as an ending.
As for the DLC thing, I totally agree, and it scares me. But I'm likely not going to play a lot of video games after ME3 because of how terrible it has made me feel about the gaming industry as a whole. - metalcargo999[/quote]
I personally don't think that is a great example of risky story telling. Regardless if you have a game where shepard dies his story still continues in the next one. There was going to be a sequel and shepard was the star. If they had hired t2o more voice actors and had a fill in for shepard, it would have meant something in the long run. By having mass effect 3 with shepard as the lead it was made canon.
The only thing about the end of 2 that had weight was the fact members of your crew could die, because that carried over.
I very much think they would make changes and additions if you were not able to poke holes in the story. Again that is not the sole drive behind this movement. Many people of the movement want to be able able to put a bullet in the catalyst while shouting "reap this!", then go home and bang the cheerleader. Enough people that EA would be able to make a fast buck. I still stand behind Casey being resentful in his response to the fan outcry. I think he honestly is willing to stand by the ending, it's not biowares call though.
EA will make money off this and Bioware will take less chances. This will affect our wallets and biowares stories.
- ashdrake1
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You're sort of making my point in a weird way, though. You're saying that risk, with respect to the Mass Effect 3 story, involves taking away player choice and forcing authorial intent. This, I would argue, flies in the face of the very nature of this form of story telling. I said earlier how hijacking your art to make a point instead of using it is not good work. I think this applies here.
While I understand where you're coming from, I can't accept such a constrained ending as being good seeing how one of the developers even said that there is no canon for Shepard. Each of us makes our own canon. There hasn't been any good justification for sacrificing the nature of this form of storytelling beyond, "because it's the ending. Obviously." This really doesn't work for me. Ultimately, in a strange way, I'm asking Bioware to not sacrifice its art for the sake of polarity, and to do what it always has done, only in increasing measure.
But honestly at this point, just give me closure and fill whatever plot holes appear to exist, and I'm happy. To watch them on Youtube and see if they're any good. Then buy them if they're worth it.[/quote]
-MetalCargo999
Not really. This form of interactive story telling has been this way since game one. It has been as such for the entire series. It is interactive only to a point. All of the endings have been the same with a hard choice to make at the end. We get to modify the story a bit as it goes, but the end results have always been the same. Sovereign is always destroyed, the collectors are always defeated and the reapers are no longer eating the galaxy. There not being a cannon for shepard is just not true, points a, b and c are reached regardless. It's just the bit's in the middle we get fiddle with.
Bioware lets us tweak the story as we go, but the ending is always set in stone. You can put a bit of personal spin on it, but the results are ultimately the same. We can choose to save the council, blow up the base or choose red, green or blue. As far as the over arching story it has little to no effect. No one listens if you kill or save the council. Nothing great comes from blowing up or saving the base. Red, green and blue probably has the biggest effect on the story because we have to speculate on it, instead of finding out it did not matter.
Hell my biggest problem with the game isn't the ending, it's choices I made that are flat out irrelevant. I felt more betrayed by Udina being on the council and another rachni appearing. Both should have had better repercussions. But at this point we are back to personal views on what makes a good story and how we think it should have gone. I would have liked a better telling of those two parts of the story and I still want to know wtf Jorker is doing.
I just think the cost is to high.
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But again, look at the vast improvement made to player choice with relation to the overarching story from ME1 to ME2! Why are we taking one step forward, then two steps back? Plus, I think it was Casey Hudson himself who said that because this is the end of the series, the developers aren't limited like they were in ME1 and ME2. Mike Gamble said something like, "how can we give everyone the same ending when they've been playing their Shepard?" (paraphrased, obviously). Why does taking a risk in ME3 involve going back on those initial comments and even the initial form of story telling? Why are we not improveing, but instead regressing? Our demands (maybe not the right word considering the topic of this thread) are for Bioware NOT to stay in a rut and to get better specifically when it comes to "choose your own story" stories. And the cost when it comes to art I think is an exaggeration. The cost, when it comes to DLC and how it will change the gaming industry is valid. But just like players revolted against this, they can, as consumers, revolt against crooked DLC business practices. The only reason that sales model will succeed is if people give in and buy it.