clarkusdarkus wrote...
so basically while answering those questions he knew while he was answering that he was lying as what he says there is completly different from the game i played.
Actually none of the things he say's in that interview are a lie. Personal expectations based on what he said and has said are the biggest issue with the game. to qoute exactly what I mean:
I saved the Rachni in the first game, and there was a little tease about them in Mass Effect 2. How big of a repercussion do choices like that have in this game? Will get to play a mission that someone who killed the Rachni wouldn’t get?
The thing I will say about Mass Effect 3 is that the choices you’ve made previously, and the differences that those choices represent, are much bigger than they’ve been in the past. There are certain missions that are simply not available at all because of something you’ve done in the past. Those are usually on a smaller scale. Is Conrad Verner alive or dead? [The presence of the Rachni] has huge consequences in Mass Effect 3. Even just in the final battle with the Reapers.The difference between ahving the Rachni as a War Asset and not is pretty impacting to the game.
You’ve established that this is the end of Shepard’s story. How difficult is it crafting an ending to a big saga like this?
The trick is, because it’s a BioWare game, there will be more than one ending. Which means there’s more than one ending to Shepard’s story. It’s not a matter of saying, “Here’s an optimal ending.” There’s gonna be different options, different endings.
One of the key things I wanted to do is add a sense of humanity to Shepard. The option is there — if people want it — to let Shepard explore how they feel about all the crap that they’ve been through. How would Shepard — the generic Shepard, right down the middle – respond to being relieved of duty? They’ve been trying to alert the entire galacticcommunity to the fact that there’s Reapers out there. They’ve literally died and been brought back. There’s a sense that Shepard is getting a bit tired of it all. Without it becoming complaining or whining, I wanted to get a sense of that tired soldier who’s been there and done it.I’m hoping that Shepard really comes across as a little bit more three-dimensional than [the character] has in the past. Not just, “Tell me about this. I should go.” I can actually express how I’m feeling about the war back on Earth. Again, there’s the option to engage in that, and an option to say how you feel about it. It’s your Shepard.Alternatively, you can play your Shepard right down the middle. “I’m fine! Stiff upper lip. Rub some dirt on it. One more!”The trick of writing multiple endings isn't that the player sees 30 thousand different ends to the story, but that the story the player or reader is engaged in has the capacity to show 30 thousand possibilities. Control, Destroy and Synthesis all achieve that goal. In ME there are several prevelent plots and story archs that are occuring. It's up to the player to play the one that they want in the end but that doesn't mean that at the end of it the player has to see to use posts from this forum: A Happy ending where Shepard Li and crew all survive and yo use the Galaxy begin to rebuild itself or an ending that has the Reapers win regardless. The basis of an ending doesn't have to be justified enough to warant an explaination of why things are occuring.
So with the way ME ends you get your three options. You have your Final cutscene that is static. But the part of the story that you engage in, the part of the story that matters to Shepard from a players decision is dynamic. It presents to you possibilities.
Modifié par Opsrbest, 25 mars 2012 - 07:05 .