Upsettingshorts wrote...
The unsustainable combination of branching endgame-defining choice and supporting savegame-based continuity.
We've seen the results in many complaints about BioWare games only offering the "illusion of choice," or retconning, or acknowledging decisions in letters, emails, and brief cameos. It's because having a big choice that result in big consequences then supporting all possibile outcomes seems impossible, short of having unlimited zots.
I think they've mismanaged expectations with regards to what they're capable of delivering on this front, which has been exacerbated by fans having determining what they're getting isn't good enough, and so now there's this negative feedback loop.
Something in this dynamic has to change or - in my opinion - it's just going to create more disappointed fans and more frustrated writers.
And its largely only considered "unsustainable" due to the seeming requirement for more cosmetic and expensive add ons to the presentation of the games, like voice acted everything, "AAA" graphics and all that. They need a cheaper and more efficient way to make more content if they're going to make good on creating genuine consequences to player choice.
BioWare has put themselves in the situation they're in now where they keep claiming they're all about choice and consequences and branching narrative and yet they've never truly delivered on that and given how expensive modern games are, it doesn't seem like they'll be doing that anytime soon.
Its not impossible to have genuine branching choices/consequences in games, as The Witcher 2 or Alpha Protocol have done, but those games deal with choice and meaningful consequences within the scope of a single game. BioWare often times hasn't even done that- they just lump any big decisions at the end of the game and leave consequences to cliffhanger endings or epilogue slides. Which makes the cliffhangers inherently unsatisfying knowing they'll likely be handwaved away in the following game.
I think the only way we'll see something like the import feature amount to anything of significance would be if BioWare started making RPGs that relied less on the cinematic visual presentation and more on the actual writing, quest design and narrative with less expensive graphics and presentation. Not unlike what Brian Fargo and Wasteland 2 are claiming they'll do. Or any of the other Infinity engine games- you'd have a much less expensive game to make visually and could quickly iterate and create divergent, new content to react to the player and the player's choices.
It just seems that right now BioWare is prioritizing the expensive presentation of their games over creating unique content that reacts to the player's choices. Thats fine if thats the direction they want to go, but then they should stop pretending they're creating player driven narratives that have meaningful consequences to player choice.
Modifié par Brockololly, 31 mars 2012 - 04:56 .





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