The Razman wrote...
And we remember emotional kicks in the gut. For a very, very long time. I don't think I'll ever forget a screen fading to black with that strong girl I've spent three whole games with sobbing hysterically over her father's dead body saying "Please don't leave me".
But you can't have that long-lasting kick in the gut following you around in your memory if you can flip a switch and play the happy ending instead, where Tali's alive and everything's good. That will take precedent in your mind when you think back on the experience. You'll choose to believe the good ending, whether you consciously think about it or not. Because our minds always want to run away from the bad emotions which make tragedy so heart-breaking.
If it's going to stay with you ... it has to be unavoidable.
No, it doesn't. If it's done well, it doesn't matter if it's avoidable or not.
This is not a linear shooter-with-dialogue. This is an rpg where the player gets to shape the story through Shepard's actions. That means that a player has a vested interest in how the story turns out. Each Shepard is our own personal Shepard. We had a say in how the game proceeds, why should we not have a hand in how it ends? Many choices, many outcomes lead to much
replayabilityMany people play many different Shepards, space paladins, renedouches paragrades, failSheps. People surgically take out certain party members in the Suicide Mission to see what happens. They romance different characters, do missions in different order, take different characters on them for missions in different playthroughs. If people want to play a tragic Shep who commits Suicide-by-Crucible in one playthrough, great! But if they want to "run away from the bad emotions" on a different playthough and get a Shepard that lives, that should be an option too. Perhaps it's a harder to get ending, it may require more sacrifice elsewhere, but it should be available. Because this is our Shepard and there is no canon.
Modifié par iakus, 31 mars 2012 - 03:12 .