I have a lot to say to this, but essentially: I don't think it has to be as either/or as you're making it sound.Il Divo wrote...
AlanC9 wrote...
But Nightwriter's missed the point. Grimdark doesn't work if the player has to affirmatively has to choose that fate. That's just Shepard being a fool. People who think everyone can get what they want are deluding themselves.
Without a doubt, it's a crossroads kind of issue. And everyone getting what they want on this does strike me as difficult, if not impossible. It's the differentation between playing an incompetent Shepard and an exceptional Shepard. It's why I like to bring up the Virmire Survivor situation so often. If Bioware had included an option for the player to somehow save both characters, you didn't really make a hard decision- you played badly. Sequences like the ME3 genophage arc and DA:O's handling of the Ultimate sacrifice (with minor reservations) I think demonstrate better how to handle the decision-making process. Quid pro quo - the Warden lives, you had to give up something in return.
Grim dark/bittersweet endings are themselves artificial if the player is required to choose them. As Shepard, the goal is to succeed with as few casualties as possible, something which applies across any version of the character. Choosing to give yourself more casualties is itself forcing the ending. That's why Jade Empire's "neutral" ending, where you let Master Li murder you, and ME2's "Shepard dies" ending are throw aways, in my opinion.
Edit: And to be clear, I'm not suggesting that people shouldn't be allowed to ask for a happy ending, that's their perogative and I myself do enjoy bittersweet endings. I'm just making clear that to implement a happy ending is itself to negate the concept of hard decisions in an RPG.
Hard choices and hopeful endings are not mutually exclusive; I cannot stress that enough. Hell, the entirety of ME3 prior to the ending was a superb example of how triumph and loss can be balanced and blended perfectly. Perhaps the problem here is the word "happy." When I use it, I don't mean "nobody dies and everyone lives happily ever after and there is a big party." I mean, "Losses are sustained, but there is indication that the hero goes on, and the galaxy can recover."
Good ending options present the player with choices concerning how much they are willing to sacrifice to achieve happier endings vs. how much they are not willing to sacrifice, resulting in sadder endings. This means that grimdark fans choose the more bittersweet options, not because they are retards deliberately picking the worse outcome, but because their values and the actions they are willing to take are different. And you can roleplay this easily. "My Warden is not willing to turn a baby into a demon god; therefore, he will sacrifice himself." And so on.
And I for one think that the amount of forced tragedy (the fall of Thessia, Thane's death, Joker losing his family, Anderson's death, etc.) was more than enough for the game to pass its "presents war believably" check.





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