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Ventkid, 'Nightmares', and Thessia: A disconnect between player and avatar


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#151
malra

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-edited because I screwed the quotes all up. 

@ all of those who think the game is fine as is....
You know, it is okay with me if the plot holes don't bother you.  We were all just kind of here trying to have a decent discussion, non-ending - non-IT, just discussing the different ways that the story fails on multiple levels for us.  I am so happy it doesn't for you, but for me it does, and for others it does, and it has been almost impossible over the past few weeks to discuss the actual storytelling because everyone has been so focused on their "side" in the ending war.  But hey, I'm glad you apparently liked the game you bought, I'm glad you found it cohesive and logical and in keeping with what went before :innocent:

Modifié par malra, 01 avril 2012 - 06:08 .


#152
VigilancePress

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Evil Minion-

I don't know that I can agree 100%. I agree with you in principle, but in the first game you are given background choices that include an option for a character who is very much 'do the job, doesn't matter who dies to get it done.' While I can see that same character might care enough about a single child to let it bother him (or let the child be a metaphor for the homeworld he wants to save) I still think he'd picture things differently from my Paragon for whom every life lost is a battle lost. I wouldn't mind every Shepard having nightmares about what's happening...

...I just think the game's dream sequences are just not nuanced enough to unify all those different emergent Shepards out there.

Edit- In my analysis, I think showing the dream sequences was a mistake. I think it would have been better to have Shepard awake from the nightmare, and then describe it to someone in his/her own words, creating the impression in our minds based on choices from the dialogue wheel. It would have been more in keeping with the sense of player-determined destiny, and would have created a stronger mental image of the dreams themselves (my opinion).

Of course, if you subscribe to Indoctrination Theory, then the dreams are basically being sent to Shepard from an outside agency. In which case, his/her reaction to them is vitally important to how the ending plays out... and should determine the results of that ending. If you struggle against the dreams and 'win' you could then have an option where the hallucination breaks down and you are able to see your environment as it truly is, instead of the fantasy created in your mind by the Reapers.

Modifié par VigilancePress, 01 avril 2012 - 06:10 .


#153
Sgt Stryker

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The Angry One wrote...

MegumiAzusa wrote...

The Angry One wrote...

MegumiAzusa wrote...

It was still 1! Reaper vs multiple fleets. In ME3 it were multiple Reapers vs more fleets.


More fleets with far superior shielding and thanix cannons which aren't factored in at all for some reason.

Yes, and it is shown that compared to ME1 they relatively quickly take some reapers out. However these are still single Reapers of thousands.


Now imagine what they could do if they actually used proper FTL tactics, thanix cannons and VI assisted focused fire like we're told in the codex instead of firing randomly and charging at the Reapers to presumably ruin their paintwork with their hulls.

Yeah, it would have been a lot better if the cutscene animators were given proper direction, and told to read the Codex before working on the cutscenes.

#154
Mikeuicus

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Sovereign and the Collectors were also 50,000 years removed from contact with the Reapers proper. Presumably (and inferred in the Reaper codex entries) they've had some upgrades since the last cycle, hence they would be more resistant to Thanix cannons (which are a luxury upgrade that not all ships have, and if you read the codex you know they are not an "I WIN" button vs. Reapers). The Reaper's largest advantage with their weapons is stated in the codex to be their range, which no other ship can match.

On the subject of Shepard's status as a player proxy...well, he isn't, is he? There are always default reactions to certain scenarios that the player doesn't have any input in, because otherwise there wouldn't be a game. Take for example when Shepard gets grounded in Mass Effect 1 and collapses at his locker out of despair. I didn't make him do that, he did it on his own.

Also, if you saw a kid get blown up in front of you in real life, I don't think you'd be spouting things like "that kid meant nothing to me", "I didn't even know him, lol". I think Shepard's reaction, whether Renegade or Paragon, is appropriate given that women, men, and children are dying on Earth by the millions per day. The kid is a way for Shepard's subconscious to personalize those losses.

#155
Guest_Luc0s_*

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The Angry One wrote...

And we had control over Shepard's reactions, morality and persona. Do you get it now?


We never had full control over that. Shepard is Shepard. He is a character in his/her own right. We can influence how Shepard deals with situations and sometimes we can even influence his/her opinion on something, most certainly, no doubt. But Shepard as a character is always the same. Just like Geralt of Rivia (The Witcher) is always Geralt of Rivia, no matter how we play, no matter what decisions we make, Geralt is still Geralt, a character from Andrzej Sapkowski, not us the player.

#156
BigZ7337

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noxsachi wrote...
The talk about the ending seems to be dominating the discussion here, and rightly so, for its many flaws, but I would like to give some feedback about what I felt were some of the most jarring sequences in the game, why they fell flat, and possible ways they could have gone better. Now the dreams especially are seminal to the indoctrination theory, but I will be talking about them as presented, ie. that ventkid was just a kid and the nightmares are simply nightmares.
One of the great things about Bioware games is that the protagonist is a blank slate shaped by you as a player, and Commander Shepard is no exception. In the first two games you get to control how Shepard reacts to things, you choose their backstory, you choose everything essential to Shepard as a character. However in ME3 the game breaks this, by dictating how Shepard feels in a manner that is alienating to the player. Both the ventkid and Thessia's loss are shown in game to be devastating to Shepard, while before the player choose how something impacted the character. These losses could of course be devastating, but the presentation robs them of any force they could have had.
The ventkid is especially egregious because of how heavy handed the scene is with the emotional manipulation. The slow motion, the sad music, the fact that it is a little kid, all telegraph that the scene may as well have been a placard that flashes "BE EMOTIONAL". To me this sequence became laughable because of how blatant they were being. How does a character introduced five seconds before, whom you have no connection with, actually serve to disturb either Shepard(who has faced far more disturbing deaths, no matter the background) or the player? If you wanted that scene to actually be emotional, kill Anderson. I would venture that most players like him, Shepard certainly does, and if you killed him it would impact both Shep and the player.
Thessia is more of a case where you lose via cutscene magic, so the loss does not actually feel devastating. In the fight the cutscene only triggers when you reduce Kai Leng to a certain percentage...which in video game terms means you won! How am I supposed to be upset about that? If you want me to lose...actually make me lose. Have Kai Leng show up with four gunships, instantly kill your squadmates, get you in that little melee battle sequence, then they blow up the temple. It is as cutsceney...but something like that would convey the fact that you actually lost.
Lastly the nightmare sequences are both desperate attempts to move you emotionally and horrible gameplay segments. They are a huge pain to get through and they do little to nothing to the player. Shepard having nightmares is a good conceit given what is going on, but the opportunity to do anything interesting with them is lost. If you want to have a nightmare, actually make it disturbing. Referance Shepard's backstory, what you saw in the beacon, or at the Collector base. Or hell, have a new sequence where you think you are awake, only things go horribly wrong and you wake up and it is a nightmare. Have us have to do something disturbing, like see our LI get huskified and we have to kill them. Something like that would impact both Shepard and the player, while running slowly after a stupid annoying kid just wastes your time.
Basically the point of this long discussion is that Shepard has been connected to the player, but in all of these circumstances the game says that something affects Shepard without it impacting the player at all. This is utterly against the point of a blank character like Shepard because you as a player are supposed to react as Shepard would, something the series had accomplished very well til this point.


QfT, everything you say matches up with my thoughts on big parts of the game, but you were able to put it down in a much more eloquent way. Personally, I didn't give a s**t about that kid, in fact my first thought was "Hah, that's what you get from not coming with me you stupid kid." If they wanted to have this kid die in the beginning of the game, but wanted you to actually care about him, they actually had to attempt something here. It could have been interesting if before the trial you met up with the kid and talked to him for awhile. Then when you see him in the vent, he comes with you but still tragically dies (perhaps in one of the current events where the floor comes crashing down, there's a paragon prompt to grab his hand, but he still slips out of your grip and falls to his death). I still wouldn't have cared about him as much as Mordin or Thane (I was a bit of a cry baby during those scenes), but at least Bioware would have attempted to create some real emotion in the player linking to emotion Shepard is supposed to feel. Really the only reason they had to not do something like this, was if the Indoctrination Theory is true and the boy couldn't interact with anyone, therefore he couldn't come with Shepard as Anderson would have said something about him.

With the dreams, as a player I found them to be annoying and stupid, oh you want me to run in slowmotion in a linear line until I trigger something that will allow me to wake up. Yay that sound so fun! (say this sarcastically in your mind when you read it) As a Mass Effect fan I found these scenes goofy, why is he having these recurring dreams? (I also had a wierd moment when in one of the dreams the dissembodied voice of Thane called my male shepard Siha) The dreams would have been much more interesting if they were actually scary or horrible. For example, a scene where you're fighting an unstoppable series of Reaper ground forces. You watch your whole team being killed, and then if you succeed in killing off a certain amount of the enemy, a Reaper comes down and burns you to a crisp with its laser. Again, to me the dreams only work (even though they still suck as gameplay) if the Indoctrination Theory is true.

Modifié par BigZ7337, 01 avril 2012 - 07:03 .


#157
Peete

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I'm wondering, do you people think this is a big deal?

I mean, I found them horrid and I didn't like them, but I could stomach them. They aren't game ruining in the sense that the endings are.

What do you think?

#158
VigilancePress

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Luc0s wrote...

The Angry One wrote...

And we had control over Shepard's reactions, morality and persona. Do you get it now?


We never had full control over that. Shepard is Shepard. He is a character in his/her own right. We can influence how Shepard deals with situations and sometimes we can even influence his/her opinion on something, most certainly, no doubt. But Shepard as a character is always the same. Just like Geralt of Rivia (The Witcher) is always Geralt of Rivia, no matter how we play, no matter what decisions we make, Geralt is still Geralt, a character from Andrzej Sapkowski, not us the player.


Wow. What game were you playing? It doesn't sound at all like Mass Effect 1 and 2 to me.

I was able to determine the fates of species, broker peace between warring races, track down a killer and choose to stop her rather than allow her to take her mother's place on my ship... those choices add up to create a very different Shepard than someone who made different choices along the way.

#159
The Angry One

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Luc0s wrote...

The Angry One wrote...

And we had control over Shepard's reactions, morality and persona. Do you get it now?


We never had full control over that. Shepard is Shepard. He is a character in his/her own right. We can influence how Shepard deals with situations and sometimes we can even influence his/her opinion on something, most certainly, no doubt. But Shepard as a character is always the same. Just like Geralt of Rivia (The Witcher) is always Geralt of Rivia, no matter how we play, no matter what decisions we make, Geralt is still Geralt, a character from Andrzej Sapkowski, not us the player.


Don't even compare Geralt to Shepard.
Geralt is a character with defined origins, personality and gender.
Shepard is not. Shepard is as much ours as theirs. Shepard's general motivations are set in stone, yes. But Shepard's personality is not.

We choose Shepard's personalty, their background, their loves and their outlook.
We choose whether Shepard is an altruist or a xenophobe in ME1, we choose whether Shepard is forced to work with Cerberus for the greater good or believes in their ideal of human supremacy in ME2.
The choices are often minor, yes, but they pain an overall picture of OUR influence upon the character. Shepard is not an entirely blank slate, but is far from being a set character.

Forcing emotions and reactions on our Shepards in ME3 is just plain wrong.

#160
Bob the Elcor

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Luc0s wrote...

The Angry One wrote...

And we had control over Shepard's reactions, morality and persona. Do you get it now?


We never had full control over that. Shepard is Shepard. He is a character in his/her own right. We can influence how Shepard deals with situations and sometimes we can even influence his/her opinion on something, most certainly, no doubt. But Shepard as a character is always the same. Just like Geralt of Rivia (The Witcher) is always Geralt of Rivia, no matter how we play, no matter what decisions we make, Geralt is still Geralt, a character from Andrzej Sapkowski, not us the player.


With sadness, you can't deny that the amount of influence we have is less in ME3 then in 1 or 2.

#161
N7 MACK

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My Shepard watched his entire family get massacred by Batarians on Mindoir as a child. He sacrificed 3/4 of his unit to kill every damn slaver on Torfan, his best friends, because it had to be done. He left Kaidan to die on Virmire. His team suffered multiple casualties in the Collector Base.

Yet, he suffers nightmares because he saw some random child's evac craft get shot down?

#162
noxsachi

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Peete wrote...

I'm wondering, do you people think this is a big deal?

I mean, I found them horrid and I didn't like them, but I could stomach them. They aren't game ruining in the sense that the endings are.

What do you think?

Honestly, before I got to the end the dream sequences were a huge annoyance to me. Thessia as well completely broke the mood because of how Shepard had reacted. Now to be fair, I as a player hate the asari. I was hoping that ME3 had a suicide mission esque vibe so I could sacrifice them and the batarians to save the cool races. So that probably accounts for why I personally hated seeing Shepard get so shook up about them.

They are not series ruining, by any means, but they really show the difference between ME1 & 2 and ME3 in terms of how you control your character. They are not good sequences and could entirely be approved. I am still hopeful that Bioware can salvage the mess they are in right now and continue making games I will enjoy, and as I said in my op, a nightmare sequence has potential, but as they implemented it, it falls flat.

Edit: Yeah as Mack said I am always a colonist and ruthless Shep (Death to guddamn Battarians) so a kid getting lazered is kind of a quick and easy death after everything she has seen.

Modifié par noxsachi, 01 avril 2012 - 06:20 .


#163
VigilancePress

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Peete wrote...

I'm wondering, do you people think this is a big deal?

I mean, I found them horrid and I didn't like them, but I could stomach them. They aren't game ruining in the sense that the endings are.

What do you think?


I think they're a symptom of the overall problems with the game, an example of unfortunate writing choices that lead to an unwelcome non-ending.

As far as dream sequences and slow-mo stuff in games goes, I thought it was clever the first time it happened in a game, but that was so long ago I can't even remember it now. I've gotten tired of it, however. It was positively absurd in Metal Gear Solid 4, where you spend a long, agonizing sequence in the game alternating between crawling and mashing buttons to keep from dying, but at least there your input (or lack thereof) had some consequence. 

The dream sequences just happened. I would *so* rather have those as a cutscene. If my input won't change things, then let me put the controller down and chill. Maybe include some paragon/renegade interrupts for points and to tweak the feel of the dreams? That would've gone a long way towards making them enjoyable.

#164
failedparachute

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The Angry One wrote...
We choose Shepard's personalty, their background, their loves and their outlook.
We choose whether Shepard is an altruist or a xenophobe in ME1, we choose whether Shepard is forced to work with Cerberus for the greater good or believes in their ideal of human supremacy in ME2.
The choices are often minor, yes, but they pain an overall picture of OUR influence upon the character. Shepard is not an entirely blank slate, but is far from being a set character.

Forcing emotions and reactions on our Shepards in ME3 is just plain wrong.


This being the case, I argue that Shepard is more of an Avatar in the first and second games, but becomes a Character in the third. The difference between the two states, of Avatar and Character, is where the emphasis of control is, with an Avatar, the vast majority is in the player's hands, but a Character is something decided by the writers and developers. What this thread is all about is how that shift from Avatar to Character, is dissatisfying to some players (myself included).

#165
sH0tgUn jUliA

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I didn't like the forced emotional content around the kid. The kid is just a random death. Shepard's seen a lot by this time. There's some PTSD racking up. Maybe witnessing Kelly getting blended into goo was a bit much since in ME2 you had to "romance" her so your fish wouldn't keep dying. Then the nightmares about the kid and having to say "I missed Ash, or Kaiden" to Liara or Traynor, or Kaiden, or Ash if you managed to get one of the latter two back in the crew. Honestly in ME1 I used to take Garrus and Liara all the time.

I would think Shepard's nightmares would have been about more significant events than watching a couple of shuttles getting shot out of the sky. That was clearly a ploy to manipulate the player. I suppose the child is supposed to represent hope for the future, and this scene is to dash that hope and prepare the player to be crushed at the end of the game. Slo motion night mares -- I agree, don't make me play them if I have no impact.

Thessia could have been done a lot better. It did have more emotional impact if Liara was you LI. If that was the case then the emotional outburst afterward was more appropriate, hence the thought that Liara was canon LI. Here, Thessia was supposed to be the cultural center and most advanced civilization of the galaxy, but it was relegated to a very minor role. Unwinnable plot boss fights -- if I can't win them don't make me fight them.

The game had a feeling that after Rannoch there was a lot that was planned that got cut to meet the deadline in order to work on the multi-player and get that link with the SP campaign working. From Thessia on it feels rushed and pieced together.

Don't even get me going on the battle for earth or the ending.

Modifié par sH0tgUn jUliA, 01 avril 2012 - 06:30 .


#166
VigilancePress

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failedparachute wrote...

The Angry One wrote...
We choose Shepard's personalty, their background, their loves and their outlook.
We choose whether Shepard is an altruist or a xenophobe in ME1, we choose whether Shepard is forced to work with Cerberus for the greater good or believes in their ideal of human supremacy in ME2.
The choices are often minor, yes, but they pain an overall picture of OUR influence upon the character. Shepard is not an entirely blank slate, but is far from being a set character.

Forcing emotions and reactions on our Shepards in ME3 is just plain wrong.


This being the case, I argue that Shepard is more of an Avatar in the first and second games, but becomes a Character in the third. The difference between the two states, of Avatar and Character, is where the emphasis of control is, with an Avatar, the vast majority is in the player's hands, but a Character is something decided by the writers and developers. What this thread is all about is how that shift from Avatar to Character, is dissatisfying to some players (myself included).


Quoted for Truth. Well said.

#167
nobrat

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Yes my ruthless colonist Shepard that executes Batarians out of hatred is just like super nice max paragon Shepard?

#168
VigilancePress

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sH0tgUn jUliA wrote...

 Maybe witnessing Kelly getting blended into goo was a bit much since in ME2 you had to "romance" her so your fish wouldn't keep dying.


You mean I could've saved Kelly *and* my fish? D'oh!!

All I had to do was be unfaithful to Liara? 

Naw. Not even for a trophy, not worth it.

#169
noxsachi

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VigilancePress wrote...

failedparachute wrote...

The Angry One wrote...
We choose Shepard's personalty, their background, their loves and their outlook.
We choose whether Shepard is an altruist or a xenophobe in ME1, we choose whether Shepard is forced to work with Cerberus for the greater good or believes in their ideal of human supremacy in ME2.
The choices are often minor, yes, but they pain an overall picture of OUR influence upon the character. Shepard is not an entirely blank slate, but is far from being a set character.

Forcing emotions and reactions on our Shepards in ME3 is just plain wrong.


This being the case, I argue that Shepard is more of an Avatar in the first and second games, but becomes a Character in the third. The difference between the two states, of Avatar and Character, is where the emphasis of control is, with an Avatar, the vast majority is in the player's hands, but a Character is something decided by the writers and developers. What this thread is all about is how that shift from Avatar to Character, is dissatisfying to some players (myself included).


Quoted for Truth. Well said.


Pretty much. Much more succinct than I could have put it. Avatars are better than characters in BW type games. Especially when I am making choices. Someone mentioned the Witcher and the fact that Geralt is a character (also that he is male) is a big factor to why I did not get that game. If I am making decisions on the level of a game like ME's I want the main character to be an avatar so I am connected. If I am just playing to see a story play out, then don't let me make these massive decisions.

#170
malra

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Peete wrote...

I'm wondering, do you people think this is a big deal?

I mean, I found them horrid and I didn't like them, but I could stomach them. They aren't game ruining in the sense that the endings are.

What do you think?

for me they are a symptom of the larger issue.  ME1 was a space opera RPG.  Although you begin with a prenamed character you are still the person who decides his beginning which provides his motives and his moral compass.  these don't even necessarily have to match, i.e. a renegade sounding background may not necessarily produce a renegade shepard.  we are given the option of renaming our shepards, to provide us with deeper identification, we are allowed to craft their visage and their specialties.  everything in ME1 from the way we respond to the world around us to the conversations our choice for squadmates helps create certain shepards in each of our heads.  this is true RPG - it is as much character building as rolling a d&d dice.  because even if our shepards share a name, my shepard is my shepard.

this is entirely broken by me3.  it is obvious that the writers were no longer looking to encompass every situational strand simply because of the lack of choices.  instead of looking for ways to bring highly divergent characterizations of shepard into a single end - which is what was so successful about ME1 and ME2 - they pushed everyone into two basic molds Paragon and Renegad.  and you are either sinking into the miasma of deperession or madness (Reaper Madness! lol) and my Shepards were always survivors whether they were big damn war heros or lone survivors. 

#171
Ashilana

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failedparachute wrote...
This being the case, I argue that Shepard is more of an Avatar in the first and second games, but becomes a Character in the third. The difference between the two states, of Avatar and Character, is where the emphasis of control is, with an Avatar, the vast majority is in the player's hands, but a Character is something decided by the writers and developers. What this thread is all about is how that shift from Avatar to Character, is dissatisfying to some players (myself included).


I guess we should have seen it coming.  The creation of an "action mode" seemed ominous... but like many people I was less worried when we heard the details about the other two modes.  I should have stayed pessimistic, the apparently decided player choices were not all that important.

#172
Lilla Snorkan

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edit:link wont work. removing

Modifié par Lilla Snorkan, 01 avril 2012 - 06:32 .


#173
Guest_Luc0s_*

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Bob the Elcor wrote...

Luc0s wrote...

The Angry One wrote...

And we had control over Shepard's reactions, morality and persona. Do you get it now?


We never had full control over that. Shepard is Shepard. He is a character in his/her own right. We can influence how Shepard deals with situations and sometimes we can even influence his/her opinion on something, most certainly, no doubt. But Shepard as a character is always the same. Just like Geralt of Rivia (The Witcher) is always Geralt of Rivia, no matter how we play, no matter what decisions we make, Geralt is still Geralt, a character from Andrzej Sapkowski, not us the player.


With sadness, you can't deny that the amount of influence we have is less in ME3 then in 1 or 2.


Not true. I think it only seems less because ME1 and ME2 had lots of "fake choices".

In ME1 (and ME2) we had lots of dialogue options that didn't matter because they're exactly the same thing.


For example, in ME1:

When Captain Anderson asks Shepard what the beacon showed him, you get a dialogue-choice:

- A warning.
- War.
- Our death.


You can pick whatever you want, be it "warning", "war" or "death", Shepard will always say the exact same thing: "I saw synthetics, geth maybe, slaughtering people, butchering them".


The difference with ME3 is that all those "fake choices" are now gone. They're just auto-dialogue now. So our influence SEEMS less, but it really isn't.

#174
MegumiAzusa

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N7 MACK wrote...

My Shepard watched his entire family get massacred by Batarians on Mindoir as a child. He sacrificed 3/4 of his unit to kill every damn slaver on Torfan, his best friends, because it had to be done. He left Kaidan to die on Virmire. His team suffered multiple casualties in the Collector Base.

Yet, he suffers nightmares because he saw some random child's evac craft get shot down?

I did the same minus the multiple casualties  from the Collectors. In fact I would believe having the casualties would rather increase the possibilty of nightmares. Having the colony background was for me the perfect beginning as Shep seemed to have risen above those circumstances but still might be broken deep inside. I have chosen "ruthless" because it just made sense with the background. For me it was Shep not truly being able to cope with it that made her desperate to sacrifice her unit so less will suffer an equal fate as she had.
And yes there are minor instances in all  three games where you can regret the action on Torfan or being dickish about. But it is still only the outward expression.
Getting more and more friends killed on the way just increases the instability of her feelings.

nobrat wrote...

Yes my ruthless colonist Shepard that executes Batarians out of hatred is just like super nice max paragon Shepard?

With the things I just wrote, yes, my Shep is mostly a pure Paragon shep.

Modifié par MegumiAzusa, 01 avril 2012 - 06:37 .


#175
noxsachi

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Luc0s wrote...

Bob the Elcor wrote...

Luc0s wrote...

The Angry One wrote...

And we had control over Shepard's reactions, morality and persona. Do you get it now?


We never had full control over that. Shepard is Shepard. He is a character in his/her own right. We can influence how Shepard deals with situations and sometimes we can even influence his/her opinion on something, most certainly, no doubt. But Shepard as a character is always the same. Just like Geralt of Rivia (The Witcher) is always Geralt of Rivia, no matter how we play, no matter what decisions we make, Geralt is still Geralt, a character from Andrzej Sapkowski, not us the player.


With sadness, you can't deny that the amount of influence we have is less in ME3 then in 1 or 2.


Not true. I think it only seems less because ME1 and ME2 had lots of "fake choices".

In ME1 (and ME2) we had lots of dialogue options that didn't matter because they're exactly the same thing.


For example, in ME1:

When Captain Anderson asks Shepard what the beacon showed him, you get a dialogue-choice:

- A warning.
- War.
- Our death.


You can pick whatever you want, be it "warning", "war" or "death", Shepard will always say the exact same thing: "I saw synthetics, geth maybe, slaughtering people, butchering them".


The difference with ME3 is that all those "fake choices" are now gone. They're just auto-dialogue now. So our influence SEEMS less, but it really isn't.

Gaming, hell a lot of parts of life, is all about that illusion of choice. To take a non-gaming related example, I am sure you are aware that most crosswalks have a button you can push to make the crosswalk come out. In reality that button does not do a hell of a whole lot. But just by having it people felt better about having to wait.

It is the same way in gaming. For now we are limited by both writers but also by animators and level designers. A game can not diverge too far without either being incredibly short or stupidly expensive. However, just because we know this, does not mean there is a good reason to destroy the illusion of choice. Especially in a series built around that illusion, touting that as one its hightlights, and hell up until this game had delivered admirably on that promise.