FAButzke wrote...
GuyIncognito wrote...
As for your position on the narrative, it is never going to be your story no matter what game you play.We can make decisions in WoW/FF and ToR but it is blizzard,square and bioware who created those universes and everything in it.They write every line of dialogue and every decision you make.You can't just step into somebody elses realm and proclaim yourself god.If you want that much freedom then create your own universe and games.
As for a story point, we didn't find that out about Justice/Vengeance until after DA:A. It was left completely ambiguous, but It was up to the player to accomplish tasks which would effect the outcome they wanted. But the player could affect this more or less.
I think you're interpreting my position a bit too extreme. I'm not ranting here and I'm not arguing for complete control over the story (If I wanted that I'd just take up Dungeon Master duties again and write up a D&D campaign and have my players interact in that world for that).
What I'm trying to infer are that there are implications of the Post Credit Sequence, how this is similar to DA2's narrative execution, and subsequently why both of those things caused pissed off players:
- Players in Fallout 1 played it through to resolution and a feeling of uniqueness of His / Her Wanderer. You made those choices which resulted in the ending slides.
- Players in Fallout 2 played it through to resolution and a feeling of uniqueness of His / Her Chosen One. You made those choices which resulted in the ending slides.
- Players in Arcanum: Of Steamworks and Magicka Obscura played it through to resolution and a feeling of uniqueness for their Hero. You made those choices which resulted in the ending slides.
- Players in ME1 played it through to resolution and had a feeling of uniqueness of His / Her Shepard. You made those choices which resulted in the ending sequence.
- Players in ME2 played it through to resolution and had a feeling of uniqueness of His / Her Shepard. You made those choices which resulted in the ending sequence.
- Players of DA:O/DA:A played it through to resolution and had a feeling of uniqueness of His / Her Warden. You made those choices which resulted in the ending sequence and shaped the world for DA2.
- Players of DA2 played it through to resolution but the ending was already known, a Mage / Templar War. You make choices and are never given the choice to stop Anders from blowing up The Chantry (essentially this would have been the same as a Full Paragon Ending in ME terms) because this was already an established story which ties in to the launch point of DA3. If they had left the option open for something like that, BW couldn't start DA3 from the point where they wanted to start at.
= The post credit sequence of ME3 implies that you aren't controlling Shepard throughout the whole trilogy. This form of narrative which implies that the whole trilogy was just an extended conversation between the Stargazer and kid 10,000 years in the distant future has ticked folks off. Players are in the same situation as DA2, except in this case the player only knows vague aspects of the ending... Shepard somehow resolved the Reaper problem, but there is no protagonist resolution.
I agree with everything except when the "Mass Effect rant" starts:
Mass Effect creates an illusion of choice but, believe me, you have NO CHOICE in what ending you get. Not even in ME1.
Let's recap:
ME1: Save or Kill the council? = Pointless
ME1: Udina or Anderson? = Pointless
All of that leads to:
ME1: One Ending
ME2: Save or Destroy the Base? = Pointess (We do get two different color endings though (Just like ME3))
ME2: Crew is alive or dead? = Pointless (everyone that's killed is replaced by a "copy" in ME3)
All of that leads to:
ME2: Two Endings (2 different colors which counts as one and 1 where your character dies (if you screw things up))
ME3: No need for clarifications here... 3 different colors endings (which count as one) and one "secret".
So... "linearity" is not a thing exclusive to ME3.
You guys have been "lied to" since day one, back in 2007. Stop raging about a fricking game already.
Oh... And those who couldn't cope with reality, came up with the lame "Indocrination Theory". Wake up people. You are the indocrinated ones. Reality is right here. =P
Honestly do you know you don´t have choice in your life ?
Do you know you don´t have a choice even if you don´t use the faciility you still have to pay tax
Do you know you don´t have a choice when you retire ?
Do you know you have to work as a slave to society for a long long time .. before you can have FUN !
Sorry life is so linear unless you are a multimillionair , just people like to create that there life is meaningfull .
Voila come to the game world , life is a game .I make choices in the game to have fun .
And all the previous products , my choices matters cause it was imported into the next game .
If i choose to end the game the game ended , if i choose to be a spectre I was a spectre .
I didn´t mind there canon version wasn´t mine version .
But wait the ending there canon I accept , but I do not accept in a game of choices with so much love and care and attention , were you end up with linear ending to a epic serie !
So basically you are saying to people who want to have FUN and seek ESCAPISME , sorry this is it .
And then they don´t understand the outrage ?
Honestly BIOWARE , maybe the marketing and hype and crap has gone to your head .
That you forget FUN is the reason we play games , escapisme is what people seek .
We don´t mind to part with $$$ a lot of $$$ if it is a product we can escape in .
But saying lol previous games are also linear , is a freaking lie .
Now sorry in this game there are choices to be made