Go away Mac.AtlasMickey wrote...
I think you mean BioWare's fans.Ozzyfan223 wrote...
Bioware lacks humility,
As a game company, Bioware seems to be confusing pride with arrogance.
Modifié par Comsky159, 09 avril 2012 - 04:09 .
Go away Mac.AtlasMickey wrote...
I think you mean BioWare's fans.Ozzyfan223 wrote...
Bioware lacks humility,
Modifié par Comsky159, 09 avril 2012 - 04:09 .
MyChemicalBromance wrote...
The main problem is a lack of communication and clarity in the ending. If they had made it clearer on day 1 that the relays didn't vaporize everyone, the ending would not have seemed so bleak.
Modifié par Taleroth, 09 avril 2012 - 04:09 .
Allan Schumacher wrote...
Dartbeast54q wrote...
I can agree. I remember when I was given a choice between the Geth/Quarians I paused the game, stood up and paced for about 5 minutes deciding what to do, I then decided I had to go with the Quarians (mostly cause Tali was my LI)
I was very happy to see in the next line of dialog I had the choice to broker peace. I loved how choices we made, sometimes even small ones since I'm a stickler for doing every mission/side mission etc from 1 and 2 made large impacts on how things turned out while playing 3. Situations with many variables and have many different outcomes are great, having a certain level of unpredictabilty and such.
I ended up watching the alternative outcomes on youtube, and one of my favourite things was watching the guy's dialogue wheel spin around maniacally. He was clearly having a hard time picking which choice haha.
IMO the most powerful outcome is the destruction of the Quarians. I actually find it very difficult to watch. All the dust and sand in my room suddenly manifests itself in my eyes! It's very annoying!
Dean_the_Young wrote...
There's definitely something to be said about mixing up your plays. If someone expects something, the attempt is less likely to work: that's why you need to randomize and induce uncertainty, so that they can't be sure and thus can be taken off guard.
It works in sports, really, but scenario design as well. Frankly it was one of the bad aspects of ME1 and 2 that got turned around in ME3, which broke the 'Paragon is greater or equal to Renegade' balance issue.
Bantz wrote...
dude with all respect, if thane died you fked up go back and do it over again! Thane is a badass and must be around to live out his badassary in ME3.
I get the point that a "suicide mission" isn't as dramatic if you can all live. But I thought it was a tribute to how badass shepherd was and it added to his lore. Here's a guy that's built a career on doing them impossible. But I do see your point.
now go fix the suicide mission thing, thane must live. If you gotta lose someone kill jacob he's kind of a douche anyway.
Sisterofshane wrote...
Dean_the_Young wrote...
There's definitely something to be said about mixing up your plays. If someone expects something, the attempt is less likely to work: that's why you need to randomize and induce uncertainty, so that they can't be sure and thus can be taken off guard.
It works in sports, really, but scenario design as well. Frankly it was one of the bad aspects of ME1 and 2 that got turned around in ME3, which broke the 'Paragon is greater or equal to Renegade' balance issue.
I get the idea behind this - but one thing I would like to point out is that, in ME2, while the collectors seem strong and mysterious, I never got the idea that they were "unbeatable". A little time and research (which apperently had never been done before), and then a little preparation, and they suddenly have less of an advantage. Throw in a wee bit of good luck (not too much, but some), and it's reasonable to assume that we can come out of it alive.
In ME3, we are talking about this scenario, only on a galactic scale, against an enemy that we can't even LEARN anything meaningful about (Indoctrination). Combine that with the fact that they overpower us in such a ridiculous manner that even WITH their tech (thannix Cannons), they can still pretty much blow us out of the water. It would have felt terribly contrived if we were able to come out of this with absolutely no sacrifice.
Modifié par VibrantYacht, 09 avril 2012 - 04:12 .
GuardianAngel470 wrote...
I see both sides of this analogy. On the one hand it is semi-applicable to Bioware. On the other hand it is semi-applicable to fans.
All I know is that it wasn't the ending that bothered me the most about this situation. It was the response from Bioware and the media. Bioware wouldn't own their mistake and the media helped them make excuses while demonizing anyone who disliked the ending.
For me I was numb because of the ending, then I saw the developer promises again and felt lied to, then the media called me an entitled, selfish, greedy whiner and I a got indignant, then Bioware refused to admit they made a mistake by falling back on crappy PR tactics/statements and ignoring the problem and I got angry.
Allan Schumacher wrote...
Freedom1 wrote...
nhsknudsen wrote...
The ending wouldn't have been so bad if... (yes it would still suck with a god kid, but expectations).
It was literally impossible to save everyone in the suicide mission, make both Miranda and Jack stand down happily. Make Legion and Tali stand down happily. Get both Krogan AND Salarian support and making peace between Geth and Quarians.
Now if we had forced choices of death like the VS and we had to make those choices throughout the series with forced loss people wouldn't expect the happy ending, at least not the happy ending where everyone is saved (that we care about; read; crew and Shepard)
Actually in the suicide mission, everyone survived and i didn't have the loyalty of miranda. granted maybe that was because i had her in my party fighting the human reaper but who knows. Point is, everyone survived.
i think the poster's point was that the ability to have pretty much unmitigated success in ME2 helped lead to people's expectations of being able to do so in ME3.
I actually was disappointed myself when I learned that ME2's suicide mission could be completed flawlessly (for me Thane died...), as I was expecting it to require a sacrifice, similar to ME1. Though while I think it makes for a less interesting story personally, I do think that that sequence is a well done demonstration of how to make interesting reactivity in a game.
EDIT: I should have kept reading thread as this was already clarified :S
Modifié par shadowreflexion, 09 avril 2012 - 04:24 .
Bantz wrote...
Allan Schumacher wrote...
Dartbeast54q wrote...
I can agree. I remember when I was given a choice between the Geth/Quarians I paused the game, stood up and paced for about 5 minutes deciding what to do, I then decided I had to go with the Quarians (mostly cause Tali was my LI)
I was very happy to see in the next line of dialog I had the choice to broker peace. I loved how choices we made, sometimes even small ones since I'm a stickler for doing every mission/side mission etc from 1 and 2 made large impacts on how things turned out while playing 3. Situations with many variables and have many different outcomes are great, having a certain level of unpredictabilty and such.
I ended up watching the alternative outcomes on youtube, and one of my favourite things was watching the guy's dialogue wheel spin around maniacally. He was clearly having a hard time picking which choice haha.
IMO the most powerful outcome is the destruction of the Quarians. I actually find it very difficult to watch. All the dust and sand in my room suddenly manifests itself in my eyes! It's very annoying!
the destruction of the quarians was powerful but for me having legion lash out to try and save his people only to get stabbed in the back (twice once literally once figuratively) by his friends and then turn to Tali and ask if he has a soul before he dies, was pretty damn powerful stuff.
Modifié par Humanoid_Typhoon, 09 avril 2012 - 04:14 .
Bantz...
the destruction of the quarians was powerful but for me having legion lash out to try and save his people only to get stabbed in the back (twice once literally once figuratively) by his friends and then turn to Tali and ask if he has a soul before he dies, was pretty damn powerful stuff.
We learned many meaningful things about them. We dissected their armor, their weaponry, we have friends who have touched their minds, and we know how they reproduce. We knew what they were even before Starkid started spouting his nonsense. That's by the end of ME2.Sisterofshane wrote...
an enemy that we can't even LEARN anything meaningful about (Indoctrination).
Modifié par Taleroth, 09 avril 2012 - 04:16 .
Allan Schumacher wrote...
Dartbeast54q wrote...
umm...apparently all that lag I got made me quote w/o words? Anyway, I had said that I liked how the suicide mission was played out where you could get everyone through it. However I would not have minded if you were required to leave someone behind like Virmire in ME1.
I think, like a lot of ideas, it's something that works really well when not overused. As a gamer, I think I'd be disappointed if every BioWare game had it so that you could get through every big plot point with some sort of ideal solution. It'd also be bad if you never had that hope that you might be able to pull through.
So I think I appreciated that everyone could survive more than I would have, because I was expecting NOT to.
I good example for myself through ME3 was Tuchanka and Rannoch. With Tuchanka, I had no choice but to let Mordin, probably my favourite NPC from ME2, sacrifice himself to cure the genophage. It was a great scene and gave me that lump in my throat. Fast forward to Rannoch, and I when I was presented with only the two options initially, I was very "NO! BOTH THOSE CHOICES SUCK!!! :crying:" Buuuut, as it turns out it WAS possible to get an ideal solution and make peace, which pretty much had me high fiving myself for how awesome I was. If I went into that sequence thinking "Eh, there's undoubtedly going to some way to make peace" instead of "I really really hope there's some way to make peace!!!!" I don't think the scene would have been as awesome.
I also think that that scene is a great example of reactivity. Reading up about the various things that need to be accomplished, going back to ME2, in order for it all to work out is pretty damn awesome. Rannoch is easily my favourite part ot the entire trilogy. It probably seemed more awesome because I figured nothing would top Tuchanka earlier!
Allan Schumacher wrote...
I think, like a lot of ideas, it's something that works really well when not overused. As a gamer, I think I'd be disappointed if every BioWare game had it so that you could get through every big plot point with some sort of ideal solution. It'd also be bad if you never had that hope that you might be able to pull through.
So I think I appreciated that everyone could survive more than I would have, because I was expecting NOT to.
I good example for myself through ME3 was Tuchanka and Rannoch. With Tuchanka, I had no choice but to let Mordin, probably my favourite NPC from ME2, sacrifice himself to cure the genophage. It was a great scene and gave me that lump in my throat. Fast forward to Rannoch, and I when I was presented with only the two options initially, I was very "NO! BOTH THOSE CHOICES SUCK!!! :crying:" Buuuut, as it turns out it WAS possible to get an ideal solution and make peace, which pretty much had me high fiving myself for how awesome I was. If I went into that sequence thinking "Eh, there's undoubtedly going to some way to make peace" instead of "I really really hope there's some way to make peace!!!!" I don't think the scene would have been as awesome.
I also think that that scene is a great example of reactivity. Reading up about the various things that need to be accomplished, going back to ME2, in order for it all to work out is pretty damn awesome. Rannoch is easily my favourite part ot the entire trilogy. It probably seemed more awesome because I figured nothing would top Tuchanka earlier!
Modifié par TGOW, 09 avril 2012 - 04:20 .
Is there a side where the fans whining don't look like spoiled brats? Other than their own little echo chamber threads of course.VibrantYacht wrote...
You sure "we" aren't being the spoiled brats? That's how it looks on the other side.
Guest_forsaken gamer_*
I haven't done a renegade play through in ME3 yet, but going by the series up to this point, it sure has seemed to me that there isn't much downside to being paragon. If there is no downside because nearly all of your choices are rewarded with everything falling into place with no negative consequences, then why have a paragon/renegade at all, unless your intent is for renegade decisions to only be made sparingly, and not to be made a living off of?Dean_the_Young wrote...
Frankly it was one of the bad aspects of ME1 and 2 that got turned around in ME3, which broke the 'Paragon is greater or equal to Renegade' balance issue.
Modifié par forsaken gamer, 09 avril 2012 - 04:27 .
A small 'price' to pay to avoid having to watch Quarians or Geth die. Both scenes are just tragic to watch, even for me, Renegon player. So I'm good with peace optionAllan Schumacher wrote...
From a character perspective this is stuff I don't quite get from the peace ending.
Modifié par IsaacShep, 09 avril 2012 - 04:23 .
garf wrote...
which touches on fan issues and the disconnect we don't understand from bioware.
how could the team that performed that bravura set of emotional gymnastics that are Tuchanka, and Rannoch. Bellly flop the landing? ... And NOT KNOW they blew it?
Taleroth wrote...
The thing about saving everyone is that, in light of Mass Effect 1, Mass Effect 2 and Rannoch seem like growth.
Shepard accepts Virmire. Shepard does not need to accept it again. He plans better. He makes better choices. And he works out how to do thing better.
But more than that, outside of Virmire, none of those possible losses are really his choice. Just because he may or may not do a loyalty mission or upgrade doesn't mean he knew Jack would die. Just because he tells Legion to upload the code doesn't mean he didn't give the Quarians their way out. He still has the opportunity to try.
I don't like that the ending of Mass Effect 3 doesn't even allow you to try. I can accept the death of people on the Suicide Mission because the Collectors kill them. I can accept the death of the Quarians because they destroy themselves. I can't accept the destruction of the relays because Shepard is the one forced to do it. It is no consequence of ill-preperation. It is not the Reapers final act of vengeance upon those who destroy them. It is Shepard doing it because he's not allowed to say no.
Didn't one of the Doctors speak of "possibility space?" The ability to try is my possibility space.
Modifié par garf, 09 avril 2012 - 04:32 .
TGOW wrote...
Allan Schumacher wrote...
I think, like a lot of ideas, it's something that works really well when not overused. As a gamer, I think I'd be disappointed if every BioWare game had it so that you could get through every big plot point with some sort of ideal solution. It'd also be bad if you never had that hope that you might be able to pull through.
So I think I appreciated that everyone could survive more than I would have, because I was expecting NOT to.
I good example for myself through ME3 was Tuchanka and Rannoch. With Tuchanka, I had no choice but to let Mordin, probably my favourite NPC from ME2, sacrifice himself to cure the genophage. It was a great scene and gave me that lump in my throat. Fast forward to Rannoch, and I when I was presented with only the two options initially, I was very "NO! BOTH THOSE CHOICES SUCK!!! :crying:" Buuuut, as it turns out it WAS possible to get an ideal solution and make peace, which pretty much had me high fiving myself for how awesome I was. If I went into that sequence thinking "Eh, there's undoubtedly going to some way to make peace" instead of "I really really hope there's some way to make peace!!!!" I don't think the scene would have been as awesome.
I also think that that scene is a great example of reactivity. Reading up about the various things that need to be accomplished, going back to ME2, in order for it all to work out is pretty damn awesome. Rannoch is easily my favourite part ot the entire trilogy. It probably seemed more awesome because I figured nothing would top Tuchanka earlier!
Allan are you the only BW employee to give a s*** about the opinions of the fans? or at least encourge discussion with us? I have been watching the forums like a hawk for weeks now and you are pretty much the only BW employee that gives enough of a damn to actually come and discuss things like this with us. Atleast when we have issues that are not resolved in under 140 characters. All we have ever had from the BW ME3 team was them riding down from their ivory tower to deliver the kings latest proclamation before riding back up into the cloud wrapped reaches of their artistic integrity after promising they were "listening to our feedback".
It is really galling to be told this time and time again before they completely ignore what has been said, fart in our general direction, and then tell us we should be eternally grateful for their free DLC to fix a problem that should never have existed in the first place. It is worse when it is compounded by people like Colin Moriarty (http://www.youtube.com/watch?v=DqgRP5_YKu0 by the way excellent parody here www.youtube.com/watch) who insult, degrade and outright patronise the efforts to draw attention to dislike for the ending. However as soon as someone dare adopt the same purile position as he against the endings decision we are all tarred with the same brush as "entitled" or "brats".
Anyway the real point of this post was to actually say thank you, thank you for not simply turning up your nose at us and walking away, thank you for taking the obvious time and effort to reply, engage in discussion and discourse with the rest of us chumps. But most of all thank you for just looking like you care about us.