[@edisnooM: LOL!]
This post is a very late reply to many interesting comments over the last 10 or so pages of the thread. Feel free to ignore at your lesiure. You obviously don't *need* my permission to do so, but you have it 
Regarding Ebert: The linearity / consistency argument is easily disrupted with mention of films like
Groundhog Day,
Memento,
Irreversible, and even a recent TV show
Awake (sadly, cancelled now). All of these are artistic because of what they achieve with non-linear plotlines.
Regarding Todd Howard and games as a vehicle for experiencing pride and triumph: Certainly true, and Bethesda's recent games (both FO and TES) have allowed modders to tell stories and experience quite different themes, expanding the emotional vocabulary available within the game. (Intentially ignoring precisely
which emotions are involved.)
Game design, narrative vs sandbox style: Comparing ME3 and Skyrim, one has a generally good story with strong emotional connection and a terribly flawed ending from which there is no real escape, while the other has vast possibilities that (for me at least) have little in the way of emotion, and the "end of the world" doesn't look much different from the beginning, giving no sense of completion. You don't "beat" Skyrim, you just get bored with it.
The future of gaming would benefit well from a cross-pollination of these two contrasting RPG styles, and taking some clues from the design of the Witcher games, by providing a sandbox world with multiple exclusive paths that connect to intriguing characters al along the way, who all exist and act "radiantly" within the world space to achieve their aims. You can stick with one storyline, or jump between, only to find that critical decision points have passed by. You cannot do it all in one (or even several) playthroughs, but you can witness the results of your decisions persistently. I really hope gaming is able to do this; the strength of ME-styled narrative with the open world sandbox of Skyrim. So far it hasn't happened.
Possibility spaces vs. resource limitations and narrative dissolution via overwhelming options: Honestly, I found even having 3 options at the end of ME3 to be confusing. This is probably because they were so poorly explained, and partially because of the ingrained color=ethics disconnect of TIM as paragon and Anderson as renegade. Even so, would you really want 16 options here? Much better to have discussions with the various characters at the FOB set up the bounds of the player's desired options set, and the dialogue with TIM narrowing the options further until the Catalyst presents a very small set of choices ultimately determined by prior playthrough. Maybe the "bonus options" only exist for people who played particular throughlines of ME1-3. This would allow people with different character sets and themes to experience wildly different finales without (as much of) the attendant confusion of an overwhelming number of options.
Possibility of PTSD as a theme for ME3: Having some experience with PTSD, I'll tell you that the game style would have to be survival-horror, and that it was never beyond ME3's narrative ability to become exactly that, especially within the end-game. It would have been easy to construct a "breaking the player down" campaign reminiscent of Frapmaster5000's table-top theme (Bravo on that, regardless of the outcome). PTSD can materialize as a reality disconnect, and the previously stated idea of waking up with Shepard's hands clasped around their LI's throat isn't out of the question. (A slow de-rezzing of the dream image giving way, until you come to realize the Banshee you were fighting back against is actually Liara, gasping as she tries to peel your hands away...) The conversation with Joker after Thessia shows that the game had the potential to go there and Javik's discussion of battling his own crew could certainly have foreshadowed it. Paranoia and hyper-reactivity go with stress disorders. Is it paranoia, or are some crew indoctrinated? Are all of them? EDI could cancel life-support and flush the oxygen from the Normandy at any time... what is she waiting for? There must be traitors still aboard... valuable traitors... Must be careful, EDI can see everything - has eyes everywhere... act normal... act normal...
A symptom of the onset of this stress would be a merging of the combat and narrative mechanics. Interactions become hollowed-out, friends begin to be treated as targets... perhaps the weapon crosshairs start showing up during narrative scenes. Things are moving in the background, sounds filter away, or Shepard becomes attentive again, realizing half the prior dialogue has been missed. Increase this sense of disconnection... Finally, during a mission, a Husk crouches next to Shepard, Shep reacts, only to find that it is a squadmate. The visuals become murky... everything is a target... or is it? Response speed slows as indecison creeps in.
The ultimate gameplay problem with striking an emotionally-invested avatar like Shepard with PTSD - and doing it well at the late-game - is that there are only two possibile outcomes: You either fail to get into the player's head... or you succeed. Neither are good outcomes.
(Though for an example of doing it reasonably well, see the game adaptation for
The Thing.)
Regarding Shepard and PTSD: For me, it seemed that any such psychological concerns have long since passed by. Shepard didn't get to N7 status without doing a lot of dirty work for the Systems Alliance, and he wasn't considered as a Specter candidate because of a shining record of peaceful protest. The entire story of Mass Effect is about someone doing the dirty - and often covert - jobs and making the hard decisons that others can't or won't.
I also don't think Shepard was ever likely to suffer from PTSD in the manner that we commonly hear about, because it simply doesn't affect some people, and Shepard is surely one of those, both for story and practical considerations.
(And as an aside, regarding people's questions of sociopathic behavior:
http://www.killology.../sheep_dog.htm . Having been long familiar with these concepts and terminology, I never thought it was odd that the hero of this story was named "Shepard".)
COD Hatred, specifically for the "No Russians" level: Two gripes here at the fellow posters...
First, I played that game (MW2) and never blinked on that level. MW1 had demonstrated that the purpose of the first-person perspective was to tell a story from that point of view. For those who are unaware or only partially informed, the story of Modern Warfare's campaigns is always told through multiple first-person points of view. Many of them are unsympathetic individuals, or faceless participants, and they often die. Imagine if every cinematic in Mass Effect were replaced with gameplay similar to the Joker tube-crawling scene from ME2. Only, you then have a level where you are playing as a Collector, grabbing at crew members as they run away, etc. MW doesn't shift to enemy perspective often, and "No Russians" is one of the only times I can think of, but you have to see that their style is to use first-person interactive scenes far more than cinematics. For emotional connections, it really doesn't work well, but then, that isn't their goal. The same theme would fail utterly with ME-styled games, but it is effective for COD to tell the story they wish to tell.
And the "Death From Above" Mission stands as one of the single best missions in any game, ever. I only wish ME could have provided something comparable. It would have totally fit into the Reaper on Rannoch scene, harming the Reaper enough for Shepard to confront it directly.
Second point, I don't get the COD hatred in general. Gameplay-wise, the Priority: Earth missions were quite simiar to poorly done COD. Only the first Priority: Earth mission (I felt) had the needed grit and relentless forward push that the game needed. The attack on the anti-air reaper was IMO exceptional, and the remainder of Priority: Earth missions utterly failed to live up to it's example. It was also a phyical microcosm of the entire narrative of ME up to that point: A gritty uphill climb against massive numbers that emphasized skill and use of cover (picking your battles and being quicker than the enemy) to get to a weapon capable of bringing down the Reaper so that everyone could be saved.
Long story short, any comparison drawn gameplay wise will always favor COD, and not because ME3 couldn't do it; the "Take Out AA Battery" mission proved that the game could establish that kind of gritty, objective-based gameplay. (ME2's Suicide Misson also proved it.) On a case-by-case comparison, COD regularly hits that stride while ME3 falters. It is smart level design and pacing, along with interaction between friendly elements that achieves the effect.
And finally, Romeo and Juliet as comparison case, and tragedy as an impossible objective in gaming: In
Romeo & Juliet, I always either played Tybalt or Mercutio (had to be a sword-fighting scene somewhere and my ugly mug never could have passed for a Romeo). From my perspective, R&J was either a story of familial duty or devotion and friendship. It was never about romantic love, but rather R&J's relationship as the catalyst for these (lesser) character stories to be told. The narrative before my part(s) was a cinematic of what led to my character's parts, and the end showing the ultimate futility of Mercutio's sacrifice and proving Tybalt's underlying presumption that proper devotion was the preferable course.
And so, I think games can and regularly do get tragic, just not from the main character's viewpoint. A throughline of ME3 where Mordin is gunned down by Shepard is definitely tragic for Mordin, having been so near to completing his own heroic arc, only to be betrayed by a deal made by forces unseen, and executed before his moment of catharsis. And the stories of TIM and Saren are most assuredly tragic, even with indocrination aside.
For the record, I am not saying that their arcs
were presented as tragedies, just that the narrative mechanism was available to portray them as such.
If you have read this far, you have unlocked the Achievement "He's Finally Done?!?" and have become a legend. Don't forget to buy DLC.
Modifié par Seijin8, 25 mai 2012 - 07:15 .