Apologies to Delta Vee and Hawk227 for dropping out mid discussion last night, bit of bad form but unavoidable. I am about to further show bad form with a wall of text to be feared.
DeltaVee raised an interesting point about the Rachni that had me musing away the late hours though, so I hope folks don't me going back to it a bit.
“Compare with the rachni decision in ME1, where we have next to no real information aside from biased history and what the queen promises.
I'd be perfectly fine with the decision to save the rachni blowing up in the player's face, given how little rational reason we have to let her live aside from a conviction that she can be redeemed, based solely on a handful of minutes with her. It's rash. Rash decisions carry greater risk. And to remove risk is to make the universe too deterministic for my taste.”
This is a good point, and it should all be bolded. Such a decision would be risky at best, and if real lives were potentially at risk we might decide to remove her. Similarly, there must be risk for the choice to have meaning.
I suspect that if it were realistic, we might find another way, such as using our spectre status or clout with Parasini to have the creature taken somewhere else or otherwise quarantined. However, a game has to present simpler dichotomies, so I’ve been working through the idea of choice and consequence based on killing or letting the Rachni queen go.
One problem is that if we foreshadow that letting the queen go will be beneficial, we reduce the risk involved in the decision, for instance by finding other codex based information that shows the Rachni were not all bad. This creates a problem as it makes the decision to let her go a “right” one, and the only reason to choose renegade is if you don’t like bugs or just enjoy watching her fry. In effect, any direct evidence of the risks involved makes the decision less risky, as a result can be predicted.
What is needed is the real possibility of a risk being taken, at least for first time run throughs, which means tying the decision to either a precondition, or result, that are not immediately obvious but that a player can say “aha”, to in retrospect. If I had to choose an example, that means not having the Rachni go on a rampage as this is an obvious bad consequence.
Instead, what about tying the Rachni with Krogan relations, so that releasing her has an effect on the Krogan situation? Release her and Krogan relations become strained as they take umbrage at it, or kill her and gain some Krogan allies who appreciate the ruthless affirmation of their sacrifices. Allow a player an unforeseen consequence that further develops the kind of story they wish to engage in, and which on future playthroughs they still have to weigh up.
The key is that having the decision blow up in the character’s face simply creates a new “right” decision, but having it create a set of alternatives that ultimately support a players worldview is good, especially if the consequences of letting her go or die were initially unforeseen. Risk is there, without going down a “you made a rubbish decision” path. Retrospectively the player still enjoys the decision as the end was unexpected, but a reaffirmation of their play style.
It might even be possible to go down the Rachni rampage path – in that if you release them, you later get a mission that involves resettling or destroying them as they came into conflict with some colonists. This realises the potential risk involved, but allows a character to ultimately reaffirm their paragon choice by pushing on with the peaceful resolution, or to decide that they were wrong and engage in a final extermination that at least is now based on immediate evidence.
The only issue here is that initial renegades who killed the queen miss out. There is no way to create a Rachni problem for the renegades to solve if they already resolved it. Maybe someone else has an idea here. All I can think is that another dilemma, maybe on Feros or Therum, gives them a longer consequence based mission, just as renegade types tend to get more crime based missions in games. I can only add here that care must be taken, as managing such things could spiral out of control and be hard for a game developer to manage within budget.
Overall, this view of consequence is like the Mordin vs Wrex issue, and why it worked. If I go back and play the series, I ultimately have to weigh up who I want to save, and the choices still have resonance. There are nuances to the decision, but the initial result is unexpected (Mordin or Wrex die unexpectedly) but I can play through again and try out the other options. In the end, no purely “bad” consequence detracts from my enjoyment of the game. This may also explain why this mission worked even for those of us who did not want Mordin to die. The result was unexpected, but a direct “good or rubbish” choice was not apparent in the choice or consequence.
As Delta_Vee notes, the Rannoch mission had more of a “right” solution, which while satisfying to many of us, did not seem to have that level of complexity and unpredictability in the choices.
I guess what I’m saying is that risk and predictability play a fine balancing act in the game, and the problem is that a direct negative consequence such as a Rachni rampage could be self defeating. The best way to address such consequences is to have the decision lead to the opportunity for a player to affirm or deny their decision, at least in the case of real important decisions. At the end, the player has to be satisfied rather than given a bum “you lose” result, something that does have its uses, but went out of fashion with the old adventure games probably due to its unpopularity.
The devs just have to decide which storylines this applies to, and the Rachni were one where they promised such a result in ME3.However I suspect they ran into trouble due to players who chose the renegade path, and the limitations they imposed on themselves to ensure everybody played the Rachni mission in ME3.
EDIT: Just to clarify, the idea I am pushing towards has a cascading effect through the game as missions create their own consequence path through the game that weighs in to an end result. I am not simply trying to advocate a "everybody wins" scenario, even if that is also applicable in this case.
Modifié par frypan, 07 juin 2012 - 03:52 .