Dreams about the kid and loss of emotional focus.
#26
Posté 19 avril 2012 - 12:08
I didn't care about Hogwarts because I'm British and I see castles like that a fair bit, I cared because I cared about the characters within it.
#27
Posté 19 avril 2012 - 12:09
And for those who have no LI?Lyme Eilserv wrote...
Nightwriter wrote...
The kid was the best they could do. They wanted to use someone you'd failed to save, and if they'd used a dead companion to haunt you, people would just have complained that their Shepard felt nothing for that character and that they resented BioWare for forcing their Shepard to act like he/she was upset about that squaddie's death.
The kid is a random innocent, a child, and a dead child is something relatively everyone can acknowledge as an example of the horrors of war.
My Shepard felt nothing for that kid. If they used the LI for instance, you'd be pretty sure players would have an emotional attachment.
What you have to keep in mind is that they needed a figure they could apply to anyone. People with LIs, people without LIs, new players, old players, people who saved every squadmate in the suicide mission, people who lost loads of squadmates in the suicide mission.
Lots of people were emotionally unresponsive to the kid, but I honestly think he was the best they could manage.
I would've preferred they give us dreams showing living characters dying or turning into husks as the OP suggests, but again, they seemed to want the dreams to depict dead characters. Thus the kid, and the whispers of deceased squadmates.
Modifié par Nightwriter, 19 avril 2012 - 12:14 .
#28
Posté 19 avril 2012 - 12:11
It illustrates that BW simply failed to give you *any* reason to care for the kid. They basically said "he's young now you *have* to feel sad about his death".Iconoclaste wrote...
This is far from being an adequate comparison to what happens in the game.GreenSoda wrote...
What has a deeper emotional impact to you:Iconoclaste wrote...
We live in a time where same sex romance in game is accepted because it reflects evolution of real society. We also see wide acceptance of species differences to reflect tendencies of our real world. I have yet to see the same for children, since the only one we see closely in this game is referred to as "brat", while in our society the UN recently included them as humans like everybody else, to the full extent of laws.
a) your mother diesyou see a random 10year old die on the news
Both are horrible events, but who would seriously pick b ?
#29
Posté 19 avril 2012 - 12:11
GreenSoda wrote...
And that's the crux of the matter.Iconoclaste wrote...
Mass Effect 3 was made for players with all backgrounds, including those that did not play the previous games. They would not feel the same attachment to crewmates than the one long timers have.
A lot of ME3 fell flat because BW had to take new gamers into account.
Yeah desperate attempts to butcher the story to accomodate new players at the expense of existing players.
So many other potential characters to represent the dead that actually would have had meaning throughout the series if they desperately wanted this concept included. Dead VS would at least have been a character to represent Shep choice leading to death. Instead we get a cheap non-senical set of moments with a non-entity character. Worse still that character then becomes the representative shape of the worst character ever to grace a Bioware game the starbrat.
#30
Guest_Lyme Eilserv_*
Posté 19 avril 2012 - 12:14
Guest_Lyme Eilserv_*
Nightwriter wrote...
And for those who have no LI?Lyme Eilserv wrote...
Nightwriter wrote...
The kid was the best they could do. They wanted to use someone you'd failed to save, and if they'd used a dead companion to haunt you, people would just have complained that their Shepard felt nothing for that character and that they resented BioWare for forcing their Shepard to act like he/she was upset about that squaddie's death.
The kid is a random innocent, a child, and a dead child is something relatively everyone can acknowledge as an example of the horrors of war.
My Shepard felt nothing for that kid. If they used the LI for instance, you'd be pretty sure players would have an emotional attachment.
What you have to keep in mind is that they needed a figure they could apply to anyone. People with LIs, people without LIs, new players, old players, people who saved every squadmate in the suicide mission, people who lost loads of squadmates in the suicide mission.
Lots of people were emotionally unresponsive to the kid, but I honestly think he was the best they could manage.
I would've preferred they give us dreams showing live characters dying or turning into husks as the OP suggests, but again, they seemed to want the dreams to depict dead characters. Thus the kid, and the whispers of deceased squadmates.
The best they could manage? I don't agree. If they use a character that could apply to anyone means he won't have any particular emotional impact. The dreams don't have to be there at the very start. Let players, new and old establish themselves, then start the dream sequences. Use LI, if LI not available use most used companion(s) etc. It would definitely capture more hearts than a random kid.
Modifié par Lyme Eilserv, 19 avril 2012 - 12:15 .
#31
Posté 19 avril 2012 - 12:14
What people don't seem to accept is that they are role playing a character, they are not the character.GreenSoda wrote...
It illustrates that BW simply failed to give you *any* reason to care for the kid. They basically said "he's young now you *have* to feel sad about his death".
What they want for "their" Shepard is a remote concern relatively to what Shepard, as a creature of the Mass Effect Universe, might reasonably want or feel regarding events.
#32
Guest_Lyme Eilserv_*
Posté 19 avril 2012 - 12:16
Guest_Lyme Eilserv_*
Iconoclaste wrote...
What people don't seem to accept is that they are role playing a character, they are not the character.GreenSoda wrote...
It illustrates that BW simply failed to give you *any* reason to care for the kid. They basically said "he's young now you *have* to feel sad about his death".
What they want for "their" Shepard is a remote concern relatively to what Shepard, as a creature of the Mass Effect Universe, might reasonably want or feel regarding events.
So you're arguing that the player should detach him/herself from Shepard's emotions? THAT is the very reason many love this franchise, to experience these emotions.
Modifié par Lyme Eilserv, 19 avril 2012 - 12:17 .
#33
Posté 19 avril 2012 - 12:17
#34
Guest_Lyme Eilserv_*
Posté 19 avril 2012 - 12:18
Guest_Lyme Eilserv_*
#35
Posté 19 avril 2012 - 12:19
Did you have those dreams? Did you get any bullet? Did you REALLY fall in love with a game character?Lyme Eilserv wrote...
So you're arguing that the player should detach him/herself from Shepard's emotions? THAT is the very reason many love this franchise, to experience these emotions.
Modifié par Iconoclaste, 19 avril 2012 - 12:19 .
#36
Posté 19 avril 2012 - 12:20
I would actually agree with you on that. Only that I see the further detachment of you and your avatar as a problem and you seem to simply accept it...and it's not only the kid. It's a lot of things ME3 did badly in this regard: The increase in autodialog is another point.Iconoclaste wrote...
What people don't seem to accept is that they are role playing a character, they are not the character.GreenSoda wrote...
It illustrates that BW simply failed to give you *any* reason to care for the kid. They basically said "he's young now you *have* to feel sad about his death".
What they want for "their" Shepard is a remote concern relatively to what Shepard, as a creature of the Mass Effect Universe, might reasonably want or feel regarding events.
#37
Posté 19 avril 2012 - 12:20
Iconoclaste wrote...
What people don't seem to accept is that they are role playing a character, they are not the character.GreenSoda wrote...
It illustrates that BW simply failed to give you *any* reason to care for the kid. They basically said "he's young now you *have* to feel sad about his death".
What they want for "their" Shepard is a remote concern relatively to what Shepard, as a creature of the Mass Effect Universe, might reasonably want or feel regarding events.
See my post at the bottom of page 1. (OT from this post)
But no, up until this entry in the series, you had control of the relationships you made. You didnt have to wake legion, i didnt have to wake grunt, i didnt have to do any of the loyalty missions, and i didnt have to romance anybody..
But in ME3 you HAVE to care about this completely random child, you know absolutely nothing about. Completely absent of player input, hence the problem.
#38
Posté 19 avril 2012 - 12:21
As stated the kid was used because EA decided ME3 needed to appeal to a broader audience and supposedly any human can sympathise with a child without character development.
If I was on the writing team I would of had Andersen's shuttle get shot down and focused on him instead. Andersen was a role model and sort of father figure for Shep and it is hard to reasonably role play your way out of Shep being affected by his death. The fact it would be a surprise would add to the affect and prevent BioWare from having to make a bunch of extra content based on who you VS is or who died in ME2 and whatever.
Really in summary I think the whole game was ruined by the need to appeal to new customers and this is just one example of that.
#39
Posté 19 avril 2012 - 12:22
Sounds like what I'm hearing is that people wanted the Dream Figure to have personal emotional significance to them.Lyme Eilserv wrote...
The best they could manage? I don't agree. If they use a character that could apply to anyone means he won't have any particular emotional impact. The dreams don't have to be there at the very start. Let players, new and old establish themselves, then start the dream sequences. Use LI, if LI not available use most used companion(s) etc. It would definitely capture more hearts than a random kid.
That would have been great, but it sounds tricky to do, and as a consumer I have 0 knowledge about how practical it would be to implement on a design level. Use an LI? What if the player plans to dump their ME2 LI and switch back to an ME1 LI? What if they're juggling LI's at the moment? How can the game be certain which LI has the most significance to the player?
Use most used companion? What if the player chooses squaddies based on who complements their class the best instead of who they actually like the best?
I suppose it's also possible that creating all these different dreams depicting all these different characters would require an investment of resources that could be devoted elsewhere.
#40
Posté 19 avril 2012 - 12:22
#41
Posté 19 avril 2012 - 12:22
Nightwriter wrote...
The kid was the best they could do. They wanted to use someone you'd failed to save, and if they'd used a dead companion to haunt you, people would just have complained that their Shepard felt nothing for that character and that they resented BioWare for forcing their Shepard to act like he/she was upset about that squaddie's death.
The kid is a random innocent, a child, and a dead child is something relatively everyone can acknowledge as an example of the horrors of war.
In my opinion a simple fix.
New Game players:
- They get the child for the 'emotional attatchment / horror scenes'
- Add some voices from anyone that died, as a reminder that there are others who are lost. It might increase intruige and spur the player to play the old games.
Old Players:
- Have the decision of wheather or not this kid is added to the haunting be decided via dialogue. There's multiple times where Shepard's decisions are discussed, and making a choice between 'I was thinking about the lost' or 'I was thinking about the young / Earth' or even 'I'm not bothered, blah blah balls of steel' could easily lead into path A above that you get with being haunted by VentKid, or Path B where you're more powerfully/less powerfully haunted by your old friends / those you've been around.
#42
Posté 19 avril 2012 - 12:24
#43
Guest_Lyme Eilserv_*
Posté 19 avril 2012 - 12:24
Guest_Lyme Eilserv_*
Iconoclaste wrote...
Did you have those dreams? Did you get any bullet? Did you REALLY fall in love with a game character?Lyme Eilserv wrote...
So you're arguing that the player should detach him/herself from Shepard's emotions? THAT is the very reason many love this franchise, to experience these emotions.
Dreams? Bullet? What are you talking about?
The same way someone would feel attachment to a great book or film is perfectly compatible to what is experienced in a great rpg. Even more so in some cases since you get to make many of the decisions.
I'm sorry if you're incapable of that.
#44
Posté 19 avril 2012 - 12:26
Iconoclaste wrote...
Did you have those dreams? Did you get any bullet? Did you REALLY fall in love with a game character?Lyme Eilserv wrote...
So you're arguing that the player should detach him/herself from Shepard's emotions? THAT is the very reason many love this franchise, to experience these emotions.
This contradicts your earlier post regarding Sheperd being a "creature" of the ME universe and how your playing a role.. If you did romance someone, got in intense firefights, and did establish friendships (explore dialouge) with characters this was what the game had intended for Sheperd, an emotions and resonance with characters is more than implied. All of these were the result of choice, which is the difference and problem with the inclusion of the child.
#45
Posté 19 avril 2012 - 12:27
Good suggestion. I started a new game with no import from previous ME titles, and found there were just not enough questions to flesh out a new avatar in there, compared to what is imported from previous profiles.Katosu wrote...
Old Players:
- Have the decision of wheather or not this kid is added to the haunting be decided via dialogue. There's multiple times where Shepard's decisions are discussed, and making a choice between 'I was thinking about the lost' or 'I was thinking about the young / Earth' or even 'I'm not bothered, blah blah balls of steel' could easily lead into path A above that you get with being haunted by VentKid, or Path B where you're more powerfully/less powerfully haunted by your old friends / those you've been around.
#46
Posté 19 avril 2012 - 12:29
Well, I guess I'm lucky not to just dive too deeply into fantasy to keep detached. It is sometimes helpful to remain objective, and try to understand context.Lyme Eilserv wrote...
Iconoclaste wrote...
Did you have those dreams? Did you get any bullet? Did you REALLY fall in love with a game character?Lyme Eilserv wrote...
So you're arguing that the player should detach him/herself from Shepard's emotions? THAT is the very reason many love this franchise, to experience these emotions.
Dreams? Bullet? What are you talking about?
The same way someone would feel attachment to a great book or film is perfectly compatible to what is experienced in a great rpg. Even more so in some cases since you get to make many of the decisions.
I'm sorry if you're incapable of that.
Sad for you if you take a video game so much into you.
#47
Guest_Lyme Eilserv_*
Posté 19 avril 2012 - 12:30
Guest_Lyme Eilserv_*
Nightwriter wrote...
Sounds like what I'm hearing is that people wanted the Dream Figure to have personal emotional significance to them.Lyme Eilserv wrote...
The best they could manage? I don't agree. If they use a character that could apply to anyone means he won't have any particular emotional impact. The dreams don't have to be there at the very start. Let players, new and old establish themselves, then start the dream sequences. Use LI, if LI not available use most used companion(s) etc. It would definitely capture more hearts than a random kid.
That would have been great, but it sounds tricky to do, and as a consumer I have 0 knowledge about how practical it would be to implement on a design level. Use an LI? What if the player plans to dump their ME2 LI and switch back to an ME1 LI? What if they're juggling LI's at the moment? How can the game be certain which LI has the most significance to the player?
Use most used companion? What if the player chooses squaddies based on who complements their class the best instead of who they actually like the best?
I suppose it's also possible that creating all these different dreams depicting all these different characters would require an investment of resources that could be devoted elsewhere.
Not neccessarily, but since they wanted some kind of emotional distress for Shepard, I'm arguing the companion(s) would have been a much better choice.
The variables you bring up are valid, obviously you can't appeal to everyone. But it would still be a better choice by far than a non-character like the kid.
#48
Posté 19 avril 2012 - 12:33
#49
Guest_Lyme Eilserv_*
Posté 19 avril 2012 - 12:34
Guest_Lyme Eilserv_*
Iconoclaste wrote...
Well, I guess I'm lucky not to just dive too deeply into fantasy to keep detached. It is sometimes helpful to remain objective, and try to understand context.Lyme Eilserv wrote...
Iconoclaste wrote...
Did you have those dreams? Did you get any bullet? Did you REALLY fall in love with a game character?Lyme Eilserv wrote...
So you're arguing that the player should detach him/herself from Shepard's emotions? THAT is the very reason many love this franchise, to experience these emotions.
Dreams? Bullet? What are you talking about?
The same way someone would feel attachment to a great book or film is perfectly compatible to what is experienced in a great rpg. Even more so in some cases since you get to make many of the decisions.
I'm sorry if you're incapable of that.
Sad for you if you take a video game so much into you.
And when that context makes little sense, I guess your objectiveness will see you through.
Modifié par Lyme Eilserv, 19 avril 2012 - 12:34 .
#50
Posté 19 avril 2012 - 12:35





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