If you could break up just one piece of auto-dialogue in order to deliver a response more appropriate for your Shepard, what would it be?
(Sorry if this needs to be moved.)
Modifié par DeinonSlayer, 30 avril 2012 - 03:53 .
Modifié par DeinonSlayer, 30 avril 2012 - 03:53 .
DeinonSlayer wrote...
If you could break up just one piece of auto-dialogue in order to deliver a response more appropriate for your Shepard, what would it be?
(Sorry if this needs to be moved.)
Modifié par Amioran, 30 avril 2012 - 03:33 .
Modifié par DeinonSlayer, 30 avril 2012 - 03:54 .
DeinonSlayer wrote...
@Amioran
A good point, and I wouldn't deny it. The thing is, though, compared to the previous two titles, ME3 has more auto-dialogue than any other. Choice (even the illusion of it) is completely removed. Even Shepard's last words are auto-dialogue.
Modifié par Amioran, 30 avril 2012 - 03:36 .
Amioran wrote...
DeinonSlayer wrote...
If you could break up just one piece of auto-dialogue in order to deliver a response more appropriate for your Shepard, what would it be?
(Sorry if this needs to be moved.)
A little off-topic but I think this need to be addressed since people continue to mix things up.
It doesn't exist a thing as your Shepard. Shepard is Shepard.
While you get to control some of Shepard's actions and choices that's a different thing than owning a character, a completely different thing.
The archetype of Shepard is created by the authors. Shepard, at the root, is what the authors want him/her to be, so Shepard will always be him/her as created by the authors fundamentally. You just get to control him/her for a while but s/he will never be yours, just because Shepard is not an archetype created by yourself. You never create the context for the character, you never create Shepard, it already exists as an individual with his/her own characteristics.
The choices you can have etc. will always have boundaries set by the type of archetype the authors decided to create. So when I hear phrases of the kind: "my Shepard would never do a thing as that" or "my Shepard would do otherwise" referred to the way the authors decided to script some parts I cannot but shake my head in disbelief. "Your" Shepard doesn't exist and it is perfectly fitting for the authors to make Shepard consistent with their view of the character they created. Shepard is what the authors wants him/her to be at the root, you just control his/her modus operandi for a while, nothing more.
A total different thing is, instead, when you create an archetype yourself. In that case the character will be yours in the real sense and things as that would be really inappropriate (they happen the same but for motives of resources, but they usually get masked). You get to decide everything about that character because it is your character, starting from the context of the same. Examples of these type of archetypes are characters you can create in games as Baldur's Gate, or Temple of Elemental Evil, Fallout, Skyrim or the old SSI rpgs, etc.
They are totally different in scope than characters that are already formed in the context, that are already archetypes created by the authors. Examples of these types of characters are: Hawke, Shepard (in fact), Geralt, Jensen and so on and so forth. All of them are already what they are at the root and you cannot make that character "yours" no more than you can do that with another real person.
There's a great difference between the two types. For the Shepards' types it doesn't exist an "yours" about them, while for the other kind yes because they don't exist as individuals before you create them (in the way you want).
weirdnerd wrote...
do you not understand what an rpg is
it means role playing game, as in you become shepard and vice versa if it truly is immersive
Modifié par Amioran, 30 avril 2012 - 04:14 .
Modifié par Apple_NdiB, 30 avril 2012 - 04:25 .
Modifié par IsaacShep, 30 avril 2012 - 04:41 .
Modifié par danteliveson, 30 avril 2012 - 04:51 .
IsaacShep wrote...
The Catalyst conversation. The most important conversation in the entire franchise and we get a single dialogue wheel lol? Not to mention that it happens right after the amazing TIM confrontation scene that had multiple wheels, interrupts and interesting variables taken into account.
^ This.... <_<IsaacShep wrote...
The Catalyst conversation. The most important conversation in the entire franchise and we get a single dialogue wheel lol? Not to mention that it happens right after the amazing TIM confrontation scene that had multiple wheels, interrupts and interesting variables taken into account.
Amioran wrote...
DeinonSlayer wrote...
If you could break up just one piece of auto-dialogue in order to deliver a response more appropriate for your Shepard, what would it be?
(Sorry if this needs to be moved.)
A little off-topic but I think this need to be addressed since people continue to mix things up.
It doesn't exist a thing as your Shepard. Shepard is Shepard.
While you get to control some of Shepard's actions and choices that's a different thing than owning a character, a completely different thing.
The archetype of Shepard is created by the authors. Shepard, at the root, is what the authors want him/her to be, so Shepard will always be him/her as created by the authors fundamentally. You just get to control him/her for a while but s/he will never be yours, just because Shepard is not an archetype created by yourself. You never create the context for the character, you never create Shepard, it already exists as an individual with his/her own characteristics.
The choices you can have etc. will always have boundaries set by the type of archetype the authors decided to create. So when I hear phrases of the kind: "my Shepard would never do a thing as that" or "my Shepard would do otherwise" referred to the way the authors decided to script some parts I cannot but shake my head in disbelief. "Your" Shepard doesn't exist and it is perfectly fitting for the authors to make Shepard consistent with their view of the character they created. Shepard is what the authors wants him/her to be at the root, you just control his/her modus operandi for a while, nothing more.
A total different thing is, instead, when you create an archetype yourself. In that case the character will be yours in the real sense and things as that would be really inappropriate (they happen the same but for motives of resources, but they usually get masked). You get to decide everything about that character because it is your character, starting from the context of the same. Examples of these type of archetypes are characters you can create in games as Baldur's Gate, or Temple of Elemental Evil, Fallout, Skyrim or the old SSI rpgs, etc.
They are totally different in scope than characters that are already formed in the context, that are already archetypes created by the authors. Examples of these types of characters are: Hawke, Shepard (in fact), Geralt, Jensen and so on and so forth. All of them are already what they are at the root and you cannot make that character "yours" no more than you can do that with another real person.
There's a great difference between the two types. For the Shepards' types it doesn't exist an "yours" about them, while for the other kind yes because they don't exist as individuals before you create them (in the way you want).
Daennikus wrote...
"That was for Miranda you son of a b."
What if I didn't care much for her?
Guest_Cthulhu42_*
Not really; you're forced to care a lot about the asari and turians, but you're free to f**k over the quarians or krogans if you so choose. In a way that's worse though; you should auto-like every species or none of them (which is the more preferable option). This half-and-half business is silly.BatmanPWNS wrote...
Shepard cares a hell of a lot about every species,
Modifié par Cthulhu42, 30 avril 2012 - 05:00 .