
Duane Webb: Co-director of Production at BioWare. Franchise Project Manager for Mass Effect.
He is referring to this article.
My Mass Effect 3 Ending Lasted 34 Hours. It Was Wonderful.
The article essentially says that ME3 is one long goodbye to everyone and everything in Mass Effect.
I see several problems with that:
The manner that the game forces closure upon the players is more akin to shoving an unwanted guest out of one's home. You're unwelcome. Goodbye.
Sure. It's their prerogative. It's their home. We're just guests that seem to have overstayed our welcome somehow despite us accepting their invitation and cover charge to enter. At least, that's how it feels.
A game that is only a game ending is an incomplete game. This might actually be true since the game punishes players with lower TMS if they do not import saved games from the previous ones.
An ending-only episode sometimes works with novels and other media, but in that same vein, people typically do not enjoy reading only the final "goodbye" novel. For a game where some pro-reviewer raved that new players should start being a fan with ME3, this method makes little sense.
ME2 was able to stand alone. It had to. PS3 players didn't get a chance at ME1. Most games are able to stand on their own. As such, they have beginnings and endings each.
If ME3 is just one long ending, it's missing the rest of the game.
Now, they say players didn't reach closure and are releasing some cinematic content to achieve that. If a game was one long goodbye, players getting closure is likely not the problem. The Krogan's story: closure. Mordin's story: closure. Thane's story: closure. Udina and the council: closure. Geth and Quarians: closure. Prothean legacy: closure. Love Interest: closure. Friends: closure. Closure is everywhere.
Starkid and after: Do you really think that closure is going to solve this?
That article goes on to make a rather unfortunate comparison:
People play Super Mario to win. People play Tetris to see how long they can play before they lose. Sadly, Totilo trends ME3 to the latter. A plot/story-driven game is not supposed to be an endurance contest that always ends in a loss.
Totilo says that the whole point of the Mass Effect series is to keep as many friends alive as possible, grinding through ME3 to do it. Here, I thought Mass Effect was about the battle against the Reapers. Even if Totilo is correct, no matter what you do -- even if you endure grinding your TMS*GR=EMS -- you save, at most, only 3 of your friends.
If Totilo "gets it", then it seems to me that Totilo gets that a plot-driven game that is one long ending where the player must endurance grind in order to fail less is a good game.
I don't get that.
Modifié par ReggarBlane, 11 mai 2012 - 06:38 .





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