Allan Schumacher wrote...
I find this interesting as, for myself, games (especially RPG games) is more about experiencing a story. Satisfying emotional engagement (of any kind) is what I seek from an RPG. I typically do want to achieve my objectives (or at least some major ones), I don't see it as "not winning" if my character ends up dying or having something bad happen as a consequence for his actions throughout the game. Vampire Bloodlines I thought did this quite well. One of their endings gave me that sickly feeling because it was such a "let down" but I loved it for that. If a game can illicit an emotional reaction out of me, then that makes it so much better.
Though I've learned lately, especially with the time I spent on the ME3 boards, that this isn't necessarily the same for a large group of gamers. Especially given the attachment people get with their player characters. I think it's a very interesting, and surprisingly difficult, situation to deal with.
The one thing I disagree with is the notion of whether or not there is anything for the character to look forward to, which is something that can only be ascertained once you know the story arc. It's pure metagaming at this point since the player character can't know that he may be ultimately doomed by end game. For myself though, the whole journey is what I appreciate the most. If it has a potentially happy ending then yay, but if it's still a well done "downer" ending I like those just as well. My two favourite RPGs (Fallout 1 and PST) have endings that are decidedly downer.
To be fair though, Vampire Bloodlines, Fallout 1 and PST all had the option of getting good endings as well.
I think a "downer" ending is acceptable... if it is one of many. If Mass Effect 3 really did have the 16 truly different endings (as opposed to the 1 with different colors), then I think many people would be totally fine with a downer ending as a possibility, if it was accompanied by a truly great ending, if the character so decided and/or worked for it. The problem many gamers have at this point is that it seems more and more games are embracing the "downer" ending as the only ending option, which is truly unsatisfying.
Struggling for hours upon hours to accomplish your goals only to see everything you did result in nothing but loss and heartache is arguably just as bad as experiencing that loss in real life. That's the immersive power of video games. I've been made sad or even a little angry after reading book series or movies where the ending turns out pretty dark or unfulfilling, but I never felt as if the time I put in enjoying those books or movies was wasted or a complete effort in futility.
With video games, though, it is very different. The amount of effort I put in, working to crafting the story the way I most wanted it, working at accomplishing goals as successfully (or even purposefully NON-successful) as I saw fit, trying my best to keep my character alive... these are all things that don't just make you feel emotion if things don't end well, but they devalue all the effort you put in. Reading a book or watching a movie takes minimal effort, just attention. A video game's neccesity of requiring the player to actually work makes the fact that if a game offers no satisfying conclusion, only loss and heartache no matter how hard the player tries, then it becomes a painful and wasteful experience.
Even though I loved the 200+ hours I spent on ME 1, 2 and 3, I felt that none of it was worthwhile after finding out all my hard work and effort had not only zero affect on the ending, but that things will still end marginally bad to flat out disasterous regardless. If, however, the endings were truly varied and offered me a myriad of outcomes based on my decisions and how hard I tried over the course of the three games, I would have likely picked up ME1 as soon as I was done and started all over again.
This is not only taking advantage of being one of the first video game series ever to take so many choices over the course of games and import them in, but it would also be a financial incentive, as sales of the first two games could have been through the roof if the "happily ever after" ending could only be achieved through a concerted effort over the course of all three games. People who just bought ME 3, or started on ME2 would then be very compelled to go out and buy the first games in the trilogy. Not that everything should tie back to money, but the current ending is not successful from a story-telling point of view, as it lead to only confusion, misinterpretation and dissatisfaction, but it also failed fto capitalize on this from a money-making point of view. Multiple endings, one of which would be a happliy-ever-after ending, could have done both.
On a side note, its good to see you back on the forums Allen! We hadn't seen you in a while and, with the recent departure of Stanley Woo from Bioware, some of us had begun fearing the worst...
Modifié par Fast Jimmy, 26 mai 2012 - 04:13 .