MonkeyKaboom wrote...
I think you guys are approaching this from a design, engineering type perspective. But really, these programmers aren't engineers. Their graphic artists. Emphasis on the artist part. They are trained in presenting an environment in a manner that is visually appealing and can relay information in a way that is understandable to a general audience. The option units are not meant to be accurate. They're meant to be a "physical" terminal for the player to interface with the game to play out their choice. A more appropriate analogy would be utilizing images and text layout to direct eyes to an intended to be the most important segment. Some may read the small print, but its designed in a way that most observers will at least get the deemed most important piece (say a sale notice or something).
I honestly don't think BW has put half as much thought into as you guys are.
Many things are planed that get scrapped for time/effort/pacing reasons. Currently we are fishing for information because the end of the game was deliberatly scrubbed of exposition and closure (Just look at the second leaked script, much more explanatory and just plain better) so when the cut-scene people were given that Crucible model, or the level designers were briefed on the nature of the Catalyst/Crucible interface point, they would have been given all the design hints and background info that _might_ have been needed. Even if later a sequence or idea was scrapped or scrubbed of meaning for no good reason (*shakes fist* Hudsoooon!).
By examining this we can hope to get a jump-start on the _intent_ of the scene and prepare ourselves for the EC
For example, lets imagine these two things are true:
1. The choice dais unfolds from the Crucible and we see this in the EC
2. The moment the Crucible connects to the Citadel the Catalyst loses control of the Reapers and can no never regain control (From the leaked script)
Just those two things would make a _huge_ difference to the final scene. Suddenly the Catalyst _doesn't_ hold all the cards, its doesn't control the reapers, they are running wild _right now_ and can do _anything_ they want. The choices are 100% from something that was constructed by this cycles best scientists not some hobsons-choice/reaper-trap, the Catalyst _cannot_ act, it has been subdued by the Crucible and must dutifly explain the options available to the champion of the cycle: Shepard. It'sbeen turned around from "Shepard is told what to do by the Reaper boss" to "Shepard witnesses the Reaper boss disarmed and brought to heel" with is a 180 in narative theme.
This would require tiny dialogue changes and still be in-line with Bioware's "Artistic vision" (As all of this comes from their own content)
This is why I'm interested, not to construct headcannon but to build up my understanding on the _intent_ of the scene regardless how badly it is currently executed.
Modifié par Mobius-Silent, 11 juin 2012 - 09:04 .