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What are you doing while waiting for DA3? [Note: Thread does contain some ME3 spoilers]


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#151
nightcobra

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Allan Schumacher wrote...

And with Rannoch specifically, it seemed to me like one of the fundamental themes of the game was that organics and synthetics could not get along. And here I got them to get along by saying "hey guys, get along!". And then I was later told that synthetics and organics would inevitably destroy each other? I suppose one could suggest that the peaceful Rannoch solution would inevitably fail, but there was nothing by that point to indicate it would be so.


Haha, for me it worked more because it planted seeds of doubt in the ending and made the Catalyst unreliable.  What I found interesting is that the Catalyst's assertion may be wrong.

Though this isn't the ME3 forum and I do want to limit spoilers, so I'll cut myself short here.  I think your perspective on the situation is also valid.


Though I do realize I am misremembering some stuff about the Connor situation.  Based on reading posts in this thread it does seem like, even if you don't go to the circle first, Jowan does still mention the possibility of using the circle.  In this sense, it's much more transparent and having that be consequence free (especially when Jowan hints that there isn't time) I'm willing to concede my point on this regard.  Was just misremembering the details.  I agree that saving Connor and Isolde should have been possible, but the time spent at the Circle should have resulted in some sort of consequence.



i would have liked the consequence to be able to be "mitigated" if you helped the villagers in redcliffe, you know, the moral amulets for the knights, weapons and armor for villagers and etc. things like that for the case in which you did go to the circle, but not doing these things, results in the possibility of saving isolde and connor but with the village being overtaken where as if you did all that stuff the villagers and knights can buy you enough time for you to do the circle quest.

you know, the whole spectrum of black, gray and white choices...not just gray or dark ffs.

#152
Sylvius the Mad

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Allan Schumacher wrote...


Yes, voicing the PC effectively eliminates the possibility of using companions as party spokesperson. That's one of the big reasons I don't like voicing the PC.

Do you pick the dialogue options for Imoen? Are they the same dialogue options that you'd have as the PC?

Yes.  The way BG did it, the dialolgue options are the response of the party.  Who actually speaks them only deternines how effectively they were delivered.

The party operated as a cingle entity when dealing with the outside world, but then voiced differences privately within the group.  That's how I think party-based games should work, and BG did it well.

Sort of like how the briefing room worked in ME1.  The squadmates would offer opinions and raise objections there, but once the decision was made they backed it 100% (through gameplay).

#153
Allan Schumacher

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In the spirit of the thread, I do think it'd be prudent to mention that all the Fallout talk had me install the game again.... lol.

Made it to Junktown last night. Find it hard to not be the good guy in that game, so I am again :P

#154
Fast Jimmy

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Sylvius the Mad wrote...

David Gaider wrote...

The only part where I would disagree with you, Allan, is when the "optimal ending" comes without cost... at least in those situations where a cost is appropriate. Sometimes happy endings should just be happy endings. They're grand. But when you have a dramatic situation, offering an easy out cheapens it no matter how much a player might want it.

Of course they want it. If we've done our job right, they care about having that happy ending enough to want it because they want everything to work out for everyone involved. Giving it to them is not always a good idea.

I hold Redcliffe up as my own personal failure on this front. I wimped out and gave the "third option" of a consequence-free solution just by doing something the player was going to do anyhow... when that really should have come with its own cost. Yes, you should have been able to save both Isolde and Connor... at the price of returning and seeing the village of Redcliffe desolated just the same as if you'd abandoned it to the zombie horde.

Which is not to say that all plots should exist to batter the player over the head with their grimdark realness (in my opinon). But neither would I ever agree that just because a player wants their escapist everything-works-out ending that it's my job to give it to them.

Just my two cents.

I really like the third option in Redcliffe.  The third option in Redcliffe requires, as Allan points out, really bad decision-making on the part of the Warden.  There is no in-game reason to think the third option will work.  It's an incredibly high-risk option, and only the most blindly optimistic person would try it.  That it works out for well is terrific.  That's wonderful drama.

The high-risk gamble should sometimes work.  As mentioned above, the best storytelling usually arises from game systems, not the authored narrative, but what makes that system-based storytelling work is the improbabilty of many of the outcomes.  That's what the Redcliffe third option mimicked, and it was wonderful.


I'm not convinced. If there was a confluence of factors that made going to the Circle work out, then fine, I'm all for a rainbow and sunshines outcome.

Say, for instance, if you recruited everyone possible for the defense of Redcliffe, including the Dwarven mercenary and Dwayne, got the amulets of protection, got the best armor, made sure everyone survived the actual attack on Redcliffe, spared Jowan and had already freed the Tower, then when you got back, a happy outcome that the undead rose again, but with all the combined might, the town was able to resist unscathed, would be totally earned then!

If you did not have everyone survive the Redcliffe fight, did not complete every objective to give Redcliffe the absolute highest chance of defending itself (including sparing Jowan, a somewhat nebulous choice), then you have varying degrees of consequence, up to and including the death of Connor, Isolde, the town and Teagan. Similarly, if you had not freed the tower and then had to slog through the long Tower and Fade levels, complete the entire CIrcle quest, THEN returned to Redcliffe, this would result in a similar "most people are dead" outcome, even with the highest defense options.


Happy endings are not the devil. Making them as easy to choose as "Dialogue Option 1 - Not best outcome, Dialouge Option 2 - best outcome" is. 

In regards to Rannoch, I thought that if getting the perfect ending was a llittle harder, it would have been totally acceptable. If you reprogrammed the Geth instead of destroying them, if you had stood for peace during Tali's trial, if you had been given more options in how things progressed in ME3 that would have made all the decisions lining up over 2 games give the best possible option , then I'd be fine. Instead, it was just a matter of the highest Repuatation rating... a mechanic that was already nerfed with the removal of separate Paragon/Renegade persuassion rankings. 

As is, the Rannoch ending was still really good to me (I'm a sucker like that), as well as the Tuchanka ending (although that actually did require correct choices over a number of games). 



I proposed in a separate thread weeks ago of something along the lines of having the order you do main quests be a pretty weighty factor.

For instance, in DA:O, doing the Circle first and the Brecialian Forest last would have allowed you to get the best possible Circle ending (if you so choose) but the ending for the Dalish/Werewolves may have been more limited or dark. Say... the Darkspawn had spread over much of the forest, so the werewolves had become corrupted by the Taint, now stronger enemies and possibly no longer able to be saved. Similarly, the elves may have succumbed to more of the werewolf plague, and so characters like the apprentice Keeper (my mind is blanking here) or the weaponsmith who makes you the iron bark items are already dead. 

This could allow for a much darker outcome of the quest, even in the best scenario. Zathrien might sacrifice himself to end the curse, but then the taint kills all the werewolves immediately, there is no apprentice Keeper to guide the clans and their numbers are already dwindled due to the werewolf plague. They honor the Warden's oaths that bind them to battle, knowing it is likely a death march for the last of their kind.

That's pretty dark. But also not DEFAULTING on dark. If you went to the Brecillian Forest first, you could get the rainbow and sunshine ending that we saw in DA:O... but that means saving the Circle or Redcliffe for last, which would darken their endings.

As a player, I'd love this, as it would give a TON of weight to every choice I make. I'm not sure how this would play out in the plot of The Next Big Thing, but a mechanic like this could allow a dark option to be the ONLY option, but one that could be avoided in some circumstances... at the sacrifice of other outcomes being good.

Modifié par Fast Jimmy, 14 juin 2012 - 08:32 .


#155
Fast Jimmy

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Allan Schumacher wrote...

In the spirit of the thread, I do think it'd be prudent to mention that all the Fallout talk had me install the game again.... lol.

Made it to Junktown last night. Find it hard to not be the good guy in that game, so I am again :P


A similar experience made me pick up Fallout 2 a few weeks ago. Now THAT was a game that can stand the test of time.

I would HIGHLY recommend checking out the Fallout 2 Restoration Project: http://www.nma-fallo...pic.php?t=40443">[url=http://www.nma-fallout.com/forum/viewtopic.php?t=40443]http://www.nma-fallout.com/forum/viewtopic.php?t=40443 . It really took a lot of elements that were in the original plan for Fallout 2 and gives them great life. A little buggy (I'd read the posts and make sure you do everything they tell you for the smoothest ride) but DEFINITELY worth a check out.

Modifié par Fast Jimmy, 14 juin 2012 - 08:32 .


#156
AmstradHero

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Fast Jimmy wrote...
In regards to Rannoch, I thought that if getting the perfect ending was a llittle harder, it would have been totally acceptable. If you reprogrammed the Geth instead of destroying them, if you had stood for peace during Tali's trial, if you had been given more options in how things progressed in ME3 that would have made all the decisions lining up over 2 games give the best possible option , then I'd be fine. Instead, it was just a matter of the highest Repuatation rating... a mechanic that was already nerfed with the removal of separate Paragon/Renegade persuassion rankings. 

As is, the Rannoch ending was still really good to me (I'm a sucker like that), as well as the Tuchanka ending (although that actually did require correct choices over a number of games). 

I'm pretty sure you're wrong here. You *do* have to make certain decisisons along the way in order to get the optimal ending. I know of more than a few people who didn't get the option to broker peace even though their reputation was certainly high enough.

The way I understand it, there are a series of decisions from ME2 and ME3 that give you points towards being able to broker a truce. Maybe there should have been more points, but the concept was definitely there. Like a number of issues with the game, the problem may be that the designers (and I would say this idea is foolish) gave NEW players just coming in on ME3 the opportunity to resolve the conflict. That is what cheapens this ideal.

My paragon Shepard who has been trying to convince the Quarians to stop fighting with the Geth ever since that first conversation with Legion, not to mention trying to tell them that constant conflict is not the way they should live, did not feel that his truce was "cheap". It was the culmination of a long campaign to tell the Quarians "stop being stupid". On the other hand, my renegade Shepard has no business being able to broker a truce.

#157
Allan Schumacher

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Fast Jimmy wrote...

A similar experience made me pick up Fallout 2 a few weeks ago. Now THAT was a game that can stand the test of time.

I would HIGHLY recommend checking out the Fallout 2 Restoration Project: http://www.nma-fallo...pic.php?t=40443">[url=http://www.nma-fallout.com/forum/viewtopic.php?t=40443]http://www.nma-fallout.com/forum/viewtopic.php?t=40443 . It really took a lot of elements that were in the original plan for Fallout 2 and gives them great life. A little buggy (I'd read the posts and make sure you do everything they tell you for the smoothest ride) but DEFINITELY worth a check out.


Thanks.  I just recently learned about Sawyer's FONV mod and am considering picking up the DLCs for it and playing the uber hardcore mode that it provides!

#158
Fast Jimmy

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AmstradHero wrote...

Fast Jimmy wrote...
In regards to Rannoch, I thought that if getting the perfect ending was a llittle harder, it would have been totally acceptable. If you reprogrammed the Geth instead of destroying them, if you had stood for peace during Tali's trial, if you had been given more options in how things progressed in ME3 that would have made all the decisions lining up over 2 games give the best possible option , then I'd be fine. Instead, it was just a matter of the highest Repuatation rating... a mechanic that was already nerfed with the removal of separate Paragon/Renegade persuassion rankings. 

As is, the Rannoch ending was still really good to me (I'm a sucker like that), as well as the Tuchanka ending (although that actually did require correct choices over a number of games). 

I'm pretty sure you're wrong here. You *do* have to make certain decisisons along the way in order to get the optimal ending. I know of more than a few people who didn't get the option to broker peace even though their reputation was certainly high enough.

The way I understand it, there are a series of decisions from ME2 and ME3 that give you points towards being able to broker a truce. Maybe there should have been more points, but the concept was definitely there. Like a number of issues with the game, the problem may be that the designers (and I would say this idea is foolish) gave NEW players just coming in on ME3 the opportunity to resolve the conflict. That is what cheapens this ideal.

My paragon Shepard who has been trying to convince the Quarians to stop fighting with the Geth ever since that first conversation with Legion, not to mention trying to tell them that constant conflict is not the way they should live, did not feel that his truce was "cheap". It was the culmination of a long campaign to tell the Quarians "stop being stupid". On the other hand, my renegade Shepard has no business being able to broker a truce.


I did some reading and you are correct - if you don't do certain tasks in ME2 and 3, you won't get the option. So, in that respect, I feel like it was a good scenario. In the article I pulled http://gaming.stacke...d-the-quarians , it actually states that if you started an ME3 playthrough with no ME2 import, you would have no way of getting the ultimate happy ending.

So, while I don't know if the article is accurate or not, I feel like if it is accurate, that is a good example of how to design outcomes in a quest. Granted, most people who are completionists and who choose to do the overall right thing, such as defending Tali, settling the Tali/Legion argument in ME2 diplomatically and not selling Legion to Cerberus for credits, will get that ending pretty easily... but then again, it is still a great example of choice impact.

I guess. It still felt incredibly easy for my hardcore Paragon player to achieve without breaking a sweat.

Modifié par Fast Jimmy, 14 juin 2012 - 09:54 .


#159
Fast Jimmy

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Allan Schumacher wrote...

Fast Jimmy wrote...

A similar experience made me pick up Fallout 2 a few weeks ago. Now THAT was a game that can stand the test of time.

I would HIGHLY recommend checking out the Fallout 2 Restoration Project: http://www.nma-fallo...pic.php?t=40443">[url=http://www.nma-fallout.com/forum/viewtopic.php?t=40443]http://www.nma-fallout.com/forum/viewtopic.php?t=40443 . It really took a lot of elements that were in the original plan for Fallout 2 and gives them great life. A little buggy (I'd read the posts and make sure you do everything they tell you for the smoothest ride) but DEFINITELY worth a check out.


Thanks.  I just recently learned about Sawyer's FONV mod and am considering picking up the DLCs for it and playing the uber hardcore mode that it provides!


Not to get too off-topic on an already off-topic topic, but... I love the survival mode in FONV. I hadn't heard about an UBER hardcore model... I'm not sure if that's incredibly awesome or scary? LOL

I could only see it being implemented in a game like Fallout, where even the most basic of resources like water and food are hard to find (and could be radioactive). But I do like it a lot.

#160
Pzykozis

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Fast Jimmy wrote...

Not to get too off-topic on an already off-topic topic, but... I love the survival mode in FONV. I hadn't heard about an UBER hardcore model... I'm not sure if that's incredibly awesome or scary? LOL

I could only see it being implemented in a game like Fallout, where even the most basic of resources like water and food are hard to find (and could be radioactive). But I do like it a lot.


To continue this tangent it's great fun but I do find the fact that they've lived so long and yet food is sometimes reeeeaallly hard to come by makes me wonder how people are still alive. Need more survival elements in games I do enjoy a good survival mechanic.

#161
Allan Schumacher

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Sawyer (Obsidian employee that worked on FONV) made this mod: (It requires all the DLC though)

http://www.nma-fallo...le.php?id=60505

Since it's a "what are you doing while waiting" thread I have no problems suggesting that people that like a hardcore experience give this a try :P

To continue this tangent it's great fun but I do find the fact that they've lived so long and yet food is sometimes reeeeaallly hard to come by makes me wonder how people are still alive. Need more survival elements in games I do enjoy a good survival mechanic.


It makes the Survivalist skill a lot more valuable. I remember distilling 20 radiated waters into pure waters. But it wasn't really necessary in FONV as the Hardcore requirements weren't quite as unforgiving as I would have liked.

#162
Sylvius the Mad

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Fast Jimmy wrote...

I'm not convinced. If there was a confluence of factors that made going to the Circle work out, then fine, I'm all for a rainbow and sunshines outcome.

Say, for instance, if you recruited everyone possible for the defense of Redcliffe, including the Dwarven mercenary and Dwayne, got the amulets of protection, got the best armor, made sure everyone survived the actual attack on Redcliffe, spared Jowan and had already freed the Tower, then when you got back, a happy outcome that the undead rose again, but with all the combined might, the town was able to resist unscathed, would be totally earned then!

That it wasn't earned is what made it good.  It was random (from the characters' perspectives).  There was no reason at all to expect that outcome.  The only basis for even trying it was irrational hope.

Unpredictability is valuable.

Modifié par Sylvius the Mad, 14 juin 2012 - 11:01 .


#163
Allan Schumacher

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The issue becomes "does it make SENSE for there to have been no additional consequences."

#164
Sylvius the Mad

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Allan Schumacher wrote...

The issue becomes "does it make SENSE for there to have been no additional consequences."

Making sense is vital, I agree.  I just don't think we had enough information regarding Redcliffe to be confident that the third option shouldn't have worked.  It was unlikely to work, given the information provided to the Warden, but there wasn't exactly a panel of experts handy.  Choosing the third option involves accepting a staggering amoung of unnecessary risk.

It's like casting Hold Monster on the Demonknight in Durlag's Tower.  The Demonknight has 95% magic resistance; wasting a round casting Hold Monster is a terrible idea.  But there's a 1 in 20 chance it will work.

Modifié par Sylvius the Mad, 14 juin 2012 - 11:16 .


#165
Sylvianus

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David Gaider wrote...

Allan Schumacher wrote...
I loved that there was no ideal choice at the end of ME3, but at the same time it felt suitable and appropriate that there was a way to resolve the conflict on Rannoch.


Whereas I felt the opposite about Rannoch. I didn't like the idea that "Saint Shephard" could roam the galaxy, solving all these races' long-standing issues which they have been unable to resolve on their own for generations. It trivialized those issues in a way I didn't like. Again, not to say that he shouldn't be able to solve anything but considering some of the stuff I had already done in the game it stretched my incredulity a bit.

And with Rannoch specifically, it seemed to me like one of the fundamental themes of the game was that organics and synthetics could not get along. And here I got them to get along by saying "hey guys, get along!". And then I was later told that synthetics and organics would inevitably destroy each other? I suppose one could suggest that the peaceful Rannoch solution would inevitably fail, but there was nothing by that point to indicate it would be so.

When I posted my thoughts on Twitter about this, I got a lot of "but I just wanted a feel good moment!" responses. And, again, I get that some people really wanted this to work out and wanted to have a happy moment. By design that should be the case. I don't begrudge them that. I just don't think that was the place to do it,





I'm curious what your thoughts are on how Bhelen/Harrowmont choice ends up playing out. I was floored (in a good way) to learn that supporting Bhelen leads to a better resolution for Orzammar, and the fact that the player only learns this after completing the game I thought was magnificently played. This was the type of situation that I don't know if we can avoid players metagaming to get a "happier" ending, and I don't know if there is a resolution for how this played out that I would have enjoyed more.


I don't know that "benevolent tyranny" is what I would personally consider optimal or happy. Maybe some people do. Either way, I wouldn't consider the epilogues to be parts of the plots themselves... they're outside the story, an addendum if you will. If some people wish to metagame their story so they get a preferred addendum, that's okay by me.

Oh god, I agree with everything you said about Rannoch. I told the same a while ago in a topic. And agreed about Redcliffe. I remember when I chose blood magic to save Connor to the detriment of his mother. It was a difficult choice and I didn't really know what to do a few minute before making a choice. It was hard for me to choose, and I was glad of this. But a while after, I found out you had just to wait the circle and both characters would be saved and everything would be okay. Well just a bit disappointed, ( yeah, I thought I made a difficult choice while actually it wasn't lol ) but it was really nothing compared to Rannoch. I hated that. If we do care about the lore between Geth and Quarians, their relationships seen since Mass effect 1, and compared to the war, the situation in M3, it shouldn't be so easy, so quick, the peace would be almost impossible. 
 
 I just thought shepard was god, even impossible is possible with him . And the worst is if you choose the " perfect " option ( peace and love ), then, you get also the " perfect ending. " 

Quarians will adapt more quickly to their planet with the Geth, could remove their masks in the near future ( While it wouldn't be that close if they are alone ), and their agriculture could grow quickly too. And I do not need, I think, to talk about all those points for the war assets, if both sides live as well.

At least, the peace made between them could have been more difficult  ( don't know, grey ) than what was told in the lore after Rannoch and what we've seen with the cinematics... I wouldn't have been that bothered. The peace itself wouldn't bother me as long it would cost something.

Other choices are pretty much useless, with that third option. Easy choice ( If we get the perfect choice ), = one choice, especially with that EMS issue that sucks, to get the best ending.

And Bioware has also decided that the other options were bad ( genocide ), since we can have a perfect ending. Can we really justify genocide in a discussion when we do have the perfect choice ? Except if we believe one side is bad as well, but for those who were first neutral ?

With the Templar / mage conflict in DA2, that's possible, but in M3, that is pretty useless to debate. You can't say peace is a dream, impossible, peace would be a bad thing, the genocide was justified, because bioware told it was possible, it was good, it was the best thing ever, and so genocide was a mistake made by some shep.

Modifié par Sylvianus, 14 juin 2012 - 11:27 .


#166
Allan Schumacher

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Since it's relevant to the discussion I don't want to axe out everything, but I did change the title of this thread to point out that there are ME3 spoilers in this thread.

#167
Fast Jimmy

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Sylvianus says...

snip


Are we really arguing the point that Bioware made genocide look bad...?

I hate to put Allen's new topic disclaimer to use already, but what the heck... lol

I agree that maybe if instead of getting both sides full forces when you bartered peace, there maybe could have been rebellious factions on each side (the former Heretics for the Geth and the war-driven Quarian admiral, for example) who destroy each other, reducing the EMS score if you had picked one side over another... then that may have added some unique weight. Well, if the EMS really offered anything narratively in the slightest, I should add.

Point being, a somewhat happy ending, after dealing with a conflict for three games, should have been possible. Whether there should have been more variation and shades of grey is debatable, but ultimately, I'd say the moments of Rannoch and Tuchanka were the most satisfying in the game, much more so than the 'darker, edgier' endings.

Modifié par Fast Jimmy, 15 juin 2012 - 01:42 .


#168
wsandista

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Allan Schumacher wrote...

The issue becomes "does it make SENSE for there to have been no additional consequences."


Maybe what could of happened was have the success depend on a variable.

For instance, if the PC had already been to the Circle of magi and solved the problems there, then everything works out fine.

However, if the PC has not been there yet, the time (s)he spends at the circle taking care of Uldred's rebellion allows Connor to destroy Redcliffe, or at least cause severe damage.

#169
Sylvianus

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Fast Jimmy wrote...

Sylvianus says...

snip


Are we really arguing the point that Bioware made genocide look bad...?

I hate to put Allen's new topic disclaimer to use already, but what the heck... lol

I agree that maybe if instead of getting both sides full forces when you bartered peace, there maybe could have been rebellious factions on each side (the former Heretics for the Geth and the war-driven Quarian admiral, for example) who destroy each other, reducing the EMS score if you had picked one side over another... then that may have added some unique weight. Well, if the EMS really offered anything narratively in the slightest, I should add.

Point being, a somewhat happy ending, after dealing with a conflict for three games, should have been possible. Whether there should have been more variation and shades of grey is debatable, but ultimately, I'd say the moments of Rannoch and Tuchanka were the most satisfying in the game, much more so than the 'darker, edgier' endings.

I don't think you understood when I say look bad.. That means there's absolutely no point to choose the others options, with only negative consequences, there's no point to kill.  Except if we play a monster and if we want to be weakened against the reapers. Of course genocide is always bad.

The debate is useless with a perfect option, and its perfect ending, that's the point I'm making. It is about difficult choices to make in an impossible situation, well rather that looks impossible, except it isn't with Rannoch. You should have to choose your side, before they destroy each other. That's what we were being told until the three options.  There are no good choices, you choose.

But it is useless in Mass effect 3 with Rannoch, if we get the peace option that works without any consequences, the perfect ending for that conflict. I don't see why anyone neutral, who wants the best for the story, would choose something else, or try to defend it, with that easy choice, so perfect.

When Shepard decided to do a genocide against Batarian to save the galaxy against the reapers, it was a bad call, because there was no choices and it was also the only thing to do. In DA2 that's the same. It should have been more like that. 

 To each to think if the genocide of mages is justified or not, according to the situation which was almost impossible. And that is a part of why I like Bioware's games. If it becomes more like Rannoch's example, I'm afraid it won't be anymore interesting. That's right now what I'm talking about.

And I'm not against peace option as a concept. But first, I didn't think it was good according to what I've seen and the lore and It is always more interesting when all the choices mean something, for the better or worse.

I  thought, Tutchanka was really good too. You can have your happy ending with the Krogans, everybody alive, BUT you still won't get the Salarian's fleet because of your choice. That was hard for me, since I couldn't play multiplayer for my EMS. I lost many points XD

And also,  we see the Krogans free, yes. But, will they become friends with the salarians ? Not at all. Salarians still see them as a threat and they won't fully help Shepard because of what he has done, they felt his choice like a treason , keeping their main fleets to be safe in the future. Against who ? Not even the Reapers, but the Krogans free. That is just really good.

The writting for Rannoch was good overall, but  I did not like what they have done, too easy. And it weakened the story, one of the most realistic conflict though.

And for me, the endings were bad because It didn't make sense, wasn't complete, was rushed, not because I couldn't get the perfect ending. Just give me many choices with each their negative and positive points and let me choose.

When I ask for more choices, I mean personally, meaningful choices with consequences, different paths, etc, and not necessarily a perfect choice that resolves everything easily. That is exactly what thought Bioware with Rannoch. The other options were just esthetic.

Modifié par Sylvianus, 15 juin 2012 - 03:33 .


#170
Ihatebadgames

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Every possible outcome should be availible.Also it should be in game common sense how to solve crisis to the best possible outcome.If I'd bought ME3 with no 1 or 2 I'd be more pissed off than now.Without 1 or 2 there is no real connection to the characters that die,or the reasons for the conflict.Yes the Legion memory mission tells some,but it's not fighting Geth in ME1 or Tali starring at Legion over a gunsight in ME2.It watered down the problems,made killing one or the other easier.

#171
Sylvianus

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Ihatebadgames wrote...

Every possible outcome should be availible.

Nope, not always. It Depends the situation, the conflict, depends how serious business it is, depends how bad the influence of the hero is, the relationships with different sides, etc.. You can give many outcomes, options without gaving the perfect happy ending. The geth / quarian conflict was to complicated to bring something that easy in my opinion.

Also I disagree with most players on this board who apparently think that " I want choices in my games " = the hero can resolve everything in each difficult conflict, should have the option to. Mass effect 3 was already too much good against the evil, I won't be convinced more with Rannoch's case, that's for sure.

Modifié par Sylvianus, 15 juin 2012 - 02:40 .


#172
TEWR

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David Gaider wrote...

I hold Redcliffe up as my own personal failure on this front. I wimped out and gave the "third option" of a consequence-free solution just by doing something the player was going to do anyhow... when that really should have come with its own cost. Yes, you should have been able to save both Isolde and Connor... at the price of returning and seeing the village of Redcliffe desolated just the same as if you'd abandoned it to the zombie horde.


I dunno. I prefer what Fast Jimmy proposed. Seems better then just saying "The village gets destroyed no matter what while you're out there"

Fast Jimmy wrote...

I'm not convinced. If there was a confluence of factors that made going to the Circle work out, then fine, I'm all for a rainbow and sunshines outcome.

Say, for instance, if you recruited everyone possible for the defense of Redcliffe, including the Dwarven mercenary and Dwayne, got the amulets of protection, got the best armor, made sure everyone survived the actual attack on Redcliffe, spared Jowan and had already freed the Tower, then when you got back, a happy outcome that the undead rose again, but with all the combined might, the town was able to resist unscathed, would be totally earned then!

If you did not have everyone survive the Redcliffe fight, did not complete every objective to give Redcliffe the absolute highest chance of defending itself (including sparing Jowan, a somewhat nebulous choice), then you have varying degrees of consequence, up to and including the death of Connor, Isolde, the town and Teagan. Similarly, if you had not freed the tower and then had to slog through the long Tower and Fade levels, complete the entire CIrcle quest, THEN returned to Redcliffe, this would result in a similar "most people are dead" outcome, even with the highest defense options.

Happy endings are not the devil. Making them as easy to choose as "Dialogue Option 1 - Not best outcome, Dialouge Option 2 - best outcome" is.


I would love earning my happy ending, rather then it just being as simple as the game basically catering to the choice.

Though Teagan's plot important, so he'd never die. But he could be hiding out with a small group of survivors -- smaller then when you originally go there.

But as a base concept, Fast Jimmy's on the right track. Choices made in-game affecting happy endings.

Allan Schumacher wrote...

The issue becomes "does it make SENSE for there to have been no additional consequences."


Pretty much.

Modifié par The Ethereal Writer Redux, 15 juin 2012 - 02:47 .


#173
devSin

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Playing Diablo III.

Modifié par devSin, 15 juin 2012 - 03:14 .


#174
TEWR

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Allan Schumacher wrote...

I'm curious what your thoughts are on how Bhelen/Harrowmont choice ends up playing out. I was floored (in a good way) to learn that supporting Bhelen leads to a better resolution for Orzammar, and the fact that the player only learns this after completing the game I thought was magnificently played. This was the type of situation that I don't know if we can avoid players metagaming to get a "happier" ending, and I don't know if there is a resolution for how this played out that I would have enjoyed more.


I'd disagree, on many fronts. There's sufficient evidence in-game -- both past and present -- to indicate that Bhelen is the better king.

Or a Dwarf Noble who has the same ideas Bhelen has on reform, who by all accounts should've been able to regain the throne, as Orzammar's society supports the option to have been present.

Anyway, my compulsion to always bring up my hatred of that lack of an option in Orzammar aside...

You learn that he's willing to increase trade with the surface, that Harrowmont is a weak candidate for the throne, that in order to keep the Dwarves alive a Dwarf must bypass the Assembly and stomp it with their foot (like Paragon Aeducan did) rather then endlessly bicker, and a few other things all before the final decision must be made.

It requires a knowledge of politics (more so Dwarven politics), pouring over the lore, and talking to citizens in Orzammar, but you can find it out.

Modifié par The Ethereal Writer Redux, 15 juin 2012 - 03:06 .


#175
berelinde

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David Gaider wrote...

I hold Redcliffe up as my own personal failure on this front. I wimped out and gave the "third option" of a consequence-free solution just by doing something the player was going to do anyhow... when that really should have come with its own cost. Yes, you should have been able to save both Isolde and Connor... at the price of returning and seeing the village of Redcliffe desolated just the same as if you'd abandoned it to the zombie horde.

With all due respect... Why?

If the protagonist has already battled zombies and whatever else to save Redcliffe before even confronting Connor, what role-playing reason is there to back everything up to a timepoint before that happened? Granted, if the player is getting there after abandoning Redcliffe, sure, the town is toast, but the player worked very hard to save Redcliffe and a brief journey into the fade doesn't exactly negate history.

I totally get the concept that there should be actions and reprecussions, but that one seems particularly incongruous. Does the protagonist awaken new spirits in Redcliffe because s/he goes into the Fade? Are these spirits bent on Redcliffe Village's destruction? Casting the "abandoned Redcliffe" outcome on players who opt for a cerebral resolution to the Connor question smacks of retaliation without cause, and that makes no role-playing sense whatever your genre. The battle is won. Moving on... the battle is lost? What's up with that?

I'm not finding fault. I'm just trying to understatnd. Penalty, surely, but maybe some other one may have been better. Maybe some handicap at Landsmeet.