Fast Jimmy wrote...
If they offer us a ton of choices, but establish a canon (not a RAILROAD of previous choices, but a true CANON) and get rid of import flags, they will be able to tell a real story while at the same time giving us a lot of choices about how we want that story to play out. Granted, our control over the story spanning ALL the games would be somewhat diminished... but in the end it is going to be diminished anyway. So I say we go with the option that lets us play better games, rather than sacrifice game quality to account for imaginary games in the future.
I think establishing canon choices after the fact completely diminishes the impact of player decisions. It homogonises *all* player experiences into one developer-chosen truth. Why offer player choice in the first place if it's not used in the maintenance of a persistent, 'unique' story? How would developers decide which decision path is 'canon'? Moreover, how would they respond to the customers who wanted to see their choices refected in future games, if those choices aren't the 'canon' ones? How could players ever associate with a gameworld in sequels that wasn't 'their own'?
The dissonance between the player's chosen truth and the developer's would be, at least personally, hugely jarring.
I'd rather a completely linear game, if there's no intention to transfer saves - and it'd be a lot simpler and cheaper.
Even if the execution has been somewhat lacking, the save-file imports are (as far as I know) almost unique to Bioware's modern games, and are a huge drawcard. How much praise was heaped on ME3 for its (reasonable) effort to reflect past decisions and events? It's seen as an immense achievement in gaming, a trilogy that admirably maintains a level of consistency between games and offer unique responses to past player decisions.
Player agency is rendered totally moot when developers decide canon, and for a studio all about choice I think it'd be a very strange path to go down.





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