The Angry One
Cypher_CS wrote...
Err...
That's not what he said...
He
said that the only way you can do a story like the one where the
previous two stories had massive branching choices for the players to
take and then understand that feedback and choices made and only then go
about exploring the major themes, the major choices.
Professional authors don't do multiple choice storyarchs....
But way to spin.
And yet Karpyshyn could draw up the dark energy outline during ME2 all the same.
Not to mention all the times Walters flat out disregarded player choice anyway. Anderson, anyone? Rachnii?
I think "player choice" has been a little over-hyped both in terms of developer marketing and fan expectations. Both sides seem to want to put forth this paradigm that player choice results in these radically diverging narratives, which simply isn't the case and more to the point, probably an extrememly difficult goal to
fully realize.
To use an analogy, it seems people want to see the ME games as a tree that branches into different plot lines with vastly different outcomes. The more apt description would be that player choices are vines that may twist and twirl for a bit away from the host tree (read: main story arc), but it always has to stick with the tree in order to sustain itself.
If you think about it, narrative divergences come back to the main story arc through what essentially amounts to ornate window dressing (sorry for mixing metaphors!). For example: Did Thane die in your suicide run against the Collectors? No problem, BW puts in Major Kirahee in his place in ME 3 to fend of Kai Leng, the
same villain in the
same setting of the Citadel under attack by Cerberus.
This applies to your concerns with Anderson and the Rachni. Anderson as a member of the council or not? Rachni queen alive or not? All cosmetic choices on a certain level, because certain set pieces have to be actualized for the main story arc to continue in a coherent way.
Obviously as players, we'd love to have the tree metaphor apply to our gaming, but is it realistic to expect that, or the developers to market that given certain real life limitations? There are so many more variables involved in making a game than just the writers. If Mass Effect was just a Choose-Your-Own-Adventure book (anyone remember those from the 80s?), yes, then I would say it's realistic to expect the tree metaphor of branching narratives.
But in a game, it's nigh impossible. Want to have a completely different scenario in which Udina never becomes a council member, but still collaborates Cerberus? That means a whole different set piece that doesn't take place with Udina fleeing with the other council members. Maybe Shepard wouldn't even have a showdown with Kaidan/Ashley but find himself in some other confrontation with Udina and his goons. I'm not a game developer, but even I can see the economic and logistical perils of developing scenarios which some players may never see, depending on how they play.
A video game has so many other variables to consider beyond the writer. Budget constraints, set pieces for combat and major plot points, computer animations, hardware and software limitations, voice acting, and the list goes on. Gamers are clamoring a holodeck experience (a la Star Trek) within the limitations of 21st century economics and technology. Just to underscore how difficult it is for game developers to create a story, since the writers aren't writing in a vacuum, I enclose the following article about the difficulty of facilitating voice acting:
www.joystiq.com/2012/07/06/voice-acting-in-rpgs-may-be-more-trouble-than-its-worth/By very virtue of the fact hat all of on the forums can refer to the primary story arc of Shepard's exerpience and still understand what each of us are talking about is a testament of how linear the ME experience really is.
Now don't get me wrong, for what the ME narrative is (vines crawling up a tree) I think the franchise has done amazing things with player choice in terms of character interaction (dialogue trees), consequences (which squadmates live or die), utilizing previous game saves to affect successive games, etc.
But if gamers and developers are hyping the holodeck experience, all sides are going to end up VERY disappointed. All this IMHO. :innocent:
EDIT: Messed up the quoting blocks and fixed (hopefully!).
Modifié par Captain Kibosh, 08 juillet 2012 - 07:10 .