I don't feel any sense of accomplishment when a character has obvious plot-armor and they live.
Getting everyone to survive ME2 was a challenge (until people mapped out the pattern of elimination).
The downside is that imports become complicated and surviving NPCs are likely to become replaceable cameos a la ME3.
Still, I'd like at least some character(s) to be difficult to save.
I'm okay with being forced to make a choice on which NPC to save over others if the no-win situation is believable (beyond "the game won't let you").
If there is a no-win situation, I don't want it to be like the finale of Act 2 in the second Dragon Age. No matter what the player did, the conclusion was always the same regardless if the player ran around blindly, took extra time to picked off each and every mob or did a speed run to the rescue. It should reflect the player's accomplishments even if the death is unavoidable. Otherwise, it just becomes another "the game won't let you" as the reason.
Instead of trying to kill this or that character, I want it difficult to keep some alive.
Débuté par
EricHVela
, sept. 19 2012 02:52
#1
Posté 19 septembre 2012 - 02:52
#2
Posté 19 septembre 2012 - 02:53
I would agree that it adds to a more dynamic story, but we shouldn't start killing characters off randomly.
#3
Guest_EntropicAngel_*
Posté 19 septembre 2012 - 03:02
Guest_EntropicAngel_*
ME2 was not a challenge. In the slightest.
But, Virmire choice? Sure.
But, Virmire choice? Sure.
#4
Posté 19 septembre 2012 - 03:06
I am in agreement
#5
Posté 19 septembre 2012 - 03:10
Yeah, I'm not saying they should add add an ems meter but improvise.
#6
Posté 19 septembre 2012 - 04:18
I like this idea a lot. I just want companions to die. Not because I'm virtually bloodthirsty but because I want virtual emotional impact. xp





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