No, I don't think the game would have been better without the character. Or even the fact that the existence of her character in ME3 is predicated on Maleon's cure.
But because of the ambiguity of the endings, the entire notion of her existence is made weaker. Therefore, the import that predicated her existence, by default, becomes weaker. If the endings had, instead, made clear exact consequences and outcomes of our decisions, this would have mattered more, since the choice of whether or not she died would have had some type of tangible relevance.
Did Eve affect that nature of events on Tuchanka? No, she was merely a rather quiet passenger. Did her influence make the Reapers any weaker in Priority Earth? Not from any signs we were given. Did she have any deep insights into the Crucible's construction? No, she doesn't appear to have any science bend that would be of use.
So, aside from what we imagine to happen (which, as I said earlier, has as much credence as fan fic like the Indoctrination Theory), what are we shown as Eve doing? The answer is not much of anything. Instead, if the choice actually played into how things turned out or how the galaxy wound up once the final decision was made, then her character would have a value to the story, instead of just being fertilizer for head canon.
ME3 spoilers:
I ask because you seem to think it's all rather subpar, and that the idea that the game just ran with whatever would make for an inherently superior game experience.
I think you have a valid concern, but your example with Eve undermines your position. It very much plays an impact over how the situation on Tuchanka plays out, especially when combined with Wrex's status. Heck, you can straight up convince Mordin that curing the genophage is a ****** poor idea if the conditions are perfect, to which he agrees and moves on. The consequences? Sure, with some metagaming we can go "Ehhhhh, it doesn't really have much of an impact." I agree that impactful choices are still important, but as I've learned on this very board since I have started hanging out here, that's not the sole reason for choices existing. I have actually softened quite a bit on the idea that "a choice is not interesting if doesn't provide some level of observable reactivity to it."
On some level, simply allowing the choices to be made, despite not knowing the actual outcomes of it, places an emphasis on the choice itself rather than the results of said choice. You can dismiss this as me just "headcannoning" if you'd like, but I am reminded of Ravel's question to The Nameless One in Torment. Ultimately, there is no right answer to her question... she's only interesting in what
your answer is.
Why I
liked the ME3 ending, was that you got to know pretty much as much as Shepard got to know, and you had to make your choice at the end without knowing how things work out. In that sense, the emphasis shifted more to the idea of the ethical considerations of the choice itself, rather than any sort of validation from the game (Yay, the game agrees with me that my choice was bestest), or cognitive dissonance avoidance schemes (Pfft, stupid game... I don't think it'd play out like that at all).
The Tuchanka scene isn't even about the specifics of curing the genophage from my point of view. It's a look at the ethics of the genophage and how the player exercises Shepard's influence based on those ethical considerations. The best (and most traumatizing) sequence for that arc to play out is when Shepard and Mordin are at an impasse, and Shepard is holding his gun up threatening Mordin, and despite their past (which for most people is amicable), Mordin defies Shepard because he feels that strongly about atoning for what he has done. That whole scene is vapor if Wrex is dead and so is Eve. But it represents a distinctly different character arc while at the same time being entirely consistent with Mordin's character.
The risk with making choices impactful is that you make the consequence the important aspect. If curing the genophage results in a cutscene/slide of the Krogan going all militant and overrunning the galaxy, you're still going to get MANY (MANY!)
very pissed off people. You also get the game telling the player "The best solution may not have been curing the genophage after all.
You chose poorly." Nevermind the host of other accusations that people would then place on us (the content creators) for allowing such an act to take place. An advantage of not making it immediately obvious (especially given that, within the scope of ME3, the curing of the genophage is something that is going to have long term consequences, not so much short term ones) is that it can leave the player with the feeling of "I hope my choice was worth it in the end." Especially if the choice itself is presented in a way that it may or may not have good consequences.
This can work with something like Bhelen and Harrowmont, but even then there's some level of "What!?" For my I go "Cool!" For others, they go "Well that's not what I wanted. I'll have to make sure I pick Bhelen in future games then...." So it's still a tricky card to play, because the emphasis can shift on "what's the right solution?"
Of course, try to have equal costs/consequences, and you still end up getting "well what's the point?" as well as some chiming in that it sends a bad message that nothing good can happen or all sorts of other things.
TL;DR I think doing things your way presents a different set of challenges. Which is ultimately better is tough to say. Yes, I can agree that it is disappointing that such outcomes like darkside KOTOR (or pretty much most of the outright evil options in a lot of games) is no longer valid. But I think it's a balancing act, and in some cases simply allowing the choice is important for allowing the player to define their character (no matter how "pointless" the decision may be), while at the same time never having impactful choices can also lead to a sense of irrelevance and pointlessness to some.
I just don't feel that the Eve example is a great example of where you want to have "Choice and Consequence" (and gamers in many ways have made convincing arguments that they aren't too keen on consequence unless it's the consequence that they want, no matter how logically appropriate different consequences may be)
Modifié par Allan Schumacher, 23 avril 2013 - 08:21 .