Allan Schumacher wrote...
Fast Jimmy wrote...
To be fair, I had responded to a number of other (admittedly better) instances of poor choice imports for both DA and ME and you pulled the Eve one out of a list of four other Tuchanka examples.
But your overall point is valid - people make the choice because they feel it is the choice they want. And having the devs come back and say "you chose wrong" (or making the player feel that way, at least) is very dangerous and tricky.
I personally loved the Harrowmont/Bhelen choice. Mostly because neither one was good. Harrowmont was a prejudiced reactionary and Bhelen was a power-hungry opportunist. This is a vast departure from, say, Wrex and Wreav, where one is painted as definitively good, while the other as definitively bad. I could honestly see the Harrowmont/Bhelen endings applying quite easily to the Wrex/Wreav situation, where Wreav was able to unite the clans and preventing them from reveling, while Wrex had to constantly try and fail to unite them under a banner of peace if the cure is applied.
I loved Harrowmont/Bhelen as well. I'm curious if it's low-key enough.
Also, while at work I find myself skimming posts quickly, so apologies if I didn't really see your other examples. (I actually wrote my wall of text up between doing other things, so I suspect it's just written poorly.
No worries. I was having a day of "training" at work, so I had a lot of time to devote to the discussion.
But not wanting to assign consequence because you are afraid of hurting the player's feelings is limiting, in my eyes. And, in terms of the imports, it further restricts what can and can't be followed up on and how... which, in turn, hampers writing to prevent the writers from painting themselves in a corner as someone said earlier.
At the same time, making the focus of the choice be the consequences because a player feels the need to actually see what happens is just the opposite side of the same coin. In showing the consequence, you make the choice about the consequence. In not showing the consequence, you make the choice about the motivations of the choice itself.
On some level I'm just devil's advocating here, as I like impactful choices a lot too. Some of them are more obvious, like "If I side with this guy, it'd be more interesting if the plot diverged somewhat than if I chose his competitor."
I don't think we should not show choices simply to prevent ourselves from hurting people's feelings. By the same token, I also don't think we should show choices simply to satisfy one's curiosity of "so what happens with that choice." It depends on what we're looking to deliver with the choice. I think sometimes it works one way, sometimes it works another way.
Saving someone thta will sitll end up dead could be seen as pointless. Or it can just be a reflection of the type of character you want to play. (i.e. Lee in TWD).
I did love TWD and how choices played out there.
To me, I think Save Imports work, from a logistical point of view, in episodic-type content better than in full-fledged games. The ability to have shorter feedback loops lets the devs get away with less chocies at a time that they can then go more in-depth with. In addition, few episodic games offer the type of "large world" impact choices that you see in AAA games.
So maybe that is the key - keeping the number of choices that carry over as few as possible, but as deep as possible. The problem is, at this point, how do you make that distinction? Who gets to pick and choose the four or five choices that the next game has any content for?
Or possibly the reverse? Tons and tons of references (much more than just one or two) so that the player can feel the illussion is stronger, even if the tricks are smaller? I don't know.
As stated previously (months ago), my entire point in this thread is not to convince Bioware to stop doing the imports. It is to convince fellow BSNers that if Bioware wanted to drop them, it wouldn't be the absolute worst thing in the history of time. Because then, if Bioware can ask, objectively, "Do we really want to keep doing the imports?" and not have to worry about "but how big will the fan rage be?" then Bioware can evaluate it as a feature, cleanly and without prejudice. Otherwise, it becomes more of a gun being held to the head of Bioware than a game feature they want to promote.
archangel1996 wrote...
If they knew they couldn't do it in a good way, they shouldn't have done it
To be fair, I don't think there was any way they'd knew they would even have a guaranteed sequel when they thought up the concept. And I definitely don't think they knew how much effort it would take to live up to the high bar players set in their minds. So its really not fair to say "they shouldn't have done it." Because, at this point, that ship has kind of sailed. The only real question to ask now is "should they keep doing it?"
Modifié par Fast Jimmy, 23 avril 2013 - 11:20 .