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Bioware please have an option for happy ending in DA3


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#276
Il Divo

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iakus wrote...

Il Divo wrote...

iakus wrote...

This is why DAO's ending worked while ME3's didn't.  DAO lets you barter for your ending.  A price must be paid to defeat the archdemon, but you can pick what you're willing to pay to get it.  There's something for a wide variety of mindsets.  You can die in a blaze of glory, you can redeem a villain, let another sacrifice himself in your place, or do the DR and headcanon if that's a good thing


Wait, I'm not sure I follow, how is headcanoning the consequences of the DR any better than headcanoning Shepard's survival? Isn't that a bit of a double-standard? Posted Image


Eh, not really, given I'm talking more a personal happy ending (which is what I'm assuming is being debated here)

We have to head canon the long term effects of the Dark Ritual, just as we have to head canon the long term affects of the ME3's endings (just how "inevitable" are those predictions?)  However, the Warden clearly survives in the DR ending, Shepard's survival is....another story...:innocent:


Still, that's not really an equivalent scenario. The Warden clearly survives the DR ending, but we also clearly see the Reapers destroyed (the entire point behind the Destroy ending). And the consequences of the DR could have been made personal if the DA:O chose to remind us that it's our fault there is now a baby Archdemon in the world.
What I'm suggesting is that expecting those who want a tragic ending to headcanon the DR is no better than expecting those who want a happy ending to headcanon Shepard's survival. I don't think anyone wants to pay $60 a pop to be told they have to imagine a better ending because the game couldn't handle the job.

Modifié par Il Divo, 07 octobre 2012 - 09:42 .


#277
megamacka

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I personally don't understand what people mean when they say '' I did not feel like I had wonn '' about the ME3 ending. The odds that you were up against were a 100 times worse than the darkspawn and you knew that if you did against all odds manage to defeat the space reapz then the entire galaxy would pretty much be sacked either way. But it can be rebuilt.

Did people expect bunnies and roses. All buildings and all those lives lost to just magically reappear out of thin air and everyone would have cake and eat it too? I am fine with Sheps dying ( he did NOT however ) not in destroy. And I don't care if people yell and screaaaaaaaaaam at me with their '' You're a bad bad person because you do not share the same interpretation that I do '' agenda. HE SURVIVED! I would love Bioware if they would add a reunion scene, but for now I can headcannon.

Is it because the Geth and EDI had to be sacrificed? Although  it doesn't really make sense as to why it would target the Geth too, but really? Destroying the reapers isn't a happy ending? :-)
To me it was a very happy ending considering what was at stake and what we were up against. Sacrifices had to be made, I knew this walking in. I cared about the Geth, but not enough to make me go all '' Okay mr reaper AI, You have been reaping for cycle upon cycle but I'll trust what you're saying even though I just met you five minutes ago ''.... The Geth and EDI was an acceptable but sad sacrifice to me.

To me, if it's all '' ZOMFG EVERYONE SURVIVES NO ONE DIES '' then it just feels like a forced ending to me. Sure, if I put in a ton of effort into the game then I want this to show ( Cough, ME3 really did not.... ) but I don't want to feel like. Yeah...... This battle wasn't that difficult, I mean... Hardly anyone died. Id just feel like it wasn't that big of a deal and I had been on a vacation or something.

Modifié par megamacka, 07 octobre 2012 - 09:48 .


#278
garrusfan1

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Wow I didn't expect this thread to get so big

#279
Iakus

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Il Divo wrote...

Still, that's not really an equivalent scenario. The Warden clearly survives the DR ending, but we also clearly see the Reapers destroyed (the entire point behind the Destroy ending). And the consequences of the DR could have been made personal if the DA:O chose to remind us that it's our fault there is now a baby Archdemon in the world.
What I'm suggesting is that expecting those who want a tragic ending to headcanon the DR is no better than expecting those who want a happy ending to headcanon Shepard's survival. I don't think anyone wants to pay $60 a pop to be told they have to imagine a better ending because the game couldn't handle the job.


Looking at the ME3 forums that pretty obvious :D

At any rate, in DAO, we also clearly see the archdemon die and the Blight ended.

To my mind, headcanoning the consequences of the DR is little different than headcanoning the predictions made concerning the Red ending, the implications of the final speech in the  Blue ending, or the changes wrought in the Green ending (trying really hard to avoid spoilers here in this forum, so forgive the vagueness)  

I'm not saying that those who want a tragic ending need to restrict themselves to the DR.  Just that the DR can be interpreted as either (at least until that gets resolved in a future game)  There are consequences to the other endings too, though those are a bit more cut and dried.  Does Alistair rule or Anora?  Did Logain die a hero or a traitor?  And so on.  those who want a tragic ending can certainly manipulate events to make things better or worse for Ferelden Up to and including choosing to sacrifice yourself to slay the archdemon.  Even with other chocies available, it's still a perfectly valid option.

Modifié par iakus, 07 octobre 2012 - 09:57 .


#280
Vicious

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personally don't understand what people mean when they say '' I did not feel like I had won '' about the ME3 ending.


It's easy to feel. The game beat you over the head and shoulders over how you were in way over your head and that the odds of survival were pretty much zilch, despite everything you accomplished so far.

And for that reason, I feel the Refusal ending fit the tone of the game best. That said:


Sure. Happy endings a la Dragon Age Origins or Baldur's Gate 2/Throne of Bhaal/KOTOR/etc are just fine.


However, what we DON'T want are cop outs like the Redcliffe quest in DA:O, where there are three choices, and one has literally no detriments at all. Everyone's happy! People hate that stuff. Everyone picks THAT ending. An otherwise dramatic scene becomes silly. Yes, one can argue that Dragon Age 2 did it at the end and people hated it. But I disagree, people hated the climax for different reasons than 'i was forced to choose.' people hated it because your choice had events play out in virtually the same way. Don't do it again, Bioware.

#281
Ianamus

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megamacka wrote...

I personally don't understand what people mean when they say '' I did not feel like I had wonn '' about the ME3 ending. The odds that you were up against were a 100 times worse than the darkspawn and you knew that if you did against all odds manage to defeat the space reapz then the entire galaxy would pretty much be sacked either way. But it can be rebuilt.


For me it's as much how they handled the ending as it's content. If you fought the Reapers head on but because there are so many you can only scrape a victory and Shepard/ the Normandy must sacrifice itself (being the most advanced ship) then that would have made sense. But we had a deus ex machina-esque machine that can destroy/ control all the reapers in one go. Why must Shepard die to accomplish this and why must the machine randomly blow up after its fired? Essentially only because Space kid told you so, when in reality it would make just as much sense for Shepard to pull a lever to active the crucible and survive. 

Modifié par EJ107, 07 octobre 2012 - 10:14 .


#282
megamacka

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EJ107 wrote...

megamacka wrote...

I personally don't understand what people mean when they say '' I did not feel like I had wonn '' about the ME3 ending. The odds that you were up against were a 100 times worse than the darkspawn and you knew that if you did against all odds manage to defeat the space reapz then the entire galaxy would pretty much be sacked either way. But it can be rebuilt.


For me it's as much how they handled the ending as it's content. If you fought the Reapers head on but because there are so many you can only scrape a victory and Shepard/ the Normandy must sacrifice itself (being the most advanced ship) then that would have made sense. But we had a deus ex machina-esque machine that can destroy/ control all the reapers in one go. Why must Shepard die to accomplish this and why must the machine randomly blow up after its fired? Essentially only because Space kid told you so, when in reality it would make just as much sense for Shepard to pull a lever to active the crucible and survive. 


Don't misunderstand me. I did NOT like the ending ( see my sig ). But I don't necessarily feel like it was a sad/ bittersweet ending. At least not in the way that id go out and complain about '' Ah gawd there ain't no bunnies and rainbows ending! ''.

However, what we DON'T want are cop outs like the Redcliffe quest in DA:O, where there are three choices, and one has literally no detriments at all.


It's pretty difficult to say no when the choice is presented before you.I dunno if spoilers are allowed here but you know what I mean. There should have been a '' take to long and you fail or something ( with no clock ) I dunno really. It's kinda like, Oh you're a good guy? Cool pick this and you will ensure blah blahs survival otherwise you're a douche and the entire world dies muahaha.

  Sometimes failure can be a much more satisfying and emotional event. There are a couple of these in ME3.
People died. Characters that I cared about, and I didn't get angry. I wasn't happy either. But in the end, it worked out better that way and it gave me the feels and a couple of powerful moments.

Modifié par megamacka, 07 octobre 2012 - 10:27 .


#283
Guest_PurebredCorn_*

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mousestalker wrote...

Allan Schumacher wrote...

When people talk about choices, are they referring to having the narrative bend in the way that they want it to?


I like surprises. Perhaps the best example of a meaningful choice is found with DAO. The warden has the choice to create a relationship with Alistair. If she is a Cousland, she can become Queen, if she makes the correct choices. If she isn't a human noble, she can only remain with Alistair if she selects one very off putting dialogue choice. Otherwise he dumps her.

Later, she can choose to spare Loghain or have him die. Rebuff Morrigan's offer and someone dies, either Loghain, Alistair or the PC.

All of these choices have an impact on the ending. Spare Loghain and Alistair leaves. Don't harden Alistair and he leaves you. The ending for your character changes. All of the consequences in retrospect make sense. However, I can tell you I didn't see Alistair dumping my elven warden on my first complete playthrough. It made sense, but it was a surprise. And the narrative certainly did not go the way I wanted it.


What Mousestalker said! Couldn't agree more.

#284
megamacka

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 Id like some ''surprises'' too. Both good and bad :o.
I just think it's pretty lame when you are putting blind faith into people and they just happen to turn out to be good people. I am hoping for betrayal and backstabbery:devil:.

  If I my beliefs goes against someone elses then I want them to have second thoughts.

(   DA:O spiler!! : Like with Lelianna for example if you are a douche ) .

Modifié par megamacka, 07 octobre 2012 - 10:35 .


#285
Wynne

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Allan Schumacher wrote...

I agree with things like Harrowmont and whatnot.  It's things like that that I really like.  Bhelen is quite belligerent and if you went Dwarf Noble the reasoning behind trusting him is even less.  But siding with Harrowmont ultimately is bad for Orzammar.  I would not like it if there was a way to side with Harrowmont, and then you can go off and do some extra stuff to ensure Orzammar still becomes awesome under Harrowmont's rule.
/
I agree.  Provide something for the player to have to think about so that they have to evaluate what is the best choice. 

This is exactly what I am hoping for when I ask for choice. That makes it a lot more meaningful, when a game nudges the player to do what they want to do within the game world rather than think from a more meta-perspective.

As a Dwarf Commoner, I chose Bhelen with no regrets because he had been kind to my sister. It worked out well. As a Dwarf Noble, however, I chose Harrowmont--again with no regrets. Both outcomes felt fitting even though choosing Bhelen is the "optimal" choice. If I could give my DN a happier ending, I wouldn't, because that simply wasn't her story. (Same with my DC, who romanced Alistair... and then got him exiled when he rejected her for not being royal enough.)

However, it might've been interesting if you could have--without knowing for sure if Harrowmont would be a good or bad king--choose instead to have him assassinated and allow an heir of his to take over. That might be an interesting optional quest to give funds to a rival within Harrowmont's family, which might lead to a somewhat less negative ending, in between Harrowmont and Bhelen. It would also be very fitting, as the dwarven nobles are a backstabbing sort of lot. That kind of possibility interests me. 

I don't like endings that are 95% happy OR sad. I liked how US vs. God Baby was a choice with murky consequences, and you could decide for yourself which was happier. I was completely immersed in that choice because Morrigan was the voice of it--and Morrigan was someone that my Dwarf Commoner PC had come to regard as a close female friend. That was how I made the choice... in the end, she trusted her friend. Not with any illusions that Morrigan was without any capability to be treacherous, not out of the belief that her motives were necessarily either pure or impure... just because she trusted Morrigan had her reasons. She believed Morrigan wanted, at least in part, to save her life. 

Yet, my Circle Mage decided she didn't trust Morrigan, and was disturbed by the possibilities. She gave her life for Ferelden. That felt just as "optimal" to me in another way--character fidelity is truly an invaluable thing for that very reason. 

As for ME2, I actually think that the Suicide Mission would've been more interesting if it had been less formulaic and transparent in terms of mechanics. More dialogue-based than Loyalty Mission based. How much you kept morale up throughout the game rather than just your choices at the very very end.

I often wish more characters were even a quarter as complex in their preferences as Bishop in NWN2, where his hatred of all things Luskan and peculiar ethos affected everything you said to him. You really had to learn how he thought in order to reach him. Same with Gann from Mask of the Betrayer, to a different degree--he went through this entire journey with the PC. You had to be sort of witty and clever and wise in order to catch his interest. And if the trial had been fully implemented... well, let's just say it was really innovative and so much fun. 

I like it so much when a game makes me think. If I get a happy ending because I was actually clever, that's when it stops feeling sappy in my eyes and becomes rewarding and fitting. If I'm paying attention and really reasoning out what the best selection for this case would be, then I want the game to respond to my attempts to be intelligent. I love trying to make connections with characters in games, and I love it when my choices feel right and have logical, rational outcomes.

I feel like the writers understood why someone would and wouldn't choose Bhelen, and deliberately took those things into account. You could feel that when you played and it really worked.

As for character-based outcomes, choosing to say the one thing that I think would truly shake someone's rigid opinions is an exercise that I like to carry out in real life; it's fun when it works and I've gotten somewhat good at it. It's just as much fun for me in a game. I loved the friendship with Morrigan that developed for that very reason--I felt like I was being asked to understand her, and that I was rewarded when I did. That's always nice.

TL;DR: Choices that require cleverness in order to have a tactically rewarding outcome... GOOD!

#286
Blessed Silence

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I was happy with .. Fallout 3's ending for example.

My vault dweller did his job, walked off intot eh sunset so to speak ... and I saw through flashes all the things I did, good or bad, that shaped the world and story afterwards.

I am not expecting a "skipping through the fields" ending, but for me, even if there is loss (like in ME1) with hard decisions, make me know that those decisions were NOT in vain and meant something.

#287
Versus Omnibus

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In my honest opinion, I don't care if I get a "happy" ending or not as long as I accomplish what I set out to do. My main problem with ME3's ending, besides the literary problems, was that I felt like things got much worse instead of better. Sure, the Reapers were defeated, but galactic civilization was destroyed in a matter of minutes. Everything I tried to save is now left to die slowly, and I really hated the original ME3 endings for that.

I don't want that in DA3; I want to see my mission accomplished and if that requires I pay a huge price to make sure Thedas is saved then great. Just don't give me an ending that boils down to "To save the world, you have to destroy it." Posted Image

#288
LinksOcarina

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if my happy ending is killing people I know or love to save the country, then thats my happy ending.

Or even better, committing suicide for the same effect. After all, a happy ending is in the eye of the beholder, and having a disney-esque ending is neigh impossible.