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Bioware please have an option for happy ending in DA3


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#101
Il Divo

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Wulfram wrote...

garrusfan1 wrote...

Okay people I said an OPTION for a happy ending I am not saying for it to be the only ending


Making people have to deliberately choose to get a worse ending isn't very satisfying.  And doesn't really work at all on that crucial first playthrough.  So it's not really easy to make a true option

DA:O did about as good a job as you can, but that relied basically on unresolved mysteries - if you decide that the Dark Ritual is going to be a good thing, then you can have a happy ending.  If you decide that this whole thing is dodgy, then any ending is going to have a stronger element of darkness and can probably be classed as bittersweet - unless you hate Alistair, anyway.

When Bioware actually get round to resolving the OGB stuff, I wonder if that balance will survive.


Hit the nail right on the head. Very well said.

Modifié par Il Divo, 07 octobre 2012 - 01:05 .


#102
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Yeah, I don't think the consequences in Bioware games should always match the choices. If the player makes a diplomatic or paragon choice, that should not guarantee a positive resolution. This is how the ME trilogy felt. Paragon choices were pretty much always rewarded with best case scenario outcomes, while Renegade choices often felt like the player was being a jerk.

Paragon choices should backfire. Renegade choices should sometimes end in optimal resolutions. The consequences shouldn't always live up to the intent.

#103
Kyle Kabanya

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If each game in the Dragon Age franchise is going to be a seperate story to a bigger picture, I want the ending to tie up everything of the story. Meaning...

Dragon Age Origins, if the Warden died end of story, but if you did the ritual and did Witch Hunt, it let more questions and answers. If the questions were answered in a sequel, then it would be fine, but the story for the Warden ends there. Your left with a child, a portal, a love story all left unanswered.

In DA2, were told Hawke dissapears. That's it. What happened to Kirkwall, his friends? How did he/she dissapear? Are they dead?

I understand that Bioware is making Dragon Age into a Martian Chronicles series. For those who don't know, its a book that has multiple small stories creating one big one. Its a cool concept, but the stories need to be tied together in some way, and yes they need to leave some questions, but not dozens.

I want a complete ending, it doesn't have to be a happy one, though I'd prefer that just closure. And no ME3 ending with three colors and a star brat.

#104
deuce985

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Galactus_the_Devourer wrote...

Allan Schumacher wrote...

Rather I think, having the option of letting our characters bend the narrative. (which is, I think, a minor but significant difference)


The reason I phrased it the way that I did is because a lot of times it came up in the ME3 forums when people that liked the ending didn't want a DLC that added a more definitively happy ending. The common response was often "well you don't need to choose that ending if you like the current one."

The thing is, whether it be my character or even Allan the game player, ostensibly choosing a suboptimal outcome knowing that a superior outcome is the likely consequence of a different choice is not really much of a choice at all. It wouldn't make any sense for Allan or Shepard to have made a different choice!

The problem I had with ME2 is that while it had all these variations on the ending, they basically amounted to what level of completionist is the player? I did like the decisions on the suicide mission affecting characters surviving, but doing loyalty and acquiring resources is just something that I'm likely going to do anyways. The cost isn't much of a cost IMO.

So from there, I'd like to see it done better, if we're going to do it. Ideally, I'd prefer that the only way to get the "best" happy ending involves doing something decidedly less happy in the game. Though in that case people come back to me with arguments like "Well what is it people are supposed to get from the game? Good things only come to people that do bad things!?" So it's really a situation of "probably not going to please everyone" so hopefully it's just done well enough that in general people appreciate it.




ME3Well, I the simplest explanation would be: Challenge. Make it so that completing the game in the "best" way requires some rather specific actions.

Let's take my hypotethical alternate ME3 ending: In a "regular" game you could either fail and have the reapers nom the galaxy, you could succeed by at various different levels of cost. (I rather like the idea of blowing up the sun with the reaper armada in the solar system, killing the reaper armada but also most of humanity and pretty much any hope of humanity becoming preeminent) 

However, if you did things exactly right, basically game it to maximize your war assets strengths (and that would mean making some brutal choices and some diplomatic ones, IE: being pragmatic, rather than simply doing the red/blue thing) and even requiring you to have made certain choices in the previous games.... Then you could have beaten the reapers conventionally. But depending on what you care about, that ending might be less happy. (you might have had to sacrifice some of your companions, or do a lot of grinding, or generally something like that) 






See, this is one of the problems I have with people making arguments about ME3's endings. I'm not aiming it at you specifically, I'm just saying everyone seems to have a very specific ending they have in their mind. Yet, for people who complain about plot holes, they're adding their own in the game. If anybody paid attention to ME's writing since the first game - it was established they couldn't be beat by conventional means. It took massive resources and entire fleets just to take down ONE Destroyer class Reaper.

Resources that were obviously not endless for organics. The Reapers don't even have endless resources if you read the descriptions of each planet and how the war is hitting them. Some areas were left alone completely. Reapers were ravaging the main infrastructures around the Galaxy first.

Isn't that ending also flawed too? If you blow the sun up(assuming they even have the technology for that), how is that a solution to the problem? Blowing the sun up means they'd have to do it in every system that has Reapers. Isn't this a tragic ending? Because all life will be destroyed, even young life...

So, it's like the ultimate sacrifice. Only difference is you're destroying EVERYONE with you. That seems like a very selfish and tragic ending to me.

Modifié par deuce985, 07 octobre 2012 - 01:13 .


#105
o Ventus

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MillKill wrote...

Tragic endings are far more emotionally powerful and memorable.


So if you had cancer, and doctors had just discovered a cure for your cancer, would you refuse it on the grounds of it not being "memorable" enough?

#106
Galactus_the_Devourer

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deuce985 wrote...

Galactus_the_Devourer wrote...

Allan Schumacher wrote...

Rather I think, having the option of letting our characters bend the narrative. (which is, I think, a minor but significant difference)


The reason I phrased it the way that I did is because a lot of times it came up in the ME3 forums when people that liked the ending didn't want a DLC that added a more definitively happy ending. The common response was often "well you don't need to choose that ending if you like the current one."

The thing is, whether it be my character or even Allan the game player, ostensibly choosing a suboptimal outcome knowing that a superior outcome is the likely consequence of a different choice is not really much of a choice at all. It wouldn't make any sense for Allan or Shepard to have made a different choice!

The problem I had with ME2 is that while it had all these variations on the ending, they basically amounted to what level of completionist is the player? I did like the decisions on the suicide mission affecting characters surviving, but doing loyalty and acquiring resources is just something that I'm likely going to do anyways. The cost isn't much of a cost IMO.

So from there, I'd like to see it done better, if we're going to do it. Ideally, I'd prefer that the only way to get the "best" happy ending involves doing something decidedly less happy in the game. Though in that case people come back to me with arguments like "Well what is it people are supposed to get from the game? Good things only come to people that do bad things!?" So it's really a situation of "probably not going to please everyone" so hopefully it's just done well enough that in general people appreciate it.




ME3Well, I the simplest explanation would be: Challenge. Make it so that completing the game in the "best" way requires some rather specific actions.

Let's take my hypotethical alternate ME3 ending: In a "regular" game you could either fail and have the reapers nom the galaxy, you could succeed by at various different levels of cost. (I rather like the idea of blowing up the sun with the reaper armada in the solar system, killing the reaper armada but also most of humanity and pretty much any hope of humanity becoming preeminent) 

However, if you did things exactly right, basically game it to maximize your war assets strengths (and that would mean making some brutal choices and some diplomatic ones, IE: being pragmatic, rather than simply doing the red/blue thing) and even requiring you to have made certain choices in the previous games.... Then you could have beaten the reapers conventionally. But depending on what you care about, that ending might be less happy. (you might have had to sacrifice some of your companions, or do a lot of grinding, or generally something like that) 






See, this is one of the problems I have with people making arguments about ME3's endings. I'm not aiming it at you specifically, I'm just saying everyone seems to have a very specific ending they have in their mind. Yet, for people who complain about plot holes, they're adding their own in the game. If anybody paid attention to ME's writing since the first game - it was established they couldn't be beat by conventional means. It took massive resources and entire fleets just to take down ONE Destroyer class Reaper.

Resources that were obviously not endless for organics. The Reapers don't even have endless resources if you read the descriptions of each planet and how they war is hitting them. Some areas were left alone completely. Reapers were ravaging the main infrastructures around the Galaxy first.

Isn't that ending also flawed too? If you blow the sun up(assuming they even have the technology for that), how is that a solution to the problem? Blowing the sun up means they'd have to do it in every system that has Reapers. Isn't this a tragic ending? Because all life will be destroyed, even young life...

So, it's like the ultimate sacrifice. Only difference is you're destroying EVERYONE with you. That seems like a very selfish and tragic ending to me.



My point wasn't specifically about the ME ending, but rather what I meant by offering different types of success.

And blowing up the sun? Well, that's what the Catalyst is for :P 

#107
deuce985

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Galactus_the_Devourer wrote...

deuce985 wrote...

Galactus_the_Devourer wrote...

Allan Schumacher wrote...

Rather I think, having the option of letting our characters bend the narrative. (which is, I think, a minor but significant difference)


The reason I phrased it the way that I did is because a lot of times it came up in the ME3 forums when people that liked the ending didn't want a DLC that added a more definitively happy ending. The common response was often "well you don't need to choose that ending if you like the current one."

The thing is, whether it be my character or even Allan the game player, ostensibly choosing a suboptimal outcome knowing that a superior outcome is the likely consequence of a different choice is not really much of a choice at all. It wouldn't make any sense for Allan or Shepard to have made a different choice!

The problem I had with ME2 is that while it had all these variations on the ending, they basically amounted to what level of completionist is the player? I did like the decisions on the suicide mission affecting characters surviving, but doing loyalty and acquiring resources is just something that I'm likely going to do anyways. The cost isn't much of a cost IMO.

So from there, I'd like to see it done better, if we're going to do it. Ideally, I'd prefer that the only way to get the "best" happy ending involves doing something decidedly less happy in the game. Though in that case people come back to me with arguments like "Well what is it people are supposed to get from the game? Good things only come to people that do bad things!?" So it's really a situation of "probably not going to please everyone" so hopefully it's just done well enough that in general people appreciate it.




ME3Well, I the simplest explanation would be: Challenge. Make it so that completing the game in the "best" way requires some rather specific actions.

Let's take my hypotethical alternate ME3 ending: In a "regular" game you could either fail and have the reapers nom the galaxy, you could succeed by at various different levels of cost. (I rather like the idea of blowing up the sun with the reaper armada in the solar system, killing the reaper armada but also most of humanity and pretty much any hope of humanity becoming preeminent) 

However, if you did things exactly right, basically game it to maximize your war assets strengths (and that would mean making some brutal choices and some diplomatic ones, IE: being pragmatic, rather than simply doing the red/blue thing) and even requiring you to have made certain choices in the previous games.... Then you could have beaten the reapers conventionally. But depending on what you care about, that ending might be less happy. (you might have had to sacrifice some of your companions, or do a lot of grinding, or generally something like that) 






See, this is one of the problems I have with people making arguments about ME3's endings. I'm not aiming it at you specifically, I'm just saying everyone seems to have a very specific ending they have in their mind. Yet, for people who complain about plot holes, they're adding their own in the game. If anybody paid attention to ME's writing since the first game - it was established they couldn't be beat by conventional means. It took massive resources and entire fleets just to take down ONE Destroyer class Reaper.

Resources that were obviously not endless for organics. The Reapers don't even have endless resources if you read the descriptions of each planet and how they war is hitting them. Some areas were left alone completely. Reapers were ravaging the main infrastructures around the Galaxy first.

Isn't that ending also flawed too? If you blow the sun up(assuming they even have the technology for that), how is that a solution to the problem? Blowing the sun up means they'd have to do it in every system that has Reapers. Isn't this a tragic ending? Because all life will be destroyed, even young life...

So, it's like the ultimate sacrifice. Only difference is you're destroying EVERYONE with you. That seems like a very selfish and tragic ending to me.



My point wasn't specifically about the ME ending, but rather what I meant by offering different types of success.

And blowing up the sun? Well, that's what the Catalyst is for :P 


Fair enough.

#108
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DA3 shouldn't be happy at all, it should be the game industry's Schindler's List. I want to cry through the entire experience. Then when it is over, I want to feel a sense of introspective self-loathing for being such a selfish and spoiled piece of **** when compared to the generosity and sacrifice of others.

#109
Il Divo

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o Ventus wrote...

MillKill wrote...

Tragic endings are far more emotionally powerful and memorable.


So if you had cancer, and doctors had just discovered a cure for your cancer, would you refuse it on the grounds of it not being "memorable" enough?


Are we really equating what we want from our entertainment with real life? There's no rule which says the two have to be the same.

Modifié par Il Divo, 07 octobre 2012 - 01:24 .


#110
RogueWriter3201

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I can only concur with the OP that an option for a truly "Happy" conclusion to DA3's narrative should be included with other, more sombre endings. The obvious elephant in the room promoted choice, however those "choices" at the end seemed to go against everything that had gone before it, including previous Heroic Endings. Thankfully, I don't feel Mr. Gaider is in support of "Tragic" or "Bittersweet" endings being the only option.

DAO and, likewise, DAII allowed for the Heroes to bring things to a close with everyone alive and moving forward without having to screw over another race or off a close friend in the process. Since DA3 is not the end to a Trilogy, it certainly can veer from the previous two games and shove a depressing (to some) ending where the Hero *must* sacrifice themselves or their love interest *must* die and so on and so forth.

However, I just don't see that happening. Especially when one takes into the account the very vocal fallout from elsewhere, I don't see Mark Darrah or Mike Laidlaw signing off on ripping the player's heart out at the end for the sake of poignancy, dramatic gravitas, or "artistic intergrity." I could be completely wrong, and I suppose we'll see. I just have more faith in them when it comes to allowing me to be the Victorious Hero, even if said Hero is a little beaten down at the end.
:? 

#111
Fast Jimmy

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Honestly? I'd love Bioware to (and I say this with the utmost respect to the writing staff at Bioware) hire an outside writer to write the endings. I'd suggest Jospeh Abercrombie, off the top of my head. He does an AMAZING job of dark, realstic endings where there are not even any good guys. But, at the same time, the First Law trilogy ended with the tying up of loose ends and the closing of plot threads in brilliant, beautiful and unpredictable ways. The entire trilogy was handed to the reader at the end wrapped up in a nice bow. But it was decidedly depressing, while at the same time satisfying.

If Bioware could hire him as a consultant for the ending script to review the overall story (he is a fan of Bioware games, so he wouldn't need to be handheld on the lore) and give advice or actually write the various outcomes or results, I think it would be exactly what fans expect and what Bioware really wants their endings to accomplish.

Because, ultimately, happy or sad doesn't matter for an ending - CLOSURE does. People often see a story with a sad ending that people hate and chalk it up to people using sad endings, when that's not really the case at all. Sad endings are usually abrupt and don't tie up any loose ends. They usually end with the main character dying and the screen fading to black, which wraps up and resolves nothing.

ME3's endings (even after the EC) only give visual slides as to what happened after the final choice, with the voice overs being predictably philosophical and vague. People don't care that EDI doesn't feel alone anymore... they want to know what she did with her new round life, if her life with Joker was what she imagined, if they went on to have other adventures. No one wants to hear Robo-Shep talking about how he is now omnipotent and can do anything, they'd rather see him protect his LI for the rest of his days, or crackdown on the Krogan after breeding themselves dangerously with Wrec and Eve dead.

Vague and indecipherable endings are what people hate, not sad or dark ones. It just so happens that the majority of sad or dark endings don't do anything to explain or wrap up questions or loose threads. An ending that is happy, but doesn't tell me anything about all the things my character did or saw affected anything at all is still bad. See Fallout 3. But an ending that makes me feel like the galaxy is ruined... AND doesn't give me any closure? Well, that leads to rage on the level of what we say back this spring.

TL;DR - Good, dark, sad, happy... it doesn't matter. The real fault is having endings where the things we do, the peoe we meet and the choices we made are not addressed in any real manner where anything concrete can be determined. Vagueness and ambiguity are the worst enemies of ending narratives.

#112
Corker

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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...

(snip)

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.


I'm all for surprises as long as they're natural and make sense.  The ones mousestalker listed do, I think, without anyone involved needing to be an idiot and witholding information for contrived reasons, just to have a surprise. *cough*Riordan*cough*

#113
deatharmonic

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Allan Schumacher wrote...

Rather I think, having the option of letting our characters bend the narrative. (which is, I think, a minor but significant difference)


The reason I phrased it the way that I did is because a lot of times it came up in the ME3 forums when people that liked the ending didn't want a DLC that added a more definitively happy ending. The common response was often "well you don't need to choose that ending if you like the current one."

The thing is, whether it be my character or even Allan the game player, ostensibly choosing a suboptimal outcome knowing that a superior outcome is the likely consequence of a different choice is not really much of a choice at all. It wouldn't make any sense for Allan or Shepard to have made a different choice!

The problem I had with ME2 is that while it had all these variations on the ending, they basically amounted to what level of completionist is the player? I did like the decisions on the suicide mission affecting characters surviving, but doing loyalty and acquiring resources is just something that I'm likely going to do anyways. The cost isn't much of a cost IMO.

So from there, I'd like to see it done better, if we're going to do it. Ideally, I'd prefer that the only way to get the "best" happy ending involves doing something decidedly less happy in the game. Though in that case people come back to me with arguments like "Well what is it people are supposed to get from the game? Good things only come to people that do bad things!?" So it's really a situation of "probably not going to please everyone" so hopefully it's just done well enough that in general people appreciate it.


Personally I disagree, for me it about choosing what suits my characters story and journey. For example in DAO some of my wardens sacrificed themselves choosing to die for the cause rather than become queen of Ferelden and I like that I could choose to either have some of my wardens go out in a blaze of glory or live happily ever after. I certainly didn't choose the happy ending every time I played just because it was the 'optimal' ending. As for ME2, well I enjoyed plotting the demise of some of my crew mates :devil:.

#114
Lennard Testarossa

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Bioware, please don't feel obliged to include a happy ending due to the backlash of the ME3 ending. Most fantasy fans I know aren't exactly fond of Hollywood-type endings. Closure and cohesion are what it is all about.

Just make sure everything in the third game fits the Dragon Age lore introduced in the first two games. It was quite annoying to have enemy mages in DA2 teleport all the time despite several codex-entries claiming teleportation is (at least almost) impossible.

#115
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Allan Schumacher wrote...
When people talk about choices, are they referring to having the narrative bend in the way that they want it to?

What follows in partly in response to Allan Schumacher's question about choices and narrative bending, but also in response to the discussion as a whole.

In my original post I said, “I want multiple and good endings.” That's because I honestly don’t give a d**n about whether the ending is happy, bittersweet, or whatever. Good does not have to mean happy. A sad ending, a dark ending, a bittersweet ending, these all can be good, because good is a matter of quality and not an arbiter on the emotion it elicits. Ultimately, whether there are multiple endings or not, I would like the ending to be consistent with the events that transpired before it and be coherent.

Yes, I would prefer multiple endings that reflect different choices made by different characters, but even DAO always ended with Denerim besieged and the Archdemon killed. DA2 wanted to give the player different journeys to the same ending, a risky venture in itself and could’ve worked had the story been done better and the development cycle not rushed. At the same, and I don’t think this is contradictory, there doesn’t need to be a “worse” or “better” ending. Endings appropriate for the character played are better than making a "worse" or "best" ending.

It has been said before, including by some Bioware members who post to the forums, that what players say they want and what they actually want are two different things. I'd imagine that's partly why one would ask if the player wants the narrative to bend to reflect what they want; irrelevent to consistency with the game's world and story. To that I would say: while I generally agree with that sentiment, I can only speak for myself and not everyone. I’ve played evil characters who’ve done what might arguably be nasty or despicable things. But I’ve also played characters who’ve done arguably bad things with good intentions to achieve happier ends. I want the consequences for different actions to be, well, different. I’m not a squeeing fanboy who always needs a happy ending with unicorns farting rainbows to confirm that I’ve played a game "correctly" or gotten the "best" ending. The essence of a roleplaying game is that the consequences that follow the role you’ve played are coherent, yes?

An exception to the above question is this:

scyphozoa wrote...
Yeah, I don't think the consequences in Bioware games should always match the choices. If the player makes a diplomatic or paragon choice, that should not guarantee a positive resolution. This is how the ME trilogy felt. Paragon choices were pretty much always rewarded with best case scenario outcomes, while Renegade choices often felt like the player was being a jerk.

Paragon choices should backfire. Renegade choices should sometimes end in optimal resolutions. The consequences shouldn't always live up to the intent.


That is fantastic. I would love that. Bhelen’s actions are dishonorable compared to Harrowmont’s, but Bhelen ultimately will push for reforms that one could argue are good for Orzammar. If one can, in hindsight, understandbly see how a Paragon choice backfires, I think that could work really well. As in real life, there are times whne one's intent doesn't produce actions that follow the intent.

Modifié par Tancred Of The Chantry, 07 octobre 2012 - 02:43 .


#116
devSin

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Mr.House wrote...

I didn't find the DA2 ending satisfying at all.

I don't think the story was supposed to be over. :(

But that's life. I expect DA3 is going to have a strong central plot (which DA2 lacked), and I don't expect they'll try to set up future installments at the expense of resolution to the current story and character threads.

deuce985 wrote...

Personally, I'm easy to please when it comes to endings in games. Why? Because 99% of them suck. I mean seriously. Anybody complaining about ME3's ending being the "worst ever" must not game very much. I find it hard to believe anybody can say ME3 has worse endings than something like Rage on the market. :lol:

Really? I think it's quite understandable to judge stories by the amount of effort you're required to put into experiencing them.

How much investment did Rage (or Borderlands, etc.) require? Comparatively little. The story was entertaining fluff. Weak ending (to the point of being almost nonexistent)? So what? That about matches the level of participation that was needed for the story to unfold.

Mass Effect requires a different level of involvement. I'm not sure how anybody could be surprised that its horrible ending would be viewed as comparatively worse given the depth of engagement it allowed.

#117
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deatharmonic wrote...

Allan Schumacher wrote...

The thing is, whether it be my character or even Allan the game player, ostensibly choosing a suboptimal outcome knowing that a superior outcome is the likely consequence of a different choice is not really much of a choice at all. It wouldn't make any sense for Allan or Shepard to have made a different choice!


Personally I disagree, for me it about choosing what suits my characters story and journey. For example in DAO some of my wardens sacrificed themselves choosing to die for the cause rather than become queen of Ferelden and I like that I could choose to either have some of my wardens go out in a blaze of glory or live happily ever after. I certainly didn't choose the happy ending every time I played just because it was the 'optimal' ending. As for ME2, well I enjoyed plotting the demise of some of my crew mates :devil:.


I agree with this. That's one of the things I think DA:O did really well -- you could have all sorts of endings, and it always felt natural if you don't want to metagame instead of roleplay. Acharacter who doesn't know Orzammar or politics very well might choose Harrowmont because he seems to be the nice and "good" choice, but they consequences in the epilogue turn out to be worse than those for Bhelen. That doesn't mean choosing Harrowmont isn't a legitimate choice. Likewise, a character might decide to kill the werewolves rather than cure the curse, or sacrifice Isolde/kill Connor instead of going to the Circle for reasons that make sense from that characters perspective.

And then there's also how you interpret the consequences of your choices -- do you think the DR makes for a bittersweet rather than a happy ending? Do you think that US/sacrificing Loghain or Alistair makes for a happy ending instead? Would your character choose the US/DR, even though you personally think that the other one is a happier ending?

#118
Fawx9

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Allan Schumacher wrote...

Rather I think, having the option of letting our characters bend the narrative. (which is, I think, a minor but significant difference)


The reason I phrased it the way that I did is because a lot of times it came up in the ME3 forums when people that liked the ending didn't want a DLC that added a more definitively happy ending. The common response was often "well you don't need to choose that ending if you like the current one."

The thing is, whether it be my character or even Allan the game player, ostensibly choosing a suboptimal outcome knowing that a superior outcome is the likely consequence of a different choice is not really much of a choice at all. It wouldn't make any sense for Allan or Shepard to have made a different choice!

The problem I had with ME2 is that while it had all these variations on the ending, they basically amounted to what level of completionist is the player? I did like the decisions on the suicide mission affecting characters surviving, but doing loyalty and acquiring resources is just something that I'm likely going to do anyways. The cost isn't much of a cost IMO.

So from there, I'd like to see it done better, if we're going to do it. Ideally, I'd prefer that the only way to get the "best" happy ending involves doing something decidedly less happy in the game. Though in that case people come back to me with arguments like "Well what is it people are supposed to get from the game? Good things only come to people that do bad things!?" So it's really a situation of "probably not going to please everyone" so hopefully it's just done well enough that in general people appreciate it.


Just make each ending solid then.

DA:O US was fine even if the player died, because that ending still gave catharsis to most of the players that chose it.

ME3 ending in the OC and even to an extent in the EC, were the complete opposite of that. It felt so incomplete, for most, that we were left just sitting there wondering WTF happened and why we were listening to the leader of the Reapers. Having the player do what the bad guy wants isn't exactly the best place to start for an ending. Especially when it's after they rambled on about some stupid theory that they have no way of proving and you need to take it as word of god. 

Modifié par Fawx9, 07 octobre 2012 - 01:41 .


#119
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Fiacre wrote...

deatharmonic wrote...
*snip*

I agree with this. That's one of the things I think DA:O did really well -- you could have all sorts of endings, and it always felt natural if you don't want to metagame instead of roleplay. Acharacter who doesn't know Orzammar or politics very well might choose Harrowmont because he seems to be the nice and "good" choice, but they consequences in the epilogue turn out to be worse than those for Bhelen. That doesn't mean choosing Harrowmont isn't a legitimate choice. Likewise, a character might decide to kill the werewolves rather than cure the curse, or sacrifice Isolde/kill Connor instead of going to the Circle for reasons that make sense from that characters perspective.

And then there's also how you interpret the consequences of your choices -- do you think the DR makes for a bittersweet rather than a happy ending? Do you think that US/sacrificing Loghain or Alistair makes for a happy ending instead? Would your character choose the US/DR, even though you personally think that the other one is a happier ending?


^ This. Quoted for truth. When some of us talk about options, we genuinely mean we want a satisfying journey for the character as we've played him or her. One character will decide the best option is to side with the Dalish while another may think the Werewolves deserve justice, and so on. Moreover, happy is subjective, so one can have a sad ending that one is happy or content with.

#120
Allan Schumacher

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deatharmonic wrote...

Personally I disagree, for me it about choosing what suits my characters story and journey. For example in DAO some of my wardens sacrificed themselves choosing to die for the cause rather than become queen of Ferelden and I like that I could choose to either have some of my wardens go out in a blaze of glory or live happily ever after. I certainly didn't choose the happy ending every time I played just because it was the 'optimal' ending. As for ME2, well I enjoyed plotting the demise of some of my crew mates :devil:.


I don't consider becoming the Queen of Ferelden to be an ostensibly superior choice, however.  Having the main character live isn't something I'd consider a superior choice.

Having the main character live without any good reason over the death of the main character is silly though.

If the Warden is told toppling the tower will kill the archdemon and everyone on the roof, while firing the Ballista will also kill the archdemon and no one else, in what world does it make sense to topple a tower?  Especially if the ability to topple the tower is functionally not any easier than firing the ballista?

#121
Allan Schumacher

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Tancred Of The Chantry wrote...

Allan Schumacher wrote...
*snip*

In my original post I said, “I want multiple and good endings.” I honestly don’t give a d**n about whether the ending is happy, bittersweet, or whatever. Good does not have to mean happy.....


I'm just curious why you quoted me and then snipped?  I'm not even sure which post you're replying to nor am I even sure that your post is even a reply to me or just a general comment.  I'm confused.

#122
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Allan Schumacher wrote...

deatharmonic wrote...

Personally I disagree, for me it about choosing what suits my characters story and journey. For example in DAO some of my wardens sacrificed themselves choosing to die for the cause rather than become queen of Ferelden and I like that I could choose to either have some of my wardens go out in a blaze of glory or live happily ever after. I certainly didn't choose the happy ending every time I played just because it was the 'optimal' ending. As for ME2, well I enjoyed plotting the demise of some of my crew mates :devil:.


I don't consider becoming the Queen of Ferelden to be an ostensibly superior choice, however.  Having the main character live isn't something I'd consider a superior choice.

Having the main character live without any good reason over the death of the main character is silly though.

If the Warden is told toppling the tower will kill the archdemon and everyone on the roof, while firing the Ballista will also kill the archdemon and no one else, in what world does it make sense to topple a tower?  Especially if the ability to topple the tower is functionally not any easier than firing the ballista?


Could you please explain your analogy? How are any decisions in, say, DAO like that? How does that analogy work to describe, for example, siding with the Werewolves, the Dalish, or finding an ostensibly peaceful resolution for both (though in the long term it might not be)? Is choosing the peaceful outcome like using the ballista and the other two like toppling the fortress tower? I ask because the example of "topple the tower or use the ballista" seems, and I don't mean any disrespect, but it seems contrived and, frankly, a little silly. How does one even have a real choice with only those two possibilities? Or is the point to say that options for the sake of options in DA is silly?

I would agree that the main character living isn't necessarily the "superior" choice.

#123
Allan Schumacher

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Fiacre wrote...

I agree with this. That's one of the things I think DA:O did really well -- you could have all sorts of endings, and it always felt natural if you don't want to metagame instead of roleplay. Acharacter who doesn't know Orzammar or politics very well might choose Harrowmont because he seems to be the nice and "good" choice, but they consequences in the epilogue turn out to be worse than those for Bhelen. That doesn't mean choosing Harrowmont isn't a legitimate choice. Likewise, a character might decide to kill the werewolves rather than cure the curse, or sacrifice Isolde/kill Connor instead of going to the Circle for reasons that make sense from that characters perspective.



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.


And then there's also how you interpret the consequences of your choices
-- do you think the DR makes for a bittersweet rather than a happy
ending? Do you think that US/sacrificing Loghain or Alistair makes for a
happy ending instead? Would your character choose the US/DR, even
though you personally think that the other one is a happier ending?


I agree.  Provide something for the player to have to think about so that they have to evaluate what is the best choice. 

#124
Allan Schumacher

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Could you please explain your analogy? How are any decisions in, say, DAO like that?


No decisions are like that in DAO. It was a hypothetical example of something that I think would be poor, created in response to the people that suggest that players are still free to choose "poorer" endings that they like even if a clearly superior, happier ending exists.

#125
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Allan Schumacher wrote...

Tancred Of The Chantry wrote...

Allan Schumacher wrote...
*snip*

In my original post I said, “I want multiple and good endings.” I honestly don’t give a d**n about whether the ending is happy, bittersweet, or whatever. Good does not have to mean happy.....

I'm just curious why you quoted me and then snipped?  I'm not even sure which post you're replying to nor am I even sure that your post is even a reply to me or just a general comment.  I'm confused.


OK. I snipped to make my already long post a little shorter, because I had quoted the second, longer post. If I snipped improperly, then, well, my bad. My post was in response to your original question and, to a smaller extent, your post here: http://social.biowar...2528/4#14385241

My apologies for the confusion. You're right that I was also reaching out to the discussion as a whole. But I had hoped it'd explain my own thoughts about choices and bending the narrative satisfy a player, which you had asked about and then elaborated on. I've edited the original post to make all of this clearer. Again, sorry for the confusion.

For whatever it's worth, I agree that it's for the best, gameplay-wise, to "provide something for the player to have to think about so that they have to evaluate what is the best choice."

And thank you for responding to my question. Your analogy is much clearer now, and it makes sense.

Modifié par Tancred Of The Chantry, 07 octobre 2012 - 02:38 .