AllThatJazz wrote...
*Warning some character spoilers for Mass Effect below*
Not necessarily true. Garrus and Tali could still be full-fledged companions (even with romance content) in ME3 even though they could be dead in ME2. Wrex, Legion and Mordin were all certainly more than cameos, and it's possible for the player to have killed Wrex off back in ME1. Jack, Miranda, Samara and Grunt weren't given major roles, this is true, but all had involvement in significantly sized sidequests. Thane had little more than a cameo, but we were given fair warning that this would be the case back in ME2 with the whole 'I'm dying' thing and his appearance was meaningful. The only appearances that, in my view, can legitimately be called 'one small cameo' were Zaeed and Kasumi (because they were dlc, presumably therefore lots of players would never have met them at all) and Jacob, who was arguably the least popular crewmember in the entire trilogy. And even those three were involved in quests.
If the devs are aware (and I'm pretty sure they are) of who the most popular characters are, they will, I'm sure, give them whatever role they want in the story - and if that character happens to be dead in a given playthrough, they will either be replaced in a main questline by Biff the Understudy/Urdnot Wreav/Padoc Wilks etc or simply won't be replaced at all (as with Garrus/Tali etc). If the character wasn't terribly popular then yeah, they might be relegated to a cameo, and while there might be a bit of fuss, not that many people should be overly bothered (as long as they don't pull an Emily Wong or Kal Reegar, I guess
). Not every decision has to be recognised in an amazingly meaningful way (the devs can pick and choose); and since DA isn't a trilogy but (potentially) a series, not everything has to be wrapped up in DA3.
Given that this has been done before, why is it now such an outrageous waste of resources to do it again?
I don't really get the argument that money should not be spent on a particular feature just because it is content that x number of players will never see (Edit: Unless we're talking about some ridiculous ratio like 99% to 1% or something
). It's an argument that could be used to cut almost any feature. Metrics for games suggest that an awful lot of players never even finish games. Admittedly this is an extreme extension of the argument
, but should games be produced without an ending because lots of people won't experience it? If it's the case that most gamers play caucasian male warriors who hack/slash their way through the story, then what is the point of character customisation, different classes, alternative ways of solving quests? All this development money could be spent on more elaborate sword animations and bigger combat levels.
One of the most lauded 'OMG isn't this awesome???!!!11' features of The Witcher 2 was it's second act, totally different dependent on which decision you make in Act one. I have only experienced the Iorveth path; and this is likely to remain so since I've now moved on to other games. Had only one path been present, more zots could have been allocated to my game experience, which therefore would probably have been longer .. or at least had more wimmins in it for Geralt to shag or whatever. Seems a bit mean-spirited for me to proclaim that the featureis a waste of money that shouldn't exist simply because I (and presumably many others who played TW2 once) never experienced.
The ME examples you gave are valid, but they have huge caveats.
For instance, Wrex could be dead in ME2 or ME3. As could Mordin or any other ME2 companion (other than Tali or Garrus, who I'll get to in a second). Problem is, if they were dead, they didn't write a world where these characters didn't exist... they just put an order in at the cloning factory and had a new NPC introduced that was exactly the same (but not as good, themeatically). Wrex became Wreav. Mordin became Wilks. Legion became the Geth VI. Jack became Ensign Prangley. Grunt became some other Krogan.
These replacements aren't as satisfying as the former companions, but they accomplish the exact same things narratively as the dead companions. So there is no difference to the story aside from a few pieces of dialogue being different.
In the case of Garrus and Tali (and Miranda, too, to some degree), they had plot armor that was built into ME2's game design. They were one of the last possible people to die in the suicide mission. It would have been actively hard to have either of them die and still have enough companions for Shepherd not to die (and result in a Critical Fail ending).
If you didn't upgrade the Normandy's shields, an explosion can happen that kills a companion... Tali and Garrus are not on this list. If you don't upgrade the Thanix cannon, it can result in damage that kills a companion... Tali and Garrus are not on this list. Tali and Garrus do not have biotics, so they cannot die from the section where a biotic companion is providing protection. If you put someone wrong as the leader of the other team, Tali and Garrus are the lowest on the list of possible "Random" deaths.
So bringing them back in ME3 in full companion/LI capacity made sense... because you would have to actually plan INCREDIBLY HARD to have either of them die in ME2 and NOT result in Shepherd dying. And I'm not sure of the actual numbers (anymore, I did once) but I think it is, in fact, impossible to have them both dead and still survive the mission.
They stacked the deck to keep them alive. So OF COURSE they can bring them back... less than 5% of players even have either of them killed. So they are generating content that the vast majority of fans will see and the vast majority of fans demanded.
This isn't like Anders, who roughly half the people killed and half the people didn't. It seems very likely that I will have no chance of seeing Anders in my game, ever (I murder knifed him in both of my playthroughs, mage and Templar both). Bioware can't justify having his character being anything of note or value at all, since there is not a really good reason he would be working for the Inquisition (as opposed to Tali and Garrus, who have EVERY reason to stay with Shepherd).
Mass Effect is, as depressing as this is to say, Bioware's best chance at making import choices matter in truly significant ways and ME3 was their best shot at doing it right. It followed one character, so returning companions made sense in the story. It was one large story arc, with clearly defined problems and bad guys right from the start. And they had announced that ME3 would be the end of the Shepherd story, so they weren't afraid of doing custom content and really making choices feel like they mattered.
But they didn't. No choice that was touted as being controversial or difficult to make was brought back, aside from romances/companions. Rachni Queen? Big choice - same outcome. Geth Rewrtie? Big choice - same outcome. Genophage Cure? Big choice- same outcome. Save the Council? Big choice - same outcome. The Collector Base? Big choice - same outcome. Anderson or Udina? Big choice - same outcome. Pledge to help Cereberus or tell them to f*ck off? Big choice - same outcome. Sell Legion for cash, or eject Grunt out of an airlock? Big choices - same outcomes. Your backgrounds from ME1? Medium choices... but still, same outcome.
They spent all the time making small choices, like if you had Kelly Chambers in your cabin to dance in a skin tight leotard in ME2, play out in some cameo fashion, but they set the game to the exact same story no matter what you did in any of the above scenarios. And I'm sure I'm missing more than a few in that list.
Bioware seems to be able to do personal details just fine (who you were sleeping with, primarily). But when it comes to bigger decisions, decisions that define the franchise as being the ones you had to struggle and ponder and weigh out the greater good... those decision are done well in the games they are presented, and then TERRIBLE in future games. Because they can't write content for that big of a choice, that deep of a rabbit hole, without creating entirely different games. Which is not what they should do.
They should set a canon for these big choices. And they should tell these stories to the best of their ability. ME3 did that anyway, really. You might as well have said that the Collector Base was preserved, because Cereberus goes full on Indoctrinated in ME3 anyway. You might as well say you didn't do the Geth Rewrite, because the Geth are going to side with the Reapers anyway. You might as well say the genophage cure was saved, because its going to be complete to bargain with the Krogan anyway. You might as well say the Council was killed, because a new Council replaces everyone anyway. You might as well say Udina is the first human ambassador, because he takes that job over anyway.
Bioware is already setting canon left and right. They are just using flimsy work arounds to say they aren't. I'd rather they put a choice in DA3 that could change the face of Thedas forever, have ramifications for every being on the face of the planet (not in a Red/Green/Blue, ME3 endings fashion, but a BIG decision, nonetheless) and not worry about how they can make different outcomes converge in DA4. That shouldn't be their concern - their should be DA3, the game they are making now. It should be making the best product, the best game, the best story and the best moments that a player will never forget because it caused them to evaluate who their character was a human being and who the player is as an individual. And SCREW DA4. Consequences be d@mn3d.
With the ability to ignore all previous choices (excpet to throw the romance/LI bone, because... sure, why not. It has no value but it has no real cost, either) and pick up on the story where they want it to start... not having to deal with different game states and what can or can't happen because some players didn't have it.
Bollocks to that. Give me choices, or give me death! (Well, they can't give me death, because that would be hard to import into DA4).
Modifié par Fast Jimmy, 26 octobre 2012 - 03:36 .