Dave of Canada wrote...
Let's take a basic look at Redcliffe, it's entire premise and how it failed at creating a difficult decision. When you're initially presented with the Redcliffe, you're told that Connor has temporairly regained control and you've got to pick how to deal with him:Plenty of reasons to do all three and avoid all three, though it's interesting of note that the third option has no consequences unlike the previous two, something which makes it the superior decision in the long run. The game's written to imply that things might go bad but it never does, leaving many players with the ultimate satisfaction of "I WIN".
- You kill Connor.
- You kill Isolde.
- You go to the Circle.
This reaction makes me groan hard, it's less about caring about the narrative and the themes which the scene were trying to portray and more about celebrating how you "won" with little regard to the actual writing. The other two decisions--which make the player feel uncomfortable--serve their purpose but are unfortunately invalidated as no-one will bother to take it among the "happy ending" crowd.
"WELL IF YOU WANT TO BE DARK AND EDGY, IGNORE IT" doesn't work as an argument, my character can ignore it but I--as a player--cannot and this leads to me feeling nothing but failure, a reaction which you shouldn't feel as a player.
This was especially worse in the Mass Effect series, where the Renegade alternative would often be invalidated by the Paragon option and resulted in useless sacrifices which made you hated by everyone for no reason. The only time which the Paragon player was forced to do a decision which didn't yield significant better results was the ending (which, surprise, is hated for not being "happy").
The fact that people dismiss you winning over the Reapers and freeing the galaxy from them forever simply because the protagonist dies (or if you picked Destroy pre-EC, wouldn't reunite with their LI) simply goes to show me how many people simply don't care about bittersweet writing because they don't understand it.
Any "make choices lead to a good ending" demands simply asks for the player to have the option to print out a cheat-sheet which will make them not feel any drama at all, something which a lot of people did when they found out Alistair won't marry their non-Human Warden and ditches them.
You're supposed to feel uncomfortable, you're supposed to dislike that you didn't get the ending you wanted. That's the entire point of bittersweet, you won but with cost. A victory without cost feels empty, neglectful of the true realities and horrors which people might be forced to experience to achieve their victory.
Great post.





Retour en haut





