iakus wrote...
Then why play?
Same reason you'd read V for Vendetta, Watchmen, Sin City, The Walking Dead, Lord of the Rings, A Song of Ice and Fire, etc.
Same reason you'd watch Donnie Darko, Braveheart, Deep Space Nine, The Wire, Saving Private Ryan, etc.
Kileyan wrote...
Why is that a good thing?
Because when you can't decide which choice is the right one, it actually becomes a choice. People would've agonized and constantly debated over Connor if they didn't have the third option of saving him without cost, instead we've got everyone and their mother insulting others for not picking that option.
Same thing if you tell people you don't cure the werewolves.
I can't speak for anyone else, but once I start getting the sinking feeling that everything I choose will backfire on me or be a wrong choice, I stop caring and just click a choice, tap the space bar fast as I can to skip the cutscene. I lose interest, and it become just a race to see how fast I can get past the non choices and endless chatter, and get on with the combat engine.
So you have little interest in the game unless it serves it's purpose as wish fufillment and feeling like a badass hero? I can recommend plenty of other games.
I don't know if any of you even have a background in pen n paper gaming, but when a story teller/dungeon master has that kind of attitude vs players, when they start seeing the trend that no matter what choice they make, it is the bad one, the players stop caring, stop feeling like they are part of the world, and just want to fast forward the talky bits of the game and go find the treasure.
Sorry but that's bull****. I've played dungeon master repeatedly these past few years and I've had my friends do heated debates over which was the correct path to take, they never decide to go "WELL WHO CARES" because that's an immature response to being confronted with a decision.
I'm asking them to weigh the pro and cons of each choice, not dismiss them. If they abandon their post to save their best friend, their friend is alive but they shouldn't be surprised when their post was overrun without the group to help defend it. Nor are they surprised their friend died if they abandoned them in the orc camp to defend the post.
They've never gone "WHO CARES, LET'S GO TREASURE HUNT"--that's hardly in the spirit of the game and is dismisses everything to do with the narrative.
It is a fine line and not easy to do, but the story teller or dev, can ruin an experience if the relationship between the player and the person telling to story becomes adversarial.
Not all stories accomdate to everyone. Dozens of people stopped reading ASOIAF after the first book, doesn't mean the series is bad.
Kileyan wrote...
Sure you can beat the big bad Mage and his body guards...........btw, your wife and the rest of your immediate family were killed by a curse he placed upon them.
Making hyberbolic statements about bittersweet writing serves no-one.
Modifié par Dave of Canada, 01 novembre 2012 - 01:25 .





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