Blueprotoss wrote...
Grubas wrote...
That was such a good read until strawman hit again. Can we not just agree to ignore every post he makes, and continue the disscusion like toss never happened?
Lol The lead writer can not be blamed completely, because there is a "chain of command", so dont blame him at all. Leave Mac alone.
Ironically insulting people is a strawman and to be fair there is a thing called a chain of command.
drayfish wrote...
Yep - Deus Ex, one of the most influential, respected and beloved games ever made, a work that frequently sits at the top of every 'Greatest Videogame of all Time' list, isn't that popular.
It just isn't. 'Cause... you know, stuff.
On an unrelated note, I wrote a haiku:
'Shades of Blue'
The only strawman
I'm not using opinion
Insults are useless
You do know that something thats influential doesn't make it popular, which an example of that is Killswitch that spawned Gears of War or Alone in the Dark that spawned the Survival Horror genre. Btw ignorance only breeds more ignorance hence why its useless to insult people.
Nightwriter wrote...
This desire to do something new literally ruined the game for me. It may even end up ruining the series; still can't bring myself to go back to ME2, knowing what's coming. Clearly I am not the only person who was disappointed by it, either.
When you have a choice between doing something wild and new and series-destroying, or doing something tried and true and series-preserving, why would you go with wild and new? I mean, obviously they didn't know it would be series-destroying, but... shouldn't they have?
At this point, this fear of cliche has become a serious threat to my ability to enjoy my fiction. Unless creators stop worshiping this group of people who say grimdark is "mature" and only new is good, a lot of creative works are probably going to suffer.
Establishing a Reaper leader isnt anything new just like how the Control, Destroy and Synthesis concepts have been in ME since ME1. You personally don't have to enjoy every work of fiction just like everyone else does. I'm pretty sure like most people including me you don't like everyhiing that you read, watch, or play.
1. That's the same thing HE said! He was saying that Mac was being unfairly blamed for what happened to the ending, since he wasn't the only one working on it. You COUNTERED your own arguement by needlesly countering his, which AGREED with your chain of command concept.
You DID read the coment chain, right?
2. Didn't you just insult that person yourself, by calling them ignorent just now?

And saying that it's fact would only compound that you just insulted @Drayfish, would it not?

Also, it is stated that games that had multiple endings, and so many ways to unlock them, were very few and far between until Deus Ex came out.
Reference article:
http://www.1up.com/f...tial-70-deus-exThe article itself reads:
'Moral dilemmas. Branching plot lines with multiple endings. Deep
weapon and skill customization. With developers attempting to diversify
and embolden gaming experiences, all of these things have become rather
happenstance features for games of all genres. Modern titles like Borderlands, Crysis, Metal Gear Solid 4, and even open world titles like inFamous show how a number of genres, especially first person shooters, have ingested all these properties into their play experiences.
But such was not the case in June 2000 when the first Deus Ex released.
Deus Ex dropped the player in the role of augmented UNATCO agent JC
Denton and asked, "What now?" Gamers had been given choice before, but
never to the degree that Deus Ex did. Players were afforded the
opportunity to play as they wanted. Through augmenting physical
abilities and beefing up their personal arsenal, players could play as a
barrel throwing powerhouse or a silent killer, picking off targets from
the shadows undetected. The duality, as well as the game's branching
plot lines and the ability to interact with the game's multitude of NPCs
were revolutionary additions to a genre previously dominated by a
shallow single-mindedness. In terms of player agency and narrative
focus, Deus Ex truly opened the proverbial floodgates. Before the title
released, the depth of play present in precursors like Ultima and System Shock
appeared strictly niche. Of the digital landscape, before the title's
release, Spector said "...I have been screaming for ten years for a kind
of game that is richer and more compelling and more player driven than
most games." The response he got from publishers and peers in turn was
tepid. "That's not mass market...we don't want to do that. We just want
to make shooters."
But in the title's wake came games that prioritized player agency and narrative depth. Games like KotOR and even the sprawling underworlds of the Grand Theft Auto titles proved that a convergence of so many ideals was financially
solvent. To this day one of the medium's most lauded titles, Bioshock
(and forthcoming sequel Infinite) built its empire around the morality
testing adventure/rpg/shooter foundation laid by Deus Ex and its
conspiracy filled other reality.
The title's various elements, considered individually, were nothing
new per se. Deus Ex's diverse game mechanics appeared in PC RPGs like
the Ultima titles as well as System Shock, not to mention the ambient
storytelling of Deus Ex's world is easily identifiable throughout the
Marathon trilogy.But what Deus Ex did with those various influences was bring them
together into an experience that worked to fully immerse the player like
no game did before. Narratively the game provided one of the densest
and most intriguing storylines to grace the medium and remains
unparalleled in its cyberpunk infused dystopia. It was a game that
offered so much for the player to explore, but despite what was an
overwhelming amount of content to unravel, refused to lead the player by
the hand. Instead it provided player agency as a blissful absolute.
Deus Ex established a sense of being and place and embellished it within
a world fully explorable in the then still broadening technology of 3D
worlds. It felt like there was a true fabric to the world the player
inhabited. That there was purpose and weight to everything one did or
didn't do- something that made the vague moral ambiguity of everything
going on that much more alarming.
The influence Deus Ex has had on gaming since seems too massive to
properly gauge. Deus Ex's release marked a pivotal moment for the
industry. The title remains one of gaming's most inspired works and one
that only grows in stature, as more and more titles try to duplicate its
richly unique experience."
According to this article, Deus Ex
was and still
is as popular as it was infuluential to the gaming community.
3. I believe THAT coming from you. But the concept of these things were not as you say they were in ME1 and 2. ME1 was more focused on a desprate chase then the prospect of treating synthetic life with any form of equality, since every synthetic you met in the first game was shooting at you. The only reference is by talking to Tali, about how it's hard to blame the geth for their distrust and appariant hate of organics in ME1 when the quarians tried to kill them over questions of existance. That's it.
Any reference to Synthesis in made by Saren, saying that his synthesis, his mending of organic and synthetic, and getting the Reapers to accept our rebirth as beings, is what will stop the cycles.
Ironically, he ends up being somewhat RIGHT about this, as Synthesis will make the Reapers acknolodge us as evolved beings, bringing Sarens "Vision of the Future" to life in which the Reapers willingly let them live, and share their experences.
But removing genetic diversity, self-choice, and natural limitations seams a disaster waiting to happen. Just as Mordin says:
No limitations = No cultural advancement.
No cultural advancement = cultural stagnation.
Cultural stagnation = social collapse.
Gifting such power before evolving the inherent knolodge for how to use it properly = like giving nukes to cavemen.
It's a timebomb waiting to happen. If you reach the pinicle of life, where ELSE is there to go but down?
There would be little to no purpose to life.
Modifié par silverexile17s, 15 novembre 2012 - 02:40 .