Most Bioware games try to balance different choices so whichever one you chooose you will alwyas end up with the results the developers intended. In ME, you will stop the reapers regardles of your choice and I dare say this game desgin is very player-centric for results are dependant on our choices alone and don't involve any exterior circumstances. (ex. you choose to save A instead of B, but A and B both get killed regardless because you made a bad choice.) It deprives players of illusion of choices in BIoware games, since you can pretty much expect your choices will solely affect the outcome.
A good counterexmaple will be PS3 title Heavy Rain and its predecessor work Indigo Prophecy. There are many choices in the game many of which will result in ways players never expected, and they are not noticable until very late. Players choices are not ultimate, and we can even end up with one of the protagonist killed and continue the story if we choose to do so.
The reason Bioware games are often marked with a tag, illusion of choices, is not only becuase their games are somewhat linear but also because they fail to give any real consequences to choices. Save the council? save the rachnii? choose to help werewolves over elves? Why, you get to meet old council members, you get to speak with the rachnii, you get werewolves in the final battle to replace elves. These so-called consequences are hardly relevant since they don't affect plots at all; only appearance and minor dialogue changes.
If making more flavoured choices require too much resources, just don't be afraid to introduce bad choices and bad endings. Deciding to save your *Love Interest* by sacrificing elite troops who can come in handy in the final battle should cost you something(rather than vague warscore thingy), perhaps a bad ending where you end up losing because you didn't have enough troops to fight with you.
In no literature has there been a protagonist who knows his choice will influece the outcome 100%. It's only in Bioware games where you choices always carry out as you wish, which should be impossible unless your character is a god.
*ME3 spoilers*
Realistically, in ME3 if you sabotaged the genophage cure and was discovered, a fleet of Krogan should ambush Normandy or you should be jumped by hundreds of krogan mercs and get killed. But nope, because you are a god, Wrex choose to confront you alone and that's it for the consequences.
*end of spoilers*
Letting players do whatever they wish should be left for sandbox games. If you are serious about telling stories, then put some darn restrictions on players victory conditions. Don't let them choose an option A "cuz I love this char and can't let him die!" and get away with it if you want your choices to be taken seriously.
Look at ME3 and see how childish it was because it wanted to respect player choices.
*ME3 spoilers*
(ex. ME3 final scene. Because your love interest has to be resqued, Normany getsa plot armor that makes Harbinger ignore it)
*end of spoilers*
Modifié par IntoTheDarkness, 11 novembre 2012 - 04:07 .





Retour en haut






