syllogi wrote...
Inserting a ton of misery and angst into the game does not automatically equal good writing and/or an emotional connection with the audience.
When I'm playing a video game, I don't mind having trials and tribulations (I mean, even Harvest Moon has obstacles to overcome), but part of a trial is the ability to affect events. When your sibling and mother die, and you cannot do anything about that in DA2, it doesn't feel like the player is connected to the story. If, for instance, the way my character had completed the serial killer questline had impact upon whether Leandra lived or died, (or even how she died, or if others would die in her place) that would have made me feel invested. And it would have been one of those plot lines talked about on the forums for ages, when people wonder what other players did in that situation. Instead, the conversation about All That Remains is basically "oh, that was sad" or "I didn't care about Leandra anyway."
Ending the game with a dead or broken character with no other options is pretty dissatisfying too. It feels like the writers are thumbing their noses at the players when they pull a "Rocks Fall, Everyone Dies" on us. I'd rather not play a game if I feel like the creators are scornful of the consumers of their product.
I agree with you 100%.
Something I truly dislike is when at the end of the story doesn't really ends, they hang, and leave you with a sense of wonder and "what happens next".
I don't mind being left hanging if the story is going to continue but if is the End, then give me a proper Ending and a resolution of the plot. Ambiguity can be done well, but it still kind of annoys me in most cases.





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