DarkSpiral wrote...
Wynne wrote...
Eh, maybe you overestimate his fangirls. I mean, sure, I'd cry, but then I'd be like, "at least I got to hit that and he didn't have to die a virgin." Unless he resisted my advances, in which case, "you should've let me hit it while it was still warm, boy! Then you would've died a happy man!"

Do I?
Parmida wrote...
NOOOOOOOO! HOW DARE YOU SUGGEST THAT!?
I had seen that already, and yes, you still do. Look closely at Parmida's signature.
Cullen x M!Bloodmage.
You cannot say that person represents the average Cullen fan. Well, you could, but you'd be wrong.
Although, there is the possibility that Parmida (who is not necessarily a fan
girl) only said that for the lolz, and not out of seriousness anyway.
Either way, being allowed to try to hit that would/will be awesome even if he ends up like my love interest in ME3.
Allan Schumacher wrote...
For her death to have really meant something, there had to have been a way to save her.
I disagree with this concept. I won't begrudge anyone that feels that Leandra's death didn't resonate with them (I think that's perfectly fair, and I'd say that BioWare is likely not the only entity that has failed to make an emotional event click), but for there to be a get out of jail free card doesn't make it more interesting IMO.
The problem is, for there
not to be a get out of jail free card doesn't make it more interesting either, and on top of that, it takes our choice away.
Allan Schumacher wrote...
All it does is turn Leandra's death into a failure metric for the player. You could have saved her, but since you choose poorly, you couldn't. This is somewhat mitigated if done in a way that saving Leandra requires the death of someone else (or some other entity), but ultimately that still means the player is forced to make some sort of unwanted choice.
I'd rather be
forced to make a choice than
forced to watch a cutscene. If there's some version of forcing in there anyway--why not let the player decide whether it's too saccharine to be able to save her?
Some form of choice, as long as the player cares about whether they get to choose, is pretty much always better.
Allan Schumacher wrote...
Player agency does NOT have to mean "the player can drive the narrative in whatever way the player wishes." Even the examples you use, Virmire and Rannoch, are still situations that are forced (although Rannoch does allow a get out of jail free card. Virmire does not). One of Ashley or Kaiden are forced to die. For people like me (that preferred Ashley and Kaiden over the other party members), it's a great choice. If anyone finds one of Ashley or Kaiden annoying, it's a trivial choice with no real impact.
The thing about Rannoch which I wonder if you're missing:
it still has impact despite the get out of jail free card. Regardless, both outcomes allow the player to have a form of input. Character connections are important, but they are no matter what. Either way, giving the player a choice lets them at least say, "I care about this character" or "I don't" with their actions, and that is nice. If the player reloads, it means they cared--the sadness of seeing the bad outcome doesn't instantly disappear. Their emotions are involved.
As to Leandra, I think encouraging her to either find a lover or not do so would've been a better trigger for her death. Then you're either a jerk who doesn't want your mom to be happy, or you care and want her to be happy, and the consequences of that are excruciating. Either way, it's triggered way too far back to reload easily. But I think it would've meant more if there were two ways to encourage her: either, "Sure, but be careful, dad's a hard man to follow and there are some real nutcases out there" or "Go for the gusto! You'll never be happy if you don't get out there, take chances." This both invites roleplay and makes the player feel responsible if it goes bad (while not feeling like a jerk, because you were only trying to push her towards risks for happy reasons.)
If you've seen The Killing through to its conclusion, I have to be careful how I say this... but Rosie Larsen's death could've been avoided if only one or two people had made a single pivotal choice to be unselfish and let go of something they wanted really badly. That's the kind of thing that really works--tempt the player to grasp for something they desperately desire, and have it turn out well a few times, then bait them again and have it turn out badly. Identify what the player wants via the variables they choose or don't choose, and then have their choices come back to haunt them.
Your bad choices haunting you is more meaningful than a sad twist of fate in which you had no input. The latter is passive, the former is not. Though the latter can be powerful, the former is more so, and when it's done right, the "GOoJF card" is not so appealing.
I want the game to make me want to see where my bad choices take me. If that happens, I won't reload the consequences away.
Maybe it would be interesting if I absolutely couldn't, for that matter. If getting a good outcome one time means that your card has been used and there's no way to stop something else bad from happening later, whereas taking the hit means that future thing never happens. Like the Ser Cauthrien choice, this may even be invisible to players.
Well, I'm going to play TWD pretty soon, so I'll comment on that later. I'm interested, definitely.
Modifié par Wynne, 10 décembre 2012 - 02:17 .