Allan Schumacher wrote...
But why rule diplomacy out completely? Why not have an epic battle of words? I mean this is a Bioware game, it's going to have some awesome writing as well as gameplay. Maybe something that tops Mass Effect 3's final persuasion options in terms of how profound and complex it is.
I'm more referring to the notion of, why must we have a boss fight.
In general I am not a fan of boss fights, but there are a lot of people that are. I'm just trying to facilitate discussion to delve deeper. There's an obvious implicit analogue to ME3's ending, which lacked an overt boss fight, and many complained about it.
Now, were they upset simply because there wasn't a "boss fight" (go and fight using the combat gameplay and win against a very powerful last foe?), or was the climax resolution simply not sufficient. They would have preferred something more meaningful, even if it wasn't necessarily direct combat with the game's combat gameplay.
Well having been one of complainer final boss fight had nothing to do with the complaints, yes that was mentioned in some cases. however the main focus was that he original ending had even less exposition,
contextualisation and closure than the DA:2 ending and that it was advertised choice will influence the ending.
A good bunch of us where happy with the story being told, but with creative liberty comes the duty of exposition and contextualisation, especially when the plots change direction just at the end. IE if you want to tell me a story, don't expect me to make up half of the ending on my own.
You don't need to cross ever t and dot every I but you need to give me clues as to why it is going the way it is going.
Not knowing or not making rational sense is fine, after the reapers are alien and they might not see thing as we do but tou need to tell me or give my some clues that this is what YOU, as a writter, intented.
Now BW is its worse ennemy in that matter. DA:2 and ME:3 are a prime exemple.
the Quun in Kirkwall story arc is fantastically done, there are several actually different resolution and they depend on what you have done before. the ending is brough into context in light of those descission and we are told enough to have a clear picture or at least build a theory and you have enough closure for that arc
It is the same with the Geth and quarians or the genophage cure. In fact those two are very charged emotionally to boot.
And then in both game after giving us that level of quality, you gave us an ending that in comparison looks half-assed, half explain in comparison, and it leave a felling of "that will flipping do, type of job".
what makes it even worse is that I think changing the focus of the story at the last minute and changing the perspective of the whole game at the end and having to make a choice based on that was a really good twist.
What i mean is best illustrated when you compare Mordrin, grunt or Legion final scene and Liara or Jarvick final scene.
The bit that was missing from the ending was that it was not as good as the ending of some sub arc not that it lacked a Boss fight.
Phil
Modifié par philippe willaume, 15 décembre 2012 - 04:50 .