LinksOcarina wrote...
[/b]What is more important, the journey or the outcome of it? I think it was Edith Hamilton who said the gods of the Roman Pantheon were terrible heroes, because they never were under the threat of dying. You get invested in the stories of heroes because they are always at risk of dying, and sometimes they do, but the fact that they put themselves in that position is what makes them heroic. I see Shepard at that threshold, and its why it makes sense for me that he has to die. Of course thats an agree to disagree I understand that, but what does this, actually, have to do with trust?
Both. Both are important. You can't have one with out the other, and they both have to fit like a lock and a key.
I'm not against the possibility of Shepard dying. What I'm against is it being a requirement for the game. If this is "my Shepard" as we were told, we should have a say in the character's ultimate fate. But these endings provide virtually none.
Inevtible death is every bit as bad as complete immortality. Worse, since tragedy is not as popular as comedy. It's not the dying itself that makes a hero, it's the risk, the ability to turn back, but choosing not to. The possibility of finding another way. That's what a good GM provides. There's always a way out if we're smart enough, fast enough, diplomatic enough, or just plain tough enough. We don't get that choice.
Instead we strive against inevitiblilty. Dust struggling against cosmic winds. I wonder who said that?
For me it seems like an issue, again, of control of the whole game. For starters Shepard was always a hybrid character, both BioWares and the players. It's a weird relationship that was readily apparent in Mass Effect one anyway, considering the railroading of the plot in several instances through both exposition and dialouge. So that being in the conversation I always felt was a smokescreen to make a point. But even if he was fully yours and mine, then why have the central plot? why not go full bore like Elder Scrolls where it is completely open for us to Role-Play Shepard our way, instead of being shackled and changing the context of a story. After all, role-playing is different things for different people, and games like Fallout and Elder Scrolls tend to have more of what people want out of role-playing, freedom of choice being prime among them.
Well, I did say that cRPGs can't provide as much freedom as a tabletop game. But even then, players and the GM typically abide my certain rules, such as "don't go exploring off the map", "Don't kill the questgiver" and such
But to me, an RPG lets me have at least some control, or illusion of control over my own character. including my character's fate. Like I said, if Bioware is simply telling me a story, and all I do is fight my way from one cutscene to anther, what's the point? Might as well just be playing Assassin's Creed or Red Dead Redemption.
So the real question then is not if you can ever trust BioWare again, but rather why do you mistrust them to begin with? If it is because of what you said above, the hero dying should not matter at all. If it is because you feel you were railroaded into an outcome, you were. But every RPG does that, what changes it is the so-called headcanon the players create.
Maybe I am just mired too much into game mechanics and theory, but the railroading needs to be done to have any sort of central plot in a game. So I fail to see it as an major issue unless if this was fully sloppy storytelling, which in many peoples minds thats the case, so I won't argue that here. But then this makes everything about this conversation wholly subjective. Ergo my original posts about this being a sort of non issue, because the writers of the game did what they always do, force an outcome.
Bioware games always gave a way out before. As the Bhaalspawn, I could claim the essence, shed my mortal form and become a god (as sort of Control version) or I could stay mortal, albiet a powerful one. DAO I could sacrifice my Warden to slay the archdemon, or Sacrifice someone else in my stead. Or even risk Morrigan's ritual. There was always a waay out.
Here the choice was death, death, death, and death/ambiguous life





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