The Tragic Villian
The tragic villain is a victim of circumstance. An atagonist who means well, but is either not in full control of their actions or has conflicting emotions that the player can sympathize with. Charaters like Saren Artavious from ME1, Loghain from DAO, or even the collectors from ME2. Having an antagonist that you can sympathize with adds a whole new dimension to a game. This is one area where ME3 fell a bit short. They set up the Elusive man to be the tragic villain of the third installment, but sadly he had no decent and no redeeming qualities to make us sympathize with him. In ME2 he was by and large on our side supporting most (if not all) of the decisions we made. When we first encounter his and Cerberus in ME3 they've raided a human base killing everyone who worded there, which is not only unnecessarily evil but goes against what Cerberus supposedly stands. Try to reason with the elusive man and he'll essentially tells you he was just using you he entire time, and the the tragic villain plot device is broken right there.
Some of the earlier BioWare games used this plot device to spectacular effect. Like the way Saren tries to convince us (and himself) that he's not under Sovereign's control. The way Loghain tries to defend his actions in the Landsmeet. Or the final scene is ME2 when Harbinger abandons the collectors, "You have failed. We must find another way." and the collector general, we were previously lead to believe was the main villain, looks up at the god like creature he cannot possibly understand that has abandoned him, just before an explosion fills the room. Now that's a powerful plot device.
The Climax
Every story has a climax, the point where the conflict of the story is resolved in one way or another. With games this is often most exciting if it ivolves an epic final boss fight. In a way you could consider the the lands meet in DAO the climax, since it's where most of the conflict was resolved. A heated debate followed by a one on one showdown with Loghain. But the real resolution comes in your battle with the arch demon where all you've accomplished and the allies you've rallied are brought to bear on the Arch Demon and the final sacrifice must be made. The whole game builds up spectacularly to that moment. The collector base in ME2 is another great example. All the plot elements established earlier in the game come into play in one way or another, with a spectacular boss fight to boot. In ME3 on the other hand (and I hate to keep railing on this game but for the lack of a better example bear with me) the climax involves no boss fight. What's more it that it only uses one plot element, the crucible, making all you did earlier in the game seem pointless.
The Deus Ex Machina
Deus Ex Machina is Latin for "god from the machine", and refers to a plot device in which an all powerful being resolves a seemingly impossible problem. This generally a plot device best avoided. We saw it in ME3 where "The catalyst", acts as the god figure giving 3 choices to resolve the conflict, unrelated to previous events of the series. In the case of ME3 this may be due to the games telescopic effect where there are so many decision through out the corse of the three games, that trying to tie them all together into a single ending is next to impossible. While the ending DLC does provide more explanation and epilog it still relies on the Deus Ex Machina mechanic to conclude the story. It's for this reason I'm hoping DA3 will involve a fresh plot and character so as not to suffer from this telescopic effect. I really hope we will never see a Deus Ex Machina in Bioware game again.
I'm sure there are more plot devices I haven't hit on. If you know of any please post them.
* Edit: fixed spelling errors
Modifié par Shaun the Crazy One, 29 décembre 2012 - 01:46 .





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