Now to the more constructive part: On choices matter.
Last night I played through one of my favorite parts of Mass Effect 2, with a little tweak and legion at my side. Tali's loyalty mission. Sure it had alot of talking and the combat was "only" ok to good, but not mindblowing. Obviously the fact that I found Quarians, the Geth/Quarian conflict and Tali herself both interesting and emotionally engaging are part of why I love this part. For me it was an intruiging "sightseeing" mission into those 2 intertwined cultures.
Ok I cringed a bit at the "I don't need evidence" line, but hey my Shep's got charisma up the wazoo (unlike me, escapism much?).
During the trial, you get to actually talk to the real people in power with the Quarians. The admirals. You debate, argue and manipulate them. To further your own goals to save Tali, move them towards peace, towards war or mold their perspective on the Geth.
Since I allways saw the citadel council as somewhat of a token political body that tackled interspecies relations, but couldn't do much to move their own races in a certain direction (and indeed was afraid to). I saw this as my first opportunity to make some larger difference with a relatively major power.
The first times I played through this I had quite high hopes for my actions here mattering in me3.
Granted I knew that it would be impossible (atleast economically) to design a game that took into account every eventuality in a unique way. That would have meant a dozen games. That's wholly unrealistic.
However my own ideas at the time were that I was helping in shaping the future relationship between the Geth and the Quarians. Or atleast laying the ground work for making peace or starting a war.
Specifically: I imagined a mission designed to spur them to peace or war. Made harder / easier (not gameplay but the talky talky stuff) depending on what I had said in me2. Like the mission in me2, where if certain people survived you could count on them to help you get your point across.
I further imagined a follow on mission. Which took everything that had gone before it and made it matter in gameplay with a bit of suicide mission consequence mixed in if applicable. Eg:
If I had goaded the Quarians/Geth into war. Shep would fight along side either against both other AND Reapers.
If I had goaded the Quarians/Geth into peace. Shep would have both as allies and have an easier fight on his hands or alternatively less likely to loose eg. a squadmate.
High expectations or even hype indeed. But in my defence I was kinda goaded into it by the me2 loading screen saying my actions could have dire effects in me3. I also fully expected some decisions in me1/2 to allmost by default lead to a loss in me3.

What we got was something else.
Don't misunderstand me. I love the Rannoch mission in Me3. It is very well made and one of the most emotionally engaging parts of any game I've played. So much I couldn't bring myself to ever play through the Tali suicide. Heck just watching it on youtube gave me watery eyes (I cried em out

).
It IS just that good.
However I am somewhat disappointed or maybe more miffed that they didn't find a better way to make previous choices matter. Especially here my previous choices feel ignored.
It did force me to become somewhat disengaged from the Geth/Quarian conflict and from the hole "I do have an effect on something". It was mostly my interest in Tali that carried the emotional engagement for it.
I don't have any magical ideas on how to make choices matter more in future games. Obviously and as previously mentioned, just adding more and more gameplay for every eventuality is unfeasible.
I suspect the solution is to design eg. missions but especially the story with flexibility in mind.
Eg. sheps initial meeting with quarians in me3. You don't change much in terms of characters, graphics, locale or anything like that. "Just" have the extra dialogue ready for either war meeting/peace summit.
Eg. in the mission itself there was actually no technical reason for us to fight against geth rather with the geth against reapers. It was a storyline limitation. All the map design had to do was to represent old quarian, new geth and reaper damage and then we could have exchanged everyone involved without much ado. Like in multiplayer were we fight a variety of enemies on a variety of maps (some of which are rather good actually).
Keep the "basic" stuff flexible and trust the quality of the inflexible (the dialogue and cutscenes) to keep people engaged.
Personally I think it must be very hard for eg. a writer to have, what he thinks is a great story and then cut it into pieces and maybe even add stuff he himself would dislike. However that is the job if you want to put out a flexible story. Then it isn't the writers story anymore. It's an amalgam of possibilities shaped by the writer, developers and gamers in conjunction.
End of longwinded "rant"?
And the useless observations of a complete game development process ignorant.
Modifié par 78stonewobble, 19 janvier 2013 - 10:32 .