Allan Schumacher wrote...
Lets go even more extreme. Would it still work for Mass Effect 3? 

I haven't played any of the ME games, so I can't answer to that specifically. However, I am of the mind that the
illusion of choice is a powerful thing if done well. You try and you try and you can't "fix" whatever the problem is, in this case, Leandra's death.
I actually don't think All That Remains was done badly. I liked that there were these different options throughout: killing Gascard or letting him live, telling/not the templar about him, following the blood trail or having Gascard use blood magic. I think there is an overall perception that Hawke does not try hard enough. Some have suggested that perhaps there could have been a dialog warning your mother about a killer. I'm not sure that would have made much of a difference to be honest, even if people think it might in hindsight.
For some players, All That Remains is a culmination of several events that leaves them being unsatisfied. Some don't have a strong emotional connection to their Hawke or Leandra, so they aren't affected by it as they feel they should be. Hawke, no matter the dialog options chosen at the death scene or post-death mansion scene, has a very lackluster emotional response to the whole thing. They can't save Leandra, so they feel they have "lost" or "made a mistake".
They may blame different aspects on different things: the voiced protagonist, the writers forcing a more "personal" story, or the dialog system, but they all converge on that ONE quest and leave many people unhappy. I don't think unhappiness is itself a bad thing as a result of a quest, but it should be because the
content of the quest leaves you feeling unhappy, not that you feel the
game cheated you out of something.
This is the reason, going back to Jimmy's suggestions, that I think players would not like or appreciate tangible, bad results to a quest. They become frustrated with the
game, instead of frustrated with the
story.
Modifié par nightscrawl, 10 février 2013 - 07:57 .