Allan Schumacher wrote...
How do we reconcile things if I like that Shepard makes that face? I personally feel that there's room for both types of games to exist in the market, as both have their pros and cons.
Absolutely both types of games can and should exist in the market. But it is a good idea to change an IP that is one type of game into another? I don't really think it is, honestly.
Also, while I did say Shepherd should never make that face... I did caveat it with "unless I tell him to." Shepherd having that reaction is fine. It is even say arguably good. But for it to happen without prompting and result in something that the player didn't mean or intend to happen interferes with player agency.
As a side note, Ultima 7 is actually an exceptionally non-linear game (as opposed to faux non-linear like Baldur's Gate). You can literally do whole chunks of the critical path in completely different orders, and even skip on some stuff if you find yourself stumbling upon where you need to be first.
True. I was more focusing on the lack of divergent or variable content.
The tricky thing for this though, is that we don't know any better. It's hard for me to say "I think DAO would be unequivocally better with a voiced protagonist, as it's also hard for me to say "I think Alpha Protocol would be unequivocally better with a silent protagonist" because it's not what was presented.
What I do know, is that for a variety of reasons, I love Alpha Protocol's dialogues (they are my favourite in all RPGs). Some things I'm not necessarily married to (the timer... though in general I liked it), but it was a great synergy. I really enjoyed the work that Mike's voice actor did as well.
But I think you are misconstruing what I am saying. I am not saying Alpha Protocol shouldn't exist... it should. It is a great game. With the way it is set up, it likely would be dminished by a silent protagonist. But it is a game with a set protagonist that doesn't give the player much in terms of creating and/or defining their own character. In addition, it is often difficult to fully predict what Michael will do, other than in a general way. Therefore, it can be difficult to accurately roleplay his character.
Again, this is the role of the director who is off stage and yelling instruction to the actor from outside the action. That is what the experience of the player can feel like. Not for all people... and not all the time. But that feeling can present itself, which is a different feeling than BEING that character.
Let me put it another way... let's say you are given a choice. One of the Big Decisions in games. Let's say it is DE:HR and you are struggling with the final choice, of how the information of the events at the end of the game are portrayed to the world. What if, instead of an explanation, you simply had tones to pick? Tones where you didn't know even what decision you would make, let alone how they would play out. Would that be satisfactory?
I'd wager for most people, no. They want to pick Harrowmont or Bhelen, not Paragon or Renegade. They want to say Pro-Corporation, Pro-Regulation or Blow Up the Whole Base at the end of DE:HR, not "Diplomatic/Aggressive/Sarcastic." Because it is the DETAILS of the choice that matter. You don't want to be surprised by what your character does with these Big Decisions... so why should you be surprised by what your character decides to do when your mom dies?
Modifié par Fast Jimmy, 16 mai 2013 - 07:04 .