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Would the writers prefer writing a game without save imports?


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#151
Wozearly

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Sylvius the Mad wrote...

Wozearly wrote...

But then, it seems the purpose of DA2 was to set the stage for DA3.


I'm arguing that this is aways true, to some degree, as long as the writers are even allowing for the possibility of a subsequent game.  They can't blow up the whole setting while also allowing for another game set in it.


Well, okay. Hard to disagree with that. :P

But I think there's quite a difference. Where I believe you're coming from is the perspective of imports limiting how much you can allow the game world to diverge (be that the entire world, specific areas, specific places, specific people).

As has been written before, as soon as you allow two divergent paths that create outcomes sufficiently different that the sequel couldn't reasonably cope with bringing through and coping with both alternatives then you have a few options available;

1) Avoid them - setting the game in a different part of the world, different time period, not bringing that particular character back, etc. Mention those divergent paths only in passing.

2) Harmonise them - introducing an event between the games that explains why the wildly divergent paths have come together onto one path, or onto a third different path, that can then be managed

3) Retcon them - pick one of the divergent paths and dictate from a metagame perspective that that this is what actually happened, irrespective of what the player chose

4) Fudge it - much like the retcon, only without any metagame explanation. Much like the harmonise option, only without any in-game explanation. This approach simply ignores anything inconvenient that gets in the way. Leliana's reappearance from the grave, for those of us who killed her, is a decent example.


If the divergent path is so world-changing as to make option 1 impossible, and require option 3 or 4 to the extent that no meaningful choices can be imported, then I agree you're up a certain creek without a helpful rowing implement. But its very unlikely writers would put themselves in this boat unless they knew they were ending the series. In which case future save imports are no longer relevant.

The key part to all of this is that there's an awkward and challenging line to walk. If developers have to use options 1-4 anything other than sparingly, people will rightly complain that key choices aren't being imported / recognised. If developers don't have to use options 1-4 at all, then either the stories were incredibly well crafted to merge into each other...or, more likely, they didn't offer any choices that affected the world in any meaningful way.


However...my gripe about stage-setting was that it seemed that DA2 seemed to spend a lot of time and effort (both in-game and in development) paving the major plot setting for DA3, transitioning from DA:O art, gameplay, style and feel to the "new way" that will continue from here, and resorting to a cryptic cliffhanger-style ending.

I just find that irritating...admittedly, not as irritating as "That's not quite the end of Shepard's story. Remember to buy the DLC when it comes out, kids!" style message that cropped up after ME3's lacklustre ending, just to make sure the maximum amount of insult was added to the injury.

[/rant]

#152
Angrywolves

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According to some you need to have the saves to trigger certain events. I read that on gamefaqs. Don't know if it's true. shrugs.

#153
Wozearly

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Probably - as that's how the appearance of some DA:O characters was triggered in DA2. Its a fairly sensible approach. ;)

#154
LinksOcarina

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Fast Jimmy wrote...

AlanC9 wrote...


As long as they cover the required info, sure. Worked in Fallout, works now.

I can see using other techniques, but slides are awfully efficient.


I know, right? Epilogue slides have been the vehicle for some of the best RPG endings I've seen. If ME3 had put in epilogue slides like DA:O as seen here, they could have filled in all the confusion, lack of clarity and absence of closure people complained about in the original ME3 ending and which some felt the Extended Cut and/or Citadel DLC delivered.

They are cheap, easy and can accommodate a variety of player's choices with ease. 


So, why did people complain about the slides when they were put into the Extended Cut?

The slides work, but they presume lots of time has passed, however. Dragon Age so far has been taking place in about a ten-twelve year period. 

I mean, why do slides for that? The first four Elder Scrolls Games were the same, and just presumed the player did EVERYTHING and its all canon (which always annoyed me) and the one time they tried to jump into the future it was...interesting lore-wise. 

Of course hitorical nuts like me care about such things, but I see no problem with the game kabashing slides since its all within the same time period. 

#155
Fast Jimmy

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So, why did people complain about the slides when they were put into the Extended Cut?


I don't consider what ME3 (as a parrot to what DE:HR did) as epilogue slides.

It was a montage with a voice over. Sure, the montage pictures changed depending on your choices, but they didn't contain any information outside of what the player already knew. Which makes them, in my eyes, either not true epilogue slides or poorly done ones, whichever you prefer.

And, again, this applies just as summarily to DE:HR. I'm not singling out ME3 just to hate on ME3.

#156
Guest_EntropicAngel_*

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Fast Jimmy wrote...

I don't consider what ME3 (as a parrot to what DE:HR did) as epilogue slides.

It was a montage with a voice over. Sure, the montage pictures changed depending on your choices, but they didn't contain any information outside of what the player already knew. Which makes them, in my eyes, either not true epilogue slides or poorly done ones, whichever you prefer.

And, again, this applies just as summarily to DE:HR. I'm not singling out ME3 just to hate on ME3.


Not necessarily true. To name one instance, Hackett says (this really annoyed me), "Everything we had we can rebuild again." That was seriously in doubt in the endings. Furthermore, they show pictures of the new Citadel, of the new...Vancouver, was it?

There's SOME projection into the future.

#157
Fast Jimmy

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EntropicAngel wrote...

Fast Jimmy wrote...

I don't consider what ME3 (as a parrot to what DE:HR did) as epilogue slides.

It was a montage with a voice over. Sure, the montage pictures changed depending on your choices, but they didn't contain any information outside of what the player already knew. Which makes them, in my eyes, either not true epilogue slides or poorly done ones, whichever you prefer.

And, again, this applies just as summarily to DE:HR. I'm not singling out ME3 just to hate on ME3.


Not necessarily true. To name one instance, Hackett says (this really annoyed me), "Everything we had we can rebuild again." That was seriously in doubt in the endings. Furthermore, they show pictures of the new Citadel, of the new...Vancouver, was it?

There's SOME projection into the future.


I'd consider that all very speculative. Just because there is a background that looks like the Presidium doesn't mean they rebuilt the Citadel? Unless there is something there that I am missing. And I believe you may be thinking of London that was rebuilt in the slides.

You are, arguably, told more in the "bad" slides than you are in the "good" ones. Low EMS slides show destruction, loss and hopelessness (as they should). But slides with high EMS? There is enough intact in the galaxy to give us a variety of outcomes, but none are outlined as what happened.

Sure, if you cure the genophage, you see pictures of Krogan babies... that is a given. But what does that mean? Does having Wrex and Eve matter enough to prevent the Krogans from returning to their war-driven ways? What if things were actually better without the cure or, even better... what if things were better under Wreav? Would that make someone be willing to sacrifice their friendship with Wrex in a future playthrough? THAT would have been an interesting consequence.

The problem with ME3's original endings (lore and plot aside) was their ambiguity. People literally thought that "it was all a dream" was not just a possibility, but the intended outcome of the writers. That's bad. So the EC clarified that, no, these outcomes and choices are real, not part of some Catalyst trick. Which then begs the question - okay, so what do these choices presented in the 11th hour mean in relation to our chocies made throughout the trilogy? Turns out... it can mean anything. Which is tantamount to saying they mean nothing. 

If you can headcanon that the Krogan became a bunch of happy-go-lucky people who skipped in fields of daisies just as easily as you can headcanon them rising and brutally taking over the galaxy, then that is not "leaving it open to interpretation," but rather just coping out. If you can't say if the Geth and Quarians eventually broke their peace (something the Catalyst seemed convinced would be inevitable) then that is a similar cop-out. Not to mention that if you can look at one of the ending choices (Synthesis) and see all the happiest outcomes and the implication that everything is magically resolved by this one choice, that is also a cop-out. If you drink the Kool-Aid and can swallow the pill that everything sharing the same mind DOESN'T mean that there is no individual or singular experience anymore, then you get see the galaxy in the best ending spot with zero bad side effects. That is an INCREDIBLY huge cop-out.

Looking at Fallout games (aside from 3, which was blasted for having a crappy ending that is formated quite similarly to ME3's), you can see some awesomely done Epilogue Slides. Slides that show consequences, both intended and non-intended by the player, but that gives a dimension that the world lives on and continues after the player has put down their controller. Origins did this as well, giving us outcomes, both good and bad, to our choices. 

One doesn't need to have an omniscient narrator to give us this kind of background. In the link I provided earlier on when I first talked about Epilogue Slides, there were a number of texts from "history books," speeches, memoirs and emails/letters. These didn't have to go into too much detail to paint a very clear picture of what could be going on, both with our companions and with the galaxy at large. 

Again... I'd contest the ME3 Epilogue Slides aren't Epilogue Slides or, if they are, they are very badly done ones.

Modifié par Fast Jimmy, 06 juin 2013 - 03:00 .


#158
AlanC9

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Wozearly wrote...


3) Retcon them - pick one of the divergent paths and dictate from a metagame perspective that that this is what actually happened, irrespective of what the player chose


Retcon isn't the right concept here. Unless the sequel establishes that the choice presented in the previous game wasn't actually present, there's nothing retroactive going on. PCs who chose the non-canon choice go on to a different setting from the one in the sequel, but the first game is exactly as it was.

I'd use "Canonize something." I also wouldn't say metagame later, since the canon choice isn't meta, it's in-universe.

And there have been quite a few games with canon outcomes in sequels. Tandi in Fallout 2. BG2, with everybody.

Modifié par AlanC9, 06 juin 2013 - 04:41 .


#159
AlanC9

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EntropicAngel wrote...

Not necessarily true. To name one instance, Hackett says (this really annoyed me), "Everything we had we can rebuild again." That was seriously in doubt in the endings. Furthermore, they show pictures of the new Citadel, of the new...Vancouver, was it?

There's SOME projection into the future.


The rebuilt Citadel, surely. It's not like the old one would have fallen out of orbit.

#160
Fast Jimmy

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AlanC9 wrote...

EntropicAngel wrote...

Not necessarily true. To name one instance, Hackett says (this really annoyed me), "Everything we had we can rebuild again." That was seriously in doubt in the endings. Furthermore, they show pictures of the new Citadel, of the new...Vancouver, was it?

There's SOME projection into the future.


The rebuilt Citadel, surely. It's not like the old one would have fallen out of orbit.


Don't get me started on the Citadel and its orbit. For it to be that close to Earth, in and of itself, would have been the death toll of the entire planet when it broke apart. Science was never Mass Effect's strong points, but what they did with the Citadel at the end was positively ridiculous.

#161
AlanC9

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Fast Jimmy wrote...
Sure, if you cure the genophage, you see pictures of Krogan babies... that is a given. But what does that mean? Does having Wrex and Eve matter enough to prevent the Krogans from returning to their war-driven ways? What if things were actually better without the cure or, even better... what if things were better under Wreav? Would that make someone be willing to sacrifice their friendship with Wrex in a future playthrough? THAT would have been an interesting consequence.


Yep. The slides tell you that the cure worked, but not what that actually means for the galaxy. Deliberately leaving it open-ended for player interpretation? Simply EC resource constraints? Leaving room for the designers if there's a sequel someday? Could be any or all of these, but it's clear that leaving some stuff open ended for the players to speculate on was part of the design objectives.

Which I guess you don't like.

#162
Darth Death

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Probably, but then I wouldn't play DA. I know BioWare is adopting a new way to import player's choices from previous installments, which shows they still care about the feature; their approach to decision making however isn't as optimistic as I'd have liked. Only the future will show us the labor that was committed to DA3, and its entirety.

#163
Guest_EntropicAngel_*

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Fast Jimmy wrote...

I'd consider that all very speculative. Just because there is a background that looks like the Presidium doesn't mean they rebuilt the Citadel? Unless there is something there that I am missing. And I believe you may be thinking of London that was rebuilt in the slides.


Going chronologically...

There are a few pictures of your old squaddies in certain situations (Samara & Falere, Zaeed on a pier, Jacob doing...something), that is definitely in the future. However, I would agreee that they are speculative.

There's a scene with Grunt and Wrex getting out if a shuttle to see a field of Krogan welcoming them. I'd say that's not speculative at all. That tells me very plainly that Grunt and Wrex are back home on Tuchanka.

The scene with the Citadel I would argue is not speculative at all, because it moves from a ruined Citadel, just absolutely destroyed, to a new, shiny, pristine one.

There are a couple scenes that are just the random groups (Quarian, Krogan, ec.). I wouldn't call those indicative of anything.

In one of the final scenes, your LI or one of your crew is standing in front of the Normandy's list of casualties, holding your plaque...and the game very deliberately does not show them putting it up. That seems obvious to me that Shepard is not confirmed dead. It may just be me.

In the very next scene, you are shown the Normandy taking off (never mind the lolphysics) and departing into space. I would say this is definitely a projection that they were NOT stuck on the island they landed on...which is something many said after the original endings came out.

I think there's some speculation, and some definite "fact."

You are, arguably, told more in the "bad" slides than you are in the "good" ones. Low EMS slides show destruction, loss and hopelessness (as they should). But slides with high EMS? There is enough intact in the galaxy to give us a variety of outcomes, but none are outlined as what happened.


I've yet to see those, so I can't really say one way or the other.


Sure, if you cure the genophage, you see pictures of Krogan babies... that is a given. But what does that mean? Does having Wrex and Eve matter enough to prevent the Krogans from returning to their war-driven ways? What if things were actually better without the cure or, even better... what if things were better under Wreav? Would that make someone be willing to sacrifice their friendship with Wrex in a future playthrough? THAT would have been an interesting consequence.


You're not being fair. You're saying that the slides need to tell us EVERYTHING, when in reality if there's only one in-the-future slide it's a projection, even if it's only Shepard taking a gasp of air (which, for any doubters still out there who read this, is called shepard_lives.bik or some such).

The fact that the epilogue slides in DA:O didn't tell me the end state of my dissolution of the Circle, what affect it had on other countries, or whether my choice to put Alistair alone on the throne resulted in Orleisan influence, doesn't mean that it doesn't have lesser-reaching consequences shown.


The problem with ME3's original endings (lore and plot aside) was their ambiguity. People literally thought that "it was all a dream" was not just a possibility, but the intended outcome of the writers. That's bad. So the EC clarified that, no, these outcomes and choices are real, not part of some Catalyst trick. Which then begs the question - okay, so what do these choices presented in the 11th hour mean in relation to our chocies made throughout the trilogy? Turns out... it can mean anything. Which is tantamount to saying they mean nothing.


I've always felt that as well, that ambiguous intent was the problem.

The choices don't need to mean a thing in relation to our choices during the trilogy. They need to mean something in relation to the story.

Me choosing to spare Loghain or save him had no particular relevance to whether I saved the Mages or killed them. It has no relevance to whether I saved the werewolves or elves, or both. What it DOES have relevance to is the overarching plot(s) of DA:O: The Darkspawn and the Archdemon, the Grey Wardens who fight the Darkspawn, the health of Ferelden for the purpose of fighting the Darkspawn. Your choices need story relevance, not choice relevance.

And the problem HERE was that people didn't feel "organics vs. synthetics" was a significant part of the story. It's debatable, I'd say it was, but I suppose that's immaterial. The point is, a choice needs to have STORY, or possibly SETTING relevance.

IMO

If you can headcanon that the Krogan became a bunch of happy-go-lucky people who skipped in fields of daisies just as easily as you can headcanon them rising and brutally taking over the galaxy, then that is not "leaving it open to interpretation," but rather just coping out. If you can't say if the Geth and Quarians eventually broke their peace (something the Catalyst seemed convinced would be inevitable) then that is a similar cop-out. Not to mention that if you can look at one of the ending choices (Synthesis) and see all the happiest outcomes and the implication that everything is magically resolved by this one choice, that is also a cop-out. If you drink the Kool-Aid and can swallow the pill that everything sharing the same mind DOESN'T mean that there is no individual or singular experience anymore, then you get see the galaxy in the best ending spot with zero bad side effects. That is an INCREDIBLY huge cop-out.


Looking at the Krogan, I would say their potential leaders kind of dictate how the Krogan would end up. Wrex, they have a mild expanionist policy, but they absolutely do not become war-mongerers: we are shown quite plainly in ME2 (and in ME1, through his story) that Wrex only really uses violence when he perceives a wrong, and he doesn't automatically "perceive" a wrong. Wreav, on the other hand, is shown to be very "old school," with a dislike for aliens and a fairly strong expansionist policy.

I'd argue that from the characteristics of either leader, you can chart the path of the Krogan for another thousand years with strong certainty.


Looking at Fallout games (aside from 3, which was blasted for having a crappy ending that is formated quite similarly to ME3's), you can see some awesomely done Epilogue Slides. Slides that show consequences, both intended and non-intended by the player, but that gives a dimension that the world lives on and continues after the player has put down their controller. Origins did this as well, giving us outcomes, both good and bad, to our choices.


Haven't played FO, myself.

But in Origins, as I pointed out...the epilogues are just as short-term as ME3's are, they just state it plainly in words than leave it in a picture. The end state of Ferelden is very much up in the air, for example.


One doesn't need to have an omniscient narrator to give us this kind of background. In the link I provided earlier on when I first talked about Epilogue Slides, there were a number of texts from "history books," speeches, memoirs and emails/letters. These didn't have to go into too much detail to paint a very clear picture of what could be going on, both with our companions and with the galaxy at large. 

Again... I'd contest the ME3 Epilogue Slides aren't Epilogue Slides or, if they are, they are very badly done ones.


They aren't NOT epilogue slides, and they aren't ONLY epilogue slides. They're both epilogue slides and...ending slides, I guess. They trandscend the disctinction.

Modifié par EntropicAngel, 06 juin 2013 - 05:15 .


#164
AlanC9

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Fast Jimmy wrote...


Don't get me started on the Citadel and its orbit. For it to be that close to Earth, in and of itself, would have been the death toll of the entire planet when it broke apart. Science was never Mass Effect's strong points, but what they did with the Citadel at the end was positively ridiculous.


Huh? The Citadel looks to be substantally higher than the ISS, and there isn't enough delta-v in that explosion to deorbit any of the Wards even if the station has been oriented correctly to do that, which it doesn't seem to be. There are plenty of problems, sure; the station should be much higher and at an angle to London. But the Citadel falling out of the sky isn't one.

Unless you're arguing that it isn't supposed to be in any kind of orbit in the first place?

Modifié par AlanC9, 06 juin 2013 - 05:21 .


#165
AlanC9

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EntropicAngel wrote...

There are a few pictures of your old squaddies in certain situations (Samara & Falere, Zaeed on a pier, Jacob doing...something), that is definitely in the future. However, I would agreee that they are speculative.

There's a scene with Grunt and Wrex getting out if a shuttle to see a field of Krogan welcoming them. I'd say that's not speculative at all. That tells me very plainly that Grunt and Wrex are back home on Tuchanka.


I don't see why one set's speculative but the other not.

The low EMS endings are on YouTube. Worth a look, if only to see squadmates vaporized on the beam run.

Modifié par AlanC9, 06 juin 2013 - 05:35 .


#166
Fast Jimmy

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EntropicAngel wrote...

In one of the final scenes, your LI or one of your crew is standing in front of the Normandy's list of casualties, holding your plaque...and the game very deliberately does not show them putting it up. That seems obvious to me that Shepard is not confirmed dead. It may just be me.


Actually, Shepherd was confirmed dead via Twitter, if memory serves me correct. That the breath scene was, in fact, the last breath of Shepherd.


You're not being fair. You're saying that the slides need to tell us EVERYTHING, when in reality if there's only one in-the-future slide it's a projection, even if it's only Shepard taking a gasp of air (which, for any doubters still out there who read this, is called shepard_lives.bik or some such).

The fact that the epilogue slides in DA:O didn't tell me the end state of my dissolution of the Circle, what affect it had on other countries, or whether my choice to put Alistair alone on the throne resulted in Orleisan influence, doesn't mean that it doesn't have lesser-reaching consequences shown.


There's a difference between telling us everything and tell us nothing outside of what our character knew before the ending even started. 
For ME3 to tell us "you cured the genophage and the Krogan were happy about it" tells us nothing that we didn't already see. We don't know if there are factions who support galactic domination after the endings, if your choice of leader helped mitigate those obstacles or if the other races of the galaxy spurned or welcomed them. 

You are, literally, told nothing you didn't already know. The Krogan are happy about the cure. Wrex, Eve and Grunt help lead them (if they are alive, otherwise it is other people). They don't discuss how your choice of who leads them or under what circumstances their struggle continues plays out at all. 

DA:O didn't tell us every facet or possible question that could be addressed, but it did say that if you married Allistair and Anora, they were loved by the populace. If you hardened Allistair, he proved to be a more capable/engaged king/leader because of it. If you killed Loghain and named Anora queen, she visits her father's memorial if he was the one who did the Ultimate Sacrifice.

You are given information that you would have no way of knowing outside of the ending. This information gives structure and form to the world after the player's actions are over, instead of leaving everything up to headcanon. Which is foolish. Especially when Bioware comes out and formally endorses some headcanon (like if the Krogan had friction with the galatic powers that be or if everything was rainbows and unicorns) while formally denouncing others (that Shepherd lived and found their LI and had 2.3 kids on a beach house or the dreaded Indocrtiniation Theory).

I've always felt that as well, that ambiguous intent was the problem.

The choices don't need to mean a thing in relation to our choices during the trilogy. They need to mean something in relation to the story.

Me choosing to spare Loghain or save him had no particular relevance to whether I saved the Mages or killed them. It has no relevance to whether I saved the werewolves or elves, or both. What it DOES have relevance to is the overarching plot(s) of DA:O: The Darkspawn and the Archdemon, the Grey Wardens who fight the Darkspawn, the health of Ferelden for the purpose of fighting the Darkspawn. Your choices need story relevance, not choice relevance.


But I'm not asking for finding out if curing the Genophage affected the Geth & Quarian peace. I'm asking for "okay, so what happened after Shepherd made his final decision?" DID the Krogan seek vengeance against the galaxy if you tricked them into fighting the Reapers and not curing them? This isn't decades or centuries down the road... it would be pretty apparent pretty quickly. But we aren't given anything about the outcomes.


And the problem HERE was that people didn't feel "organics vs. synthetics" was a significant part of the story. It's debatable, I'd say it was, but I suppose that's immaterial. The point is, a choice needs to have STORY, or possibly SETTING relevance.

IMO


While I agree, that's not my problem with the Epilogue Slides of ME3. My problem is that they didn't provide any of the answers or consequences people wanted to know. Does Control work? Is Hall Monitor Shepherd an effective deterent to galactic conflict? Does he go crazy and murder everyone? It is hinted that he does not (given that things are rebuilt), but I could headcanon it easily. 

And that's the problem - if you can headcanon huge, drastic and galactic-shaping outcomes to even the most basic of questions, then there isnt' enough details given. You can have character/story reasons to make your decisions, but if they are going to give us Epilogue Slides that, in a ominscient, third person manner, give us information about the events after the end of the game, then they need to do so with some attention to our impact.


Looking at the Krogan, I would say their potential leaders kind of dictate how the Krogan would end up. Wrex, they have a mild expanionist policy, but they absolutely do not become war-mongerers: we are shown quite plainly in ME2 (and in ME1, through his story) that Wrex only really uses violence when he perceives a wrong, and he doesn't automatically "perceive" a wrong. Wreav, on the other hand, is shown to be very "old school," with a dislike for aliens and a fairly strong expansionist policy.

I'd argue that from the characteristics of either leader, you can chart the path of the Krogan for another thousand years with strong certainty.


Not neccessariy. Harrowmont was a traditionalist, but was widely lauded as a good man. Yet this good man can and will send the golems to march on Dust Town, wiping out every casteless there. Similarly, the cutthroat, ruthless Bhelen winds up giving more rights and privileges to these people than they had ever seen. 

What if the Krogan will, with the cure, quickly outgrow Tuchanka and need more resources and this leads to huge infighting? And Wrex is too soft to take the hardline, resulting in lots of clans breaking off and invading Council races? And what if Wreav is able to hold these groups in check, not to protect the Council races, but to cement his own power?

People can be right for the wrong reasons and right for the wrong ones. To say Wrex and Eve = automatic peace and happiness is something the endings allow you to headcanon, but my suggestion that they are woefully ineffective is just as likely. Some would say that is a value to the ME3 endings, but I'd say it is a huge deficit. You can imagine any choice you make being as good, bad or indifferent as you'd like... because the game gives you no context as to the consequence of them. Refuse could result in conventional victory, for all we are shown. In fact, given that the Buzz Aldrin scene, showing a (roughly) human form at the end means that possibly the same species survives regardless if you chose one of the more conventional chocies or if you chose Refuse, then that means Refuse means a win outside the Catalyst. We don't know. Because the endings are so ambiguous that anything is possible... which means nothing is important. A crappy way to end a trilogy


Haven't played FO, myself.



They are good games. FO1 is great, FO2 is a pinacle in RPG gaming (in my opinion), FO3 was a great game with an ending that made the entire game feel hollow and FO:NV was an instant classic. You can, arguably, pick up FO:NV without playing any of the other games and get a good vibe for the feel of the series.

But in Origins, as I pointed out...the epilogues are just as short-term as ME3's are, they just state it plainly in words than leave it in a picture. The end state of Ferelden is very much up in the air, for example.


I'd say it wasn't? You knew how lives for the dwarves were affected by who you chose as king and if they controlled the Anvil or not. You knew that the Dalish were ruled well under their new Keeper, or that the Werewolves slowly went insane if they didn't get have their curse removed. You knew that life in the Circle grew again or if it was given up as a haunted tomb. You even knew small details, like how Dagna went on to become a magical scholar or note, or how the boy in Redcliffe who let you use the Green Sword wound up beign an adventurer of their own years down the road.

Sure, the efforts of rebuilding, the possibility of an attack from Orlais and reclaiming the lands that were twisted with the Blight weren't outlined in detail, nor was the exact nature and threat of the darkspawn who didn't go back underground (who wound up being the focus in the Awakening Expansion), but this falls under "telling us everything." They don't need to do that. But they did give us plenty of details to see how the choices we made had large consequences, either in the lives of the people we dealt with or with the world we traveled through.

That's my measuring stick of the quality of an ending for a game/game series that champions itself on player choice. 

Fast Jimmy wrote... One doesn't need to have an omniscient narrator to give us this kind of background. In the link I provided earlier on when I first talked about Epilogue Slides, there were a number of texts from "history books," speeches, memoirs and emails/letters. These didn't have to go into too much detail to paint a very clear picture of what could be going on, both with our companions and with the galaxy at large. 

Again... I'd contest the ME3 Epilogue Slides aren't Epilogue Slides or, if they are, they are very badly done ones.


They aren't NOT epilogue slides, and they aren't ONLY epilogue slides. They're both epilogue slides and...ending slides, I guess. They trandscend the disctinction.


Okay, fine. Then they are uber-slides. That doesn't make them not poorly done uber-slides. Because they were. 

Modifié par Fast Jimmy, 06 juin 2013 - 07:06 .


#167
Fast Jimmy

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AlanC9 wrote...

Fast Jimmy wrote...


Don't get me started on the Citadel and its orbit. For it to be that close to Earth, in and of itself, would have been the death toll of the entire planet when it broke apart. Science was never Mass Effect's strong points, but what they did with the Citadel at the end was positively ridiculous.


Huh? The Citadel looks to be substantally higher than the ISS, and there isn't enough delta-v in that explosion to deorbit any of the Wards even if the station has been oriented correctly to do that, which it doesn't seem to be. There are plenty of problems, sure; the station should be much higher and at an angle to London. But the Citadel falling out of the sky isn't one.

Unless you're arguing that it isn't supposed to be in any kind of orbit in the first place?


The Citadel is descirbed as being over a hundred miles long and fifty miles wide. MAGNITUDES larger than the international space station, which is smaller than some condos. 

It would rain debris the size of cities on the planet. And, since we know it is a huge and powerful Mass Relay, then it would likely have raw eezo cores that would likely melt the very face of the planet.

The destruction such a structure would rain down on a planet that was right outside its atmosphere would like kick up dust that would obfuscate the sun for decades to come. Its impact would make the oceans flood the face of the planet. The heat from the collission would burn across continents.

All of that was ignored when they moved the Citadel right outside the orbit of Earth and made it seem like it was a the size of the Cereberus or Collector bases... when it is described, in large detail, as being larger than many countries. 

But hey... let's just ignore all of that, because the Citadel has to be near Earth for the endings to make sense, right? Oh wait... there is no reason at all the Reapers would move the Citadel to Earth nor any reason why the final fight had to occur there as opposed to the writers wanting to say "here is Earth... now feel FEELS about that!" 

Poorly done, across the board. Poorly done and conceived.

Modifié par Fast Jimmy, 06 juin 2013 - 07:29 .


#168
Sir JK

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This is sort of what I mentioned earlier in the discussion. That regardless of whether the save is carried on or not, the choice would have to be done justice. While epilogue slides is a way to handle it, as the discussion now clearly shows their mere presence is not enough. They must be done really well, and even then likely anchored in the visual narrative as well (even if not by a lot).

I'd even argue that if you got one canon that's being carried on, then the epilogues for the other choices have to be truly exceptional. Not only do they have to be good, they have to also compensate for the fact that another choice is being carried forward.

#169
Whitering

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Thankfully Dragon Age is not about saving the world, even in DAO it was only about Fereldan.

So, we don't have to worry about the ME3 thing at all, it's not the same. We even have a new protagonist in each game, it's a lot more like the Elder Scrolls in this regard which is a nice change from the ME, or Baldur's Gate style. Heck, even in Jade Empire, you were not saving the world necessarily, just deposing a corrupt emperor.

So, you can import decisions because it bring the world to life, makes the players more invested in replays and keeps them in your franchise. Why did Diablo 3 sell so well? Because tens of thousands of people still played Diablo 2 regularly and the news sites like diablo incgamers were still alive and well because of that. Well, that was a part of it anyway, the rest is Blizzard fans who will buy anything they put out.

To keep DA3 popular you need to keep DAO popular. People still play Morrowind, so still are invested in the Elder Scrolls franchise even if they didn't play Oblivion.

So, would the writers like to start fresh? No, unless they are short sighted about having jobs in the future.

#170
Fast Jimmy

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Sir JK wrote...

This is sort of what I mentioned earlier in the discussion. That regardless of whether the save is carried on or not, the choice would have to be done justice. While epilogue slides is a way to handle it, as the discussion now clearly shows their mere presence is not enough. They must be done really well, and even then likely anchored in the visual narrative as well (even if not by a lot).

I'd even argue that if you got one canon that's being carried on, then the epilogues for the other choices have to be truly exceptional. Not only do they have to be good, they have to also compensate for the fact that another choice is being carried forward.


I'd say they don't need to be anchored visually. DA:O and DA:A's slides weren't visually stunning. Simple text with a background. The background of which I can't recall one slight detail about. 

Maybe put in a voice over instead of pure text, for those who don't like to read, I suppose? I find myself often unable to give good feedback about fans who don't like to read and would rather something be more cinematic.

#171
Fast Jimmy

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Whitering wrote...

Thankfully Dragon Age is not about saving the world, even in DAO it was only about Fereldan.

So, we don't have to worry about the ME3 thing at all, it's not the same. We even have a new protagonist in each game, it's a lot more like the Elder Scrolls in this regard which is a nice change from the ME, or Baldur's Gate style. Heck, even in Jade Empire, you were not saving the world necessarily, just deposing a corrupt emperor.

So, you can import decisions because it bring the world to life, makes the players more invested in replays and keeps them in your franchise. Why did Diablo 3 sell so well? Because tens of thousands of people still played Diablo 2 regularly and the news sites like diablo incgamers were still alive and well because of that. Well, that was a part of it anyway, the rest is Blizzard fans who will buy anything they put out.

To keep DA3 popular you need to keep DAO popular. People still play Morrowind, so still are invested in the Elder Scrolls franchise even if they didn't play Oblivion.

So, would the writers like to start fresh? No, unless they are short sighted about having jobs in the future.


That is a silly argument. If DA:O never mentioned the Save Import feature at all, never considered it during its development, do you think people would not have liked it? Sure, it was a reason to get excited about future games, but nobody would have given a rat's rear end about imports if the game was terrible.

If people are still buying new copies of DA:O, it is because it is a great game that they have heard good things about. Just like people are still buying Morrowind now because it is a great game that they have heard good things about. I can bet money that people would not be saying "I've heard about this DA3 game and its imports, let me play the first two games" if they had also heard that the first two games were terrible. 

Good games sell good games. Not gimmicky features like the Save Import.

#172
Sir JK

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Fast Jimmy wrote...

I'd say they don't need to be anchored visually. DA:O and DA:A's slides weren't visually stunning. Simple text with a background. The background of which I can't recall one slight detail about. 

Maybe put in a voice over instead of pure text, for those who don't like to read, I suppose? I find myself often unable to give good feedback about fans who don't like to read and would rather something be more cinematic.


I don't think it's needed as much as helpful mind, and I'd also argue that DAO had the "visual anchor" in the burial/celebration as well as some subtle hints here and there. But you can see at least the beginning of the conclusion of every plot ingame. The same is true of DA:A to an extent, but not the same degree.

And while I think a voice certainly helps, by adding a bit of pathos to them. Like you alluded to in previous posts: when it really comes down to it, it is the quality of the writing that is the true arbiter and whether we feel it's closure enough. Fail at those and it does not matter the spectacle the epilogue presents.

The wider the choice though, the more demanding it's epilogue.

#173
Whitering

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Fast Jimmy wrote...

That is a silly argument. If DA:O never mentioned the Save Import feature at all, never considered it during its development, do you think people would not have liked it? Sure, it was a reason to get excited about future games, but nobody would have given a rat's rear end about imports if the game was terrible.

If people are still buying new copies of DA:O, it is because it is a great game that they have heard good things about. Just like people are still buying Morrowind now because it is a great game that they have heard good things about. I can bet money that people would not be saying "I've heard about this DA3 game and its imports, let me play the first two games" if they had also heard that the first two games were terrible. 

Good games sell good games. Not gimmicky features like the Save Import.


Thanks for calling it silly, well, yours is silly. I don't think keeping the world alive through carrying over decisions from previous games that may have an impact on the larger world is silly, or a gimmick. It happens in other games as well, it's just not a save import, they impose a cannon on you, and well, you better like that.

It is an innovation to be sure, but I really would like acknowledgement that in Ferelden there was a Warden who stopped the Blight from spreading, and maybe that they died, or became King, or Queen, or whatever. What does it cose the writers? A few hours to write a couple of different lines of conversation or written in a text or whatever?

But it keeps people invested. Why are people talking about replays? Go back to DAO, there are more posts since DA3 announced importing, why? Because people want to be invested in the games. If it didn't matter, who would care? Some of the people are new, but you are saying you don't think Bioware cares if we still play DAO? You are wrong.

#174
AlanC9

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Fast Jimmy wrote...

AlanC9 wrote...
Huh? The Citadel looks to be substantally higher than the ISS, and there isn't enough delta-v in that explosion to deorbit any of the Wards even if the station has been oriented correctly to do that, which it doesn't seem to be. There are plenty of problems, sure; the station should be much higher and at an angle to London. But the Citadel falling out of the sky isn't one.


The Citadel is descirbed as being over a hundred miles long.........(nip) burn across continents.


Umm... did you not read the post you responded to? Or was I being completely unclear there?

Italed above. The size of  the Citadel isn't a problem because  it didn't crash onto the planet.

The only people who ever did think the Citadel crashed are some of the sillier IT folks who thought Shepard fell back onto Earth or something.

Modifié par AlanC9, 06 juin 2013 - 10:41 .


#175
Fast Jimmy

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^

You don't think a blast powerful enough to reach the Charon relay in a matter of seconds could knock back a structure that was destroyed and no longer capable of maintaining its own normal orbit through thrusters/artificial means?

It would be like a cannon going off on a ship without any chains to hold it in place. It would just roll backwards until it hit something.

If you'd like to contest that space magic blasts capable of traveling at FTL speeds and which have diameters looking to be roughly hundreds of city blocks wouldn't be powerful enough to knock something backwards towards a planet... well, then I've reached my daily limit of take science discussion.