chemiclord wrote...
So... you hated all three games then? Because I can think of a lot of things I would have liked to say from ME1 on that I never had the option to say.
Oh, I surely won't deny that each game had their dialogue weaknesses, but for the most part the dialogue options provied in ME1/ME2 actually encompased the full spectrum of most logical reactions, but let me explain here why Mass effect 3 in particular is so damning when it comes to breaking the agreement.
If you actually watch the presenatation, you would have known that the developers can and will only give the player a limited amount of options, but they will give the right ones, the ones that cover the spectrum of possibly reactions as broadly as possible, they do this through the dialogue wheel, which has six possible responses, with each location having a prefixed moral meaning behind it. And speaking for myself here, it worked. With exception of outliers that are sometimes encounterd, for the most part I as a gamer was satatsified with the dialgue options provivided, as they gave me multiple distict ways to handle with a situation, especially since there is a (mostly) consistant reasoning behind each choices.
Now take Mass Effect 3, let's get staight to the point here, why does it fail exactly, well, here is exactly why:
1. excessive amounts of autodialogue:Each time a line of autodialogue is said, and option for narrative interactions is lost, but in some moments depending on the narrative situation, as line from the protaganist is required, Usally this involves stating basing facts or giving a simple order to someone, in such case autodialogue isn't as immersion breaking, because it involes the most, basic, logical reaction.
Now there are times when lines or even entire scenes are done in autodialogue when instead they could have easily been split up in multiple in order to provide a better narrative interaction, this is especially noticeably when the line delivered provides a specific anwser, idealogical stance or an just a plain opinion on something. These types of autodialogue are much more immersion breaking as the player is forced to watch a specific respones they have no agency in and could even outright contradict their own beliefs on how their character would react. Examples of this type are ecounted all through ME3, in fact some of the most obvious examples happen the first ten minutes:
"This isn't about strategy or tactics..." "we fight or we die..."
Both of these statements express a very specific view on(a lack of understanding) on miltiary tactics, ith the player having no input on them. Not only are these staments entirely out of the player's agency, they're also incredibly dumb when it comes to military reasoning.
2. Dialogue option that are only superficially different:A lot of people are aware that sometimens multiple dialogue options in ME1 would lead to the same result and although it was only a fraction of the total dialogue options that sufferened from this weakness it's a fair argument to support that there were more dialogue options that there actually were respones. What most people aren't aware of however, is that this probablem was never fundamentally adressed in any of the games. Instead it probably got worse, because even with the drastically reduced amount of options, often enough dialogue options would lead to responses that were different, but only the most superficial level, useally tone.
In contrast, dialogue options in ME1, despite the previously mentioned weakness, often had very different fundamental respones caused by the fact that dialogue options, instead of being tone based, were idealogical driven, with paragon, being centered around cooperation between species, more lenient in personal converstions and generally being more idealistic, where as renegade is very cleary centerd around being pro-human, proffesional in personal conversation and much more pragmatic when in general, the differences aren't that complex, but they do make for two different ideological paths.
Let's just look at examples of both systems.
The first dialogue options presented in ME1 gives the player three respones.
"They don't send Spectres on shakedown runs." (Paragon)
"you always expect the worst." (Neutral)
"That's enough, you're soldiers, act like it!" (Renegade)
The first dialogue option in ME3 an it's two respones.
"You know we're not Ready if it is them, not by a long shot" (Paragon)
"It's the Reapers and we're not ready for them, not by a long shot" (Renegade)
For the ME1 example, the neutral option is pretty self explanatory, just simple remark by the player and not much more, but it's at paragon/renegade where the differences get interesting, Paragon, is an open continuation of the informal discussion held by Kaiden and Joker, where the Shepard actively partcipats, whereas the Renegade options is a call to military profesionalism by the strict commander, it's not complex at all but it surely shows the difference of each morality pretty well.
The ME3 example is rather problametic, in both dialogue options, Shepard ends up saying pretty much the exact same thing, only with slightly different words and with a different tone, this is more of an example of style over substance, the actual differences in dialogue are so marginal it's almost not worth keeping, it's only the difference in tone that's noticeabla
3. Contradictions with pre-established facts.One of the natarual advantages ME1 got going is that Shepard is mid-level officer in a military hierarchy, meaning that's only natural for him to accept orders, this way the player can be send on missions and objectives with the feel of narative contrivance. But after two games, the player has build a reputation made decisions and generally got a pretty good perception as to their how Shepard would react to certain situations, and that's were the problems start to come in. This case is best done by example from the start so let's do that allready.
If one asked me the question if there was one choice O would take that wasn't present, but should be, it would be to side with the Salarian dalatrass from the start, because no matter how much we Turian fleet support, even considering curing the Genophage is an outlandish idea, but what Makes it worse, other then the lack of option to escort Victus and Wrex/Wreav to the airlock, is the fact that it outright contradicts previous statements and actions made by my Shepard, because somewhere offscreen Shepard by default has adopted some kind of Pro-Krogan stance that the player isn't able to change until contacted by the Dalatrass halfway throughout the arc. Yet before all that my Shepard was vocal genophage supporter throughout the trilogy, this sudden change of personality without giving the player any kind of input, is yet another blow the immersion, Shepard's doing things, on a major level, that I would never expect and wanted him to do, they're goes my suspension of disbelief, well done Bioware.
In conclusion, the problem is much more complex then you orginally made it out to be, Surely we can't expect to see every choices possible on the dialogue wheel, but what options there are should be a very accurate represenation of all the possible respones catagorized three different idealogical zones, Paragon, Neutral and Renegade. No superficial tone based differences but actual fundamental changes in the responses, and no contradictions or railroading without any player agency.
Modifié par Fixers0, 15 juin 2013 - 07:11 .