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Regarding: The Problem With ME3, and Worries for DA I


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#126
AlanC9

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PsychoBlonde wrote...
This is one of the reasons why I disliked the entire Mass Effect universe--even as space opera it was absurd beyond belief.  It should have taken MONTHS to travel from one system to another even using a "mass relay".  By the time it was even possible to hear about something going on in another system it would be too late to do anything about it except survey the wreckage when you finally got there a year or two down the road.  Shepard should have been in his fifties at least by the time the events of ME1 ALONE wrapped up.  Bleh.


You seem to be ascribing a speed limit to the relays that doesn't exist in the lore.

#127
Versus Omnibus

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PsychoBlonde wrote...

But, yes, I'm kind of hoping DA:I builds to a creschendo instead of starting off with OMG EMERGENCY END OF WORLD IMMINENT!!!!! and then having you ignore it for months at a time.  The "you have 72 hours to avert catastrophe!" model works a lot better in a linear action game than in one where you're supposed to be able to, you know, EXPLORE.


The point I was trying to make is that unless Bioware invents some magical ability that allows instant teleportation I doubt the conflict will spread very far, which therefore means increased urgency for the player. Even the Mages will take time to move their armies from point to point, and the player will not be rushed.

#128
Bourne Endeavor

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elvici wrote...

 I absolutely know what you mean, EntropicAngel, and couldn't agree more. Hopefully the DAI devs will take more than design cues from Skyrim - the pacing and scope of the main plotline was pretty much perfect there, imho.  


Skyrim is something of a poor comparison. Its plot is essentially bare bones as the entire basis for the game is exploration, thus the structure is focused on quick and simplistic subplots while mostly encouraging adventuring. Dragon Age and Mass Effect rely heavily on a narrative to dictate the pace. I feel any significant attempt to mimic Skyrim would result in DAI being just an inferior Skyrim. BioWare has cited taking inspiration from Skyrim. I sincerely hope that is all they do.

Modifié par Bourne Endeavor, 04 août 2013 - 09:52 .


#129
Firewolf99

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Despite feeling that Dragon Age 2 has a better plot than Dragon Age Origins (among other things), it does suffer from a similar issue to Mass Effect 3- its Epilogue/ endgame is unsatisfying. Whereas Mass Effect 2's plot doesn't end, as such, as you can still canonically continue after the Suicide Mission, and Origins/ Awakening has the slideshow endings, DA2 and ME3 both ended on cut scenes that refused to elaborate in depth about our choices and companions/ characters. If DA2's ending had been slightly less cliffhangery (?), I feel the game would have left a slightly less bitter taste in the mouth of most fans (though probably not all- there were other problems with the game, after all.)

edit: Therefore, if DA I is to succeed, I feel it's ending has to offer us either a sense of continuation and hope, or an ending that leaves next to nothing to the imagination. Each characters path needs to be told to us.

Modifié par Firewolf99, 04 août 2013 - 11:39 .


#130
HiroVoid

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Firewolf99 wrote...

edit: Therefore, if DA I is to succeed, I feel it's ending has to offer us either a sense of continuation and hope, or an ending that leaves next to nothing to the imagination. Each characters path needs to be told to us.

You can have plot threads hanging like Morrigan's in Dragon Age: Origins (though I do hope most of that plot gets mostly resolved in DAI), but I do believe each game needs to be able to end on its own satisfying conclusion where it stands on its own instead of ending on a note that screams 'Buy our next game!'.  I suppose it's alright it they plan to end it in an expansion like in Divinity II, but that's pretty risky since it also depends on how successful the initial game is.

#131
LinksOcarina

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Firewolf99 wrote...

Despite feeling that Dragon Age 2 has a better plot than Dragon Age Origins (among other things), it does suffer from a similar issue to Mass Effect 3- its Epilogue/ endgame is unsatisfying. Whereas Mass Effect 2's plot doesn't end, as such, as you can still canonically continue after the Suicide Mission, and Origins/ Awakening has the slideshow endings, DA2 and ME3 both ended on cut scenes that refused to elaborate in depth about our choices and companions/ characters. If DA2's ending had been slightly less cliffhangery (?), I feel the game would have left a slightly less bitter taste in the mouth of most fans (though probably not all- there were other problems with the game, after all.)

edit: Therefore, if DA I is to succeed, I feel it's ending has to offer us either a sense of continuation and hope, or an ending that leaves next to nothing to the imagination. Each characters path needs to be told to us.


Here is a question for you.

Why should Dragon Age II end by elaborating all of your choices? 

After all, we didn't see choices from Mass Effect 2 come to fruition until were well deep into Mass Effect 3. Not to mention that Hawke is no longer the protagonist, such as the Warden, the lack of the same hero allows such disjointed feel to work.

Much like Game of Thrones, when the book works well, its through this idea of incomplete information. We don't know whats happening to big groups or how their story is mapped out in the end. I see Dragon Age II doing just that, were supposed to interpret what happens and we can only guess what our choices do in Inquisition. I always find it cuious when people say your choices don't matter at the end of Dragon Age II, but considering who lives, dies, and how issues are resolved leading up to the climax...id say we have a lot to look forward to still. 

Inquisition doesn't need to offer anything to us that gives those feelings either. An ending without interpretation can be good, but also is boring. The Last of Us is a recent example of this, having a telegraphed ending and one that is completely hopeless in some respects, but people praise it for its writing and acting.

It has good writing and acting, but its boring and contrived. Truth be told, id rather the game took more risks but thats my personal preference. I guess my point is that we don't need to pigeon-hole specific criteria to an ending, doing so is foolish in my respects.

Modifié par LinksOcarina, 05 août 2013 - 03:20 .


#132
Fast Jimmy

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LinksOcarina wrote...

Firewolf99 wrote...

Despite feeling that Dragon Age 2 has a better plot than Dragon Age Origins (among other things), it does suffer from a similar issue to Mass Effect 3- its Epilogue/ endgame is unsatisfying. Whereas Mass Effect 2's plot doesn't end, as such, as you can still canonically continue after the Suicide Mission, and Origins/ Awakening has the slideshow endings, DA2 and ME3 both ended on cut scenes that refused to elaborate in depth about our choices and companions/ characters. If DA2's ending had been slightly less cliffhangery (?), I feel the game would have left a slightly less bitter taste in the mouth of most fans (though probably not all- there were other problems with the game, after all.)

edit: Therefore, if DA I is to succeed, I feel it's ending has to offer us either a sense of continuation and hope, or an ending that leaves next to nothing to the imagination. Each characters path needs to be told to us.


Here is a question for you.

Why should Dragon Age II end by elaborating all of your choices? 

After all, we didn't see choices from Mass Effect 2 come to fruition until were well deep into Mass Effect 3. Not to mention that Hawke is no longer the protagonist, such as the Warden, the lack of the same hero allows such disjointed feel to work.

Much like Game of Thrones, when the book works well, its through this idea of incomplete information. We don't know whats happening to big groups or how their story is mapped out in the end. I see Dragon Age II doing just that, were supposed to interpret what happens and we can only guess what our choices do in Inquisition. I always find it cuious when people say your choices don't matter at the end of Dragon Age II, but considering who lives, dies, and how issues are resolved leading up to the climax...id say we have a lot to look forward to still. 

Inquisition doesn't need to offer anything to us that gives those feelings either. An ending without interpretation can be good, but also is boring. The Last of Us is a recent example of this, having a telegraphed ending and one that is completely hopeless in some respects, but people praise it for its writing and acting.

It has good writing and acting, but its boring and contrived. Truth be told, id rather the game took more risks but thats my personal preference. I guess my point is that we don't need to pigeon-hole specific criteria to an ending, doing so is foolish in my respects.


I think this is the biggest problem people make - thinking that video game endings should have any type of correlation to a passive media narrative, like a movie or a book. 

Saying "well, movies have sad endings", or "a book leaves room for interpretation" is fine for those mediums, because they are passive. These things are happening to characters and people who you watch as the reader. It becomes quite different when you spend dozens of hours making the player feel like they ARE that character. Suddenly, there isn't a deeper message at play or allowing the player to wonder about what happen... instead, you have killed the player, or left them to wonder if they survived and if everything was worth all the work and sacrifice. The player doesn't have to be living as a self-insert, where the character looks, thinks and acts exactly like how they would to make this true, either. 

Not knowing what happens to yourself is a terrible fate to have. It drives people to know the answers, to search out the truth, to hang around until resolution is given. Heck, in your standard ghost story, what's the number one cause of the ghost hanging around? They had unfinished business, or didn't even know they were dead. Because people's natural desire is to know how the story ends and see if their lives had meaning outside of the immediate consequences.

The way video games are actively engaging the player, especially in RPGs when they seek out input on the choices and behaviors of the main characters, doesn't mean "the hero dies" or "no one knows the true fate" but rather... YOU DIE. And no one knows what became of you. That type of message will leave all but the most cynical/analytical players to feel disenfranchised.

You want your player to feel like their actions meant something. An ending like in DA:O does this, where you can see the consequences of your decisions across the entire game. And that's even with the "sad" ending of the Ultimate Sacrifice - people felt their lives had been sacrificed for something worthwhile. That their choices may have resulted in things they believed in, but also maybe unintended results as well. 

Point being, you can't just say "gamers are stupid and just don't get artistic vision." Because that's not it at all. It is one thing to leave the fate of Neo, or Deckard, or Cobb up in the air for the viewers to decide. We may like all of these characters, but the movie never gave us the impression that we WERE these characters. And that's where any correlation between video games as an active media and other media that is passive in nature completely breaks down. You spends dozens of hours reading a book or watching a series of movies WATCHING the characters. In a video game, you spend dozens of hours PLAYING as those characters. So you can still have a sad, dark or artistic ending... but you cannot skimp on clarity. Cliffhanger video game endings are probably the single most-guaranteed way to have players feel disenfrachised.

Modifié par Fast Jimmy, 05 août 2013 - 06:08 .


#133
Fiery Phoenix

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Firewolf99 wrote...

Despite feeling that Dragon Age 2 has a better plot than Dragon Age Origins (among other things), it does suffer from a similar issue to Mass Effect 3- its Epilogue/ endgame is unsatisfying. Whereas Mass Effect 2's plot doesn't end, as such, as you can still canonically continue after the Suicide Mission, and Origins/ Awakening has the slideshow endings, DA2 and ME3 both ended on cut scenes that refused to elaborate in depth about our choices and companions/ characters. If DA2's ending had been slightly less cliffhangery (?), I feel the game would have left a slightly less bitter taste in the mouth of most fans (though probably not all- there were other problems with the game, after all.)

edit: Therefore, if DA I is to succeed, I feel it's ending has to offer us either a sense of continuation and hope, or an ending that leaves next to nothing to the imagination. Each characters path needs to be told to us.

The fact that DA2's ending was a cliffhanger may have something to do with BioWare planning for something that never was. It could have been the Exalted March expansion they canceled not too long ago, for example. Whatever the case, DA2's plot in general was lackluster on several aspects, and the game clearly needed a few more months in the oven.

As it stands, it is probably not fair to blame BioWare with so many unknown answers. I think it's safe to say DA3 will have a much more satisfying story/ending, especially after ME3 and the epic reaction to its ending.

#134
Fast Jimmy

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The fact that DA2's ending was a cliffhanger may have something to do with BioWare planning for something that never was. It could have been the Exalted March expansion they canceled not too long ago, for example.


This is very likely the case. One of the "lessons learned" I remember the devs saying they took away from DA2 was to not assume they would get an expansion to tie up a thread line, but to work on making each game/story more self-contained. Which I think is not only a good lesson to learn, but also a smarter business decision. People don't always hang around for cliffhangers to be addressed.

Modifié par Fast Jimmy, 05 août 2013 - 04:23 .


#135
AlanC9

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Fast Jimmy wrote...
Point being, you can't just say "gamers are stupid and just don't get artistic vision." Because that's not it at all. It is one thing to leave the fate of Neo, or Deckard, or Cobb up in the air for the viewers to decide. We may like all of these characters, but the movie never gave us the impression that we WERE these characters. And that's where any correlation between video games as an active media and other media that is passive in nature completely breaks down. You spends dozens of hours reading a book or watching a series of movies WATCHING the characters. In a video game, you spend dozens of hours PLAYING as those characters. So you can still have a sad, dark or artistic ending... but you cannot skimp on clarity. Cliffhanger video game endings are probably the single most-guaranteed way to have players feel disenfrachised.


So the more "active "medium requires that the participant be spoonfed more information so he can think less?

That's not an argument against your point. Just an amusing irony.

#136
Angrywolves

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DA2 was suppose to be followed by Exalted March.
Gaider needs to wear more of those.
rotfl.

#137
In Exile

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Fast Jimmy wrote...


You want your player to feel like their actions meant something. An ending like in DA:O does this, where you can see the consequences of your decisions across the entire game. And that's even with the "sad" ending of the Ultimate Sacrifice - people felt their lives had been sacrificed for something worthwhile. That their choices may have resulted in things they believed in, but also maybe unintended results as well.  


If anything, the US has more closure than the DR ending, and it is also consistent with the narrative of the GWs - sacrifing your life for the realm. If the player bought into the game enough to get to the ending, and buys into the GW mantra enough to do the US to start with, then their death is an informed and meaningful choice. 

Point being, you can't just say "gamers are stupid and just don't get artistic vision." Because that's not it at all. It is one thing to leave the fate of Neo, or Deckard, or Cobb up in the air for the viewers to decide. We may like all of these characters, but the movie never gave us the impression that we WERE these characters. And that's where any correlation between video games as an active media and other media that is passive in nature completely breaks down. You spends dozens of hours reading a book or watching a series of movies WATCHING the characters. In a video game, you spend dozens of hours PLAYING as those characters. So you can still have a sad, dark or artistic ending... but you cannot skimp on clarity. Cliffhanger video game endings are probably the single most-guaranteed way to have players feel disenfrachised.


I think that players do buy into certain themes and ideas when they play the game that they - if there is choice and branching in the narrative - decide on themselves. ME is a great example of this. An all-paragon playthrough is all about believing that others can be redeemed and that anything can be overcome through cooperation, and that lives don't have to be sacrificed recklessly. It's the War Hero origin writ large.

When you get to the ME3 ending, that theme is just totally absent. So players might buy into the artistic choice, but developers can right that away. 

#138
Fast Jimmy

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AlanC9 wrote...

Fast Jimmy wrote...
Point being, you can't just say "gamers are stupid and just don't get artistic vision." Because that's not it at all. It is one thing to leave the fate of Neo, or Deckard, or Cobb up in the air for the viewers to decide. We may like all of these characters, but the movie never gave us the impression that we WERE these characters. And that's where any correlation between video games as an active media and other media that is passive in nature completely breaks down. You spends dozens of hours reading a book or watching a series of movies WATCHING the characters. In a video game, you spend dozens of hours PLAYING as those characters. So you can still have a sad, dark or artistic ending... but you cannot skimp on clarity. Cliffhanger video game endings are probably the single most-guaranteed way to have players feel disenfrachised.


So the more "active "medium requires that the participant be spoonfed more information so he can think less? 

That's not an argument against your point. Just an amusing irony.
 


Why? Would you not find it exceptionally jarring if instead of being able to remember/know where you woke up this morning, if/when you ate lunch and how you got home from work today, you just had blank gaps in your memory? By contrast, would you not find it unnecessary (or even preferable) if, when someone was telling you about their day, they left those details out?

The more "active" you are in a role, the more the details matter and the less your mind can abide by gaps in the narrative without feeling there is something missing. 

#139
David7204

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PsychoBlonde wrote...

This is one of the reasons why I disliked the entire Mass Effect universe--even as space opera it was absurd beyond belief.  It should have taken MONTHS to travel from one system to another even using a "mass relay".  By the time it was even possible to hear about something going on in another system it would be too late to do anything about it except survey the wreckage when you finally got there a year or two down the road.  Shepard should have been in his fifties at least by the time the events of ME1 ALONE wrapped up.  Bleh.


Maybe you should stop making these ridiculous assumptions based on the one physics class you took in high school.

Here's a little gem - Faster than Light travel exists in the Mass Effect universe. And hopefully in ours as well.

Modifié par David7204, 05 août 2013 - 10:52 .


#140
Fast Jimmy

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I think that players do buy into certain themes and ideas when they play the game that they - if there is choice and branching in the narrative - decide on themselves. ME is a great example of this. An all-paragon playthrough is all about believing that others can be redeemed and that anything can be overcome through cooperation, and that lives don't have to be sacrificed recklessly. It's the War Hero origin writ large.

When you get to the ME3 ending, that theme is just totally absent. So players might buy into the artistic choice, but developers can right that away.


I honestly was talking more about DA2's ending than ME3's, but honestly... the fact that these statements could apply to either game equally just shows how terrible Bioware has been doing with their endings in the past few years.

ME3's endings, aside from poor narrative choices, unclear endings and contrived sacrifices, really is a problem with ME1 and ME2. Both of these games ended with very short, non-nuanced endings. You won, yet you have to prepare for the Reapers coming (in both games). The ME team really never had to create an ending that acknowledged choice, or offered significant divergent narratives or really any of the things people were expecting from the ending. So it really isn't a shock that the ME3 endings were largely the same (pre-EC) and basically boiled down every choice, behavior and action Shepherd took just down to one number - because that's really the most advanced ending to date for the ME series. When many of us were expecting a DA:O level of acknowledgement and reactivity. Which may have not been fair.

#141
In Exile

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Fast Jimmy wrote...
I honestly was talking more about DA2's ending than ME3's, but honestly... the fact that these statements could apply to either game equally just shows how terrible Bioware has been doing with their endings in the past few years.  


See, I never found that DA2 had a cliffhanger for Hawke, so I was never disatisfied with the ending in that regard.  I found that the cliffhanger existed for the story, the mage/templar war, but not Hawke personally. 

ME3's endings, aside from poor narrative choices, unclear endings and contrived sacrifices, really is a problem with ME1 and ME2. Both of these games ended with very short, non-nuanced endings. You won, yet you have to prepare for the Reapers coming (in both games).  


I would also say that you didn't just win, you won in an 80s action movie sort of way. Especially in ME2. That kind of set-up does not prepare the player for a nihilistic ending about picking three morally questionable to reprehensible options. 

TW1 is a good contrast here. There was a quest about killing a werewolf in that game. It turns out that the werewolf is someone the Geralt knows. You have a choice eventually to kill or cure the werewolf. Curing him is one of the few unambiguously good outcomes, and it's unbelievably powerful because that doesn't really happen in the setting. 

Otherwise, you know what you're in for. ME is nothing but sacharrine choices, even in ME3... until the end, when somehow you can't just nuke a reaper from space. 

So it really isn't a shock that the ME3 endings were largely the same (pre-EC) and basically boiled down every choice, behavior and action Shepherd took just down to one number - because that's really the most advanced ending to date for the ME series. When many of us were expecting a DA:O level of acknowledgement and reactivity. Which may have not been fair.


I thought ME3 had far more than DA:O reactivity, because DA:O never showed any consequence in-game. What people were apparently expecting was a SM but for the whole series - it was ME2 that set up that expectation. Instead, Bioware did their traditional pick 2/3 ending, but made the mistake of also making it thematically inconsistent with the game and emotionally unsatisfying. Unlike the other times they screwed the pooch ME3 was also the (at the time) unambiguous end to the series, so fans had no "hope for the future" to fall back on. 

#142
David7204

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"ME is nothing but sacharrine choices"?

Are you kidding me?

No it isn't. And it's a bloody good thing it isn't.

#143
Guest_Puddi III_*

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Angrywolves wrote...

DA2 was suppose to be followed by Exalted March.
Gaider needs to wear more of those.
rotfl.

I still want to see Est-watch and Wildervale...

Modifié par Filament, 05 août 2013 - 11:10 .


#144
In Exile

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David7204 wrote...
Are you kidding me?

No it isn't. And it's a bloody good thing it isn't.


Alright. Give me five paragon choices in ME1-ME2 that aren't unambiguously good and have any sort of negative for Shepard. 

#145
AlanC9

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Fast Jimmy wrote...
Why? Would you not find it exceptionally jarring if instead of being able to remember/know where you woke up this morning, if/when you ate lunch and how you got home from work today, you just had blank gaps in your memory? By contrast, would you not find it unnecessary (or even preferable) if, when someone was telling you about their day, they left those details out? 

The more "active" you are in a role, the more the details matter and the less your mind can abide by gaps in the narrative without feeling there is something missing. 


This metaphor doesn't work for me. Maybe it's because I come to RPGs from PnP? Stuff gets left out in PnP all the time.

Modifié par AlanC9, 05 août 2013 - 11:27 .


#146
AlanC9

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In Exile wrote...
I thought ME3 had far more than DA:O reactivity, because DA:O never showed any consequence in-game. What people were apparently expecting was a SM but for the whole series - it was ME2 that set up that expectation. Instead, Bioware did their traditional pick 2/3 ending, but made the mistake of also making it thematically inconsistent with the game and emotionally unsatisfying. Unlike the other times they screwed the pooch ME3 was also the (at the time) unambiguous end to the series, so fans had no "hope for the future" to fall back on. 


I'd add that the trilogy structure is to blame for inflating expectations, by letting people think that this time was going to be different from other Bio games.

#147
In Exile

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AlanC9 wrote...
I'd add that the trilogy structure is to blame for inflating expectations, by letting people think that this time was going to be different from other Bio games.


Including, funny enough, the last game(s) in the ME series. Not like ME1 or ME2 was any different.

Modifié par In Exile, 05 août 2013 - 11:34 .


#148
Nightdragon8

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AlanC9 wrote...

In Exile wrote...
I thought ME3 had far more than DA:O reactivity, because DA:O never showed any consequence in-game. What people were apparently expecting was a SM but for the whole series - it was ME2 that set up that expectation. Instead, Bioware did their traditional pick 2/3 ending, but made the mistake of also making it thematically inconsistent with the game and emotionally unsatisfying. Unlike the other times they screwed the pooch ME3 was also the (at the time) unambiguous end to the series, so fans had no "hope for the future" to fall back on. 


I'd add that the trilogy structure is to blame for inflating expectations, by letting people think that this time was going to be different from other Bio games.


that and some devs saying how "more than ABC ending" and alot of other things that where promised that didn't get put in.

That and a pretty bleak ending. I mean I think all endings had the relays blowing up. And for what we have been told thoughout the whole game, and what was driven home in Arival was that a mass relay getting destoried is a huge deal.

Then the confusion of Joker leaving the battle going 'somewhere' it just left a ton of questions of how the ending events happened. Not to mention the whole crash landing, yes everone is alright but what about the 2 dextro people, they may not ba eble to survive very long, or the other way around.

There was just alot of things wrong with the "ending" of ME. Not to mention that, from ME1, we learned that controling the citidel is super important because it controls the whole relay network. Which seems to have gotten retconed. in ME3. Which "Always" adds to the confusion of things.

Edit : (Forgot to finsh my thought) While with DA while there is a overall story being told.they haven't decided on an ending yet so, the story can go on for a long time. Who knows it may end up going for as long as TES universe.

(I would suggest that after this one, there be a 50-100 year time skip so it would allow more flexablity to the story.)

Modifié par Nightdragon8, 05 août 2013 - 11:44 .


#149
Angrywolves

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That artistic vision claim from Hudson and Walters wasn't realistic.
I could say much worse but I'm being diplomatic.

#150
David7204

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In Exile wrote...

David7204 wrote...
Are you kidding me?

No it isn't. And it's a bloody good thing it isn't.


Alright. Give me five paragon choices in ME1-ME2 that aren't unambiguously good and have any sort of negative for Shepard. 


Do you know what the word 'saccharine' means? It doesn't mean good. It sure as hell doesn't mean 'unambiguously good.'

Modifié par David7204, 06 août 2013 - 12:33 .