For those unfamiliar with ME3, EMS was a single score that substantially affected the ending of the game. Among other things, higher EMS made more choices available in the ending, and resulted in more people being saved. Many choices during the course of the game affected the EMS. I'm a little worried that there will be a similar system in DAI.
The problem with EMS is that it reduced many choices in the game to a single metric. Depending on your perspective, it measured how "ready" you were for the finale, or how completionist you were.
This is perfectly fine for players who only play games to be as completionist as possible (nothing wrong with that), but in my humble opinion one of the strengths of the DA series is in how choices are ambiguous, sometimes morally ambiguous, and how these choices could directly affect the world in a variety of ways, rather than being reduced to a single metric which then affects a limited set of outcomes.
At best, EMS was an unnecessary distraction that encouraged players to make certain choices in the game, and at worst it encouraged players to make decisions only on a single metric: whether to increase EMS.
Bottom line: let us decide how we make our decisions - there's no need to impose an artificial metric for our decisions to add up towards.
Modifié par SamilTane, 10 août 2013 - 12:37 .





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