In fact, I would say the exact opposite. For a story to be meaningful, it can't be neutral.
A theme or idea by definition cannot be neutral.
Modifié par David7204, 11 août 2013 - 10:36 .
Modifié par David7204, 11 août 2013 - 10:36 .
Guest_tickle267_*
David7204 wrote...
A story is not obligated to be neutral. Stories are not journalism.
In fact, I would say the exact opposite. For a story to be meaningful, it can't be neutral.
A theme or idea by definition cannot be neutral.
Modifié par tickle267, 11 août 2013 - 10:39 .
Guest_Cthulhu42_*
I think we all know the answer to that question.Grand Admiral Cheesecake wrote...
Davey have you even played Dragon Age yet?
David7204 wrote...
A story is not obligated to be neutral. Stories are not journalism.
In fact, I would say the exact opposite. For a story to be meaningful, it can't be neutral.
A theme or idea by definition cannot be neutral.
Modifié par MassivelyEffective0730, 11 août 2013 - 11:15 .
Modifié par David7204, 11 août 2013 - 10:49 .
AresKeith wrote...
David7204 wrote...
The comment Alan was quoting that was complaining because the game 'tells' you which actions are Paragon and which are Renegade.
DAO doesn't do that and it's works out perfectly
David7204 wrote...
Not true in the slightest. New Vegas, particularly the DLCs, has plenty of themes that aren't portrayed neutrally at all. In any case, it's hardly as if New Vegas is a perfect story or anything remotely close.
Really, this seems to just be you twisting the defintion of 'neutral' to suit your argument.
Modifié par David7204, 11 août 2013 - 10:54 .
David7204 wrote...
How about we stop using the term 'black and white' to despite any explicit theme that the narrative holds a message on? Because it's faulty and misleading.
David7204 wrote...
How about we stop using the term 'black and white' to despite any explicit theme that the narrative holds a message on? Because it's faulty and misleading.
Rawgrim wrote...
David7204 wrote...
How about we stop using the term 'black and white' to despite any explicit theme that the narrative holds a message on? Because it's faulty and misleading.
How about sticking to the topic about the EMS system, instead of trying to just derail the thread?
David7204 wrote...
Not true in the slightest. New Vegas, particularly the DLCs, has plenty of themes that aren't portrayed neutrally at all. In any case, it's hardly as if New Vegas is a perfect story or anything remotely close.
Really, this seems to just be you twisting the defintion of 'neutral' to suit your argument.
Modifié par MassivelyEffective0730, 11 août 2013 - 11:14 .
David7204 wrote...
Dead Money. Has very clear themes that greed and anger will imprison you and letting go will set you free. It's not ambiguous. It's not neutral. There's no theme of 'greed and anger might be good sometimes...' No.
Old World Blues. Has very clear themes of looking to the future to make it better. It's not ambiguous. It's not neutral. There's no theme of 'Well, the future sucks so it might be better to turn into a recluse obsessed with the past.' It's a very clear.
Modifié par Milan92, 11 août 2013 - 11:11 .
Grand Admiral Cheesecake wrote...
Hey Davey when you do get around to playing Dragon Age you should make sure you pick Harrowmont.
His epilogue is so heroic!
Modifié par MassivelyEffective0730, 11 août 2013 - 11:13 .
AlanC9 wrote...
LinksOcarina wrote...
EMS is a mechanical stat at best. There is no reason to see them in action that way. Logistically it would be difficult to convey it with so many instances involved.
So long as everyone understands that this is a mechanic and not a cinematic barometer that needs to be measured, there should be no problem with EMS as a feature. That is simply number crunching on the outside.
I see two problems with this.
First, the ME3 EMS application meant that most of us never saw the mechanics have any effect. Without skipping content you automatically get to a high-EMS state (Except possibly in the case of a really bad ME2 import or no import in a no-DLC game). It's difficult to avoid this without making sidequests and exploration irrelevant for EMS.
Second, there's a weird psychological effect we see with some ME3 gameplay elements, and I believe with some DA2 elements as well. If an item suggests that more content could have been there than actually , then some players feel that more content should have been there, and Bio must have cut something or gotten lazy. For instance, the one-liner squadmate remarks on the Normandy fool some players into thinking that the squadmates have less dialogue than they did in ME2, even though the opposite is true; the single line feels like a cut rather than an addition. A lot of EMS items work like this, I think.
I'm not susceptible to this thinking myself, and I suspect you aren't either. But I've seen too many aggrieved posts to deny that the effect is real.
I don't know what this means for DAI. Maybe they should go back to the DAO system and have the Inquisitor always get to the endgame with more-or-less the same assets?