David7204 wrote...
Shepard does not succeed because of you.
Yes he does succeed because of me.
If I fail, I get a big fat CRITICAL MISSION FAILURE on my screen.
Luckily, because this is a video-game and not real-life, I can simply press "try again", though in some really hardcore games, dying means perma-death, in which case, if the player fails, the character dies, permanently.
You did not 'earn' anything. That makes utterly no sense. Because if you 'earned' a good story, then logically a good player would never play a game with a downer ending. Shouldn't he have 'earned' a good ending with his 'determination and skill'?
In Mass Effect, you have to make the right decisions and do enough missions in order to get enough War Assets in order to UNLOCK the best ending.
So yes, you actually DO have to EARN a happy ending in Mass Effect.
And you're still ignoring my post about basic game design principles 101, where I already explained how games are designed in a very simple and understandable matter. Why do you keep ignoring this post?:
Almost all games are designed to offer the player a reasonable challenge that is enough to entertain th player, but isn't too much, or else it becomes frustrating.
Video-games are all about "the flow".

A challenge that is just dificult enough will get the player into "the flow", which is the most fun state of mind to be in. All games are designed to get the player into this "flow", and a decent challenge is necessary to get into that flow.
Too much of a challenge, and the player will feel anxiety. Too little of a challenge, and the player will feel boredom. Just the right amount of challenge, and the player will be in "the flow channel".
The reason why games often have multiple difficulty settings is because it allows different players with different level of skills to enjoy the game. A casual player might get into "the flow" with the difficulty on Easy, while a hardcore gamer might get into "the flow" with the difficulty on Insanity.
Modifié par Heretic_Hanar, 18 août 2013 - 09:06 .