Now, granted, that end should never have existed in the first place. But that's an entirely different issue that rests on Narrative Causality.
Modifié par David7204, 21 août 2013 - 09:52 .
Modifié par David7204, 21 août 2013 - 09:52 .
David7204 wrote...
Where does ME 3 have this problem?
Modifié par David7204, 21 août 2013 - 09:49 .
Narrow Margin wrote...
krul2k wrote...
Would it work that once you sort of get in to the "main theater" map everything on the map has all options/choices open to them but the longer you stay away from one the less choice in outcome you can have? or is that 2 messed up
I rather like that idea. At the start of the game all options are open, and you have plenty of time to achieve varied results, but as you complete ths story, the situation becomes more set and the options available for the remaining plot reduce. Which could be interesting in a game where it was very open what order you complete things in.
The sadist in me says, and factor in all your travelling time. Forget the towers of hanoi, let's have a loosened up version of the travelling salesman problem chugging along throughout the whole game.
Modifié par David7204, 21 août 2013 - 09:51 .
David7204 wrote...
That's not the problem I was talking about. And as I said, the player character being competent (which absolutely includes the persuasion options) is not a Get out of Jail Free card. Even if it wasn't, Tuchanka wouldn't belong on the list since you have to choose between the krogan and salarians.
simfamSP wrote...
Connor's choice was one I was both relieved and frustrated at. On one hand, it gave players that extra choices, but on the other, there were no consequences, it was really just as easy as heading down to the shops to buy a can of Coke. No one died, and everyone lived happily ever after.
Modifié par Maria Caliban, 21 août 2013 - 09:54 .
I can and do expect someone in Shepard's position to get help from experts. I can and do expect that when arming a bomb you don't know what it does, you get the people who helped build it on hand.David7204 wrote...
That's just not true in the slightest. Shepard is dying. Being 'competent' doesn't mean you get to be a God. She's not going to be able to pull out blueprints and hack the Crucible. That would just be ridiculous and stupid. There's no way you could expect Shepard or anyone else in Shepard's position and state to do more than they would they did at the end.
Modifié par Taleroth, 21 août 2013 - 09:54 .
Modifié par Taleroth, 21 août 2013 - 09:53 .
Modifié par David7204, 21 août 2013 - 09:54 .
David7204 wrote...
There are very good reasons why very few RPGs have time limits.
As Weekes said, the optimal way to play a game should never be doing something that isn't fun. Players should not be punished for daring to actually explore the world developers worked hard to create. That's silly.
Fast Jimmy wrote...
David7204 wrote...
That's not the problem I was talking about. And as I said, the player character being competent (which absolutely includes the persuasion options) is not a Get out of Jail Free card. Even if it wasn't, Tuchanka wouldn't belong on the list since you have to choose between the krogan and salarians.
If you have solve a fight with Legion and Tali in ME2, this leads you to being able to talk down two groups who have been warring for centuries while they are on the cusp of eradicating each other, sparing you the choice of siding with one versus be other.
That's not a Get about of Jail Free card?
David7204 wrote...
There are very good reasons why very few RPGs have time limits.
As Weekes said, the optimal way to play a game should never be doing something that isn't fun. Players should not be punished for daring to actually explore the world developers worked hard to create. That's silly.
Guest_Snoop Lion_*
David7204 wrote...
There are very good reasons why very few RPGs have time limits.
As Weekes said, the optimal way to play a game should never be doing something that isn't fun. Players should not be punished for daring to actually explore the world developers worked hard to create. That's silly.
Modifié par David7204, 21 août 2013 - 09:59 .
David7204 wrote...
Not in the slightest. First of all, peace depends on more than just solving a fight. Secondly, don't act as if peace is a sudden thing. It's been encouraged and talked about since ME 2. Shepard's point is legitimate.
Foshizzlin wrote...
The Walking Dead had very strict dialogue time limits, but it was incredibly fun and your choices were impactful. I think in more intense scenarios, a time limit would be useful.
Modifié par Maria Caliban, 21 août 2013 - 10:01 .
Guest_Snoop Lion_*
Maria Caliban wrote...
Foshizzlin wrote...
The Walking Dead had very strict dialogue time limits, but it was incredibly fun and your choices were impactful. I think in more intense scenarios, a time limit would be useful.
In the Walking Dead episode 1, you have the choice between saving a man or a woman. In the next episode, the person you save shows up for five seconds to chat with you and then disappears. In the episode after that, the one you save is killed right at the beginning.
This is exactly like Virmire, only your choice has even less impact in the end.
It is a good example of an illusion of impactful choices. In the first episode you get a choice to save Ducky or Hershel's son, but both end in Ducky's survival, and all roads lead to his eventual death. I like the game, but the choices weren't really impactful. Another example is Ben dying no matter what.Foshizzlin wrote...
Maria Caliban wrote...
Foshizzlin wrote...
The Walking Dead had very strict dialogue time limits, but it was incredibly fun and your choices were impactful. I think in more intense scenarios, a time limit would be useful.
In the Walking Dead episode 1, you have the choice between saving a man or a woman. In the next episode, the person you save shows up for five seconds to chat with you and then disappears. In the episode after that, the one you save is killed right at the beginning.
This is exactly like Virmire, only your choice has even less impact in the end.
Implying those are the only choices or decisions in the entire game.
This. This is more than being incompetent. It is dumb. There should have been consequences. And as I'm someone weak, obviously like almost everyone else, I chose the perfect option in my other playthroughts, seeing how I couldn't have wrong with that choice.Fast Jimmy wrote...
David7204 wrote...
The player character being competent is not a Get-out-of-Jail-Free card.
Some of the worst moments in games are where I've been forced with a supposedly awful choice that could have and should have been easily solveable if my supposedly powerful, persuasive, capable player character were a little more competent. Or could bring up a point that the game doesn't allow. Or ask questions to clarify an issue that needs to be clarified. Thankfully, Mass Effect did an outstanding job steering clear of that. Not so sure about Dragon Age.
You have zero idea what you are talking about. You know nothing of the choice that is being discussed.
It is not at all a competent choice to leave a castle occupied by a possessed Mage child who had already slaughtered all the castle residents and most of the town (until your character arrived to save them) to his/its own devices while you spend weeks venturing to the nearest Circle, complete its long quest (shorter in time only to the Deep Roads section), return back with the help needed and expect nothing bad to happen. After weeks of terrorizing and killing, the demon's entire killing spree is suspended for over a month and then picked back up again as if nothing had happened. That is the anti-thesis of competent choice.
Modifié par Sylvianus, 21 août 2013 - 10:08 .
David7204 wrote...
I really can't think of circumstances where that would make sense aside from "These two villages/cities/planets are under attack, choose which one to help and the other dies!"
That would get really tedious very quickly.
I would be okay with it once. But I sure as hell wouldn't want the entire game built on it. And there absolutely needs to be foreshadowing of the consequences so it isn't just a dice roll for the player.
Modifié par Narrow Margin, 21 août 2013 - 10:08 .
Modifié par David7204, 21 août 2013 - 10:11 .