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On "gut wrenching" Choices. The get-out-of-jail-free-card.


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#176
Plaintiff

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Fast Jimmy wrote...
Once that knowledge is known, how many people agonize about making sure Tali isn't exiled?

I do, for starters. I'm not the least bit happy with the fact that keeping Tali from being exiled means hiding the despicable actions of her father. It leaves a terrible taste in my mouth. I want justice for the Geth that were tortured by Rael'Zorah.

You might see that choice as being a "get out of jail free card", but I don't. Learning through metagaming that a decision mechanically leads to a net-positive outcome does not mean it's easy to make.

I struggled over that decision and others, and I know individuals who struggled over other decisions; such as whether or not to save the Destiny Ascension: a decision they made only through the Genesis intro comic, having never played ME1. Even though they knew saving the Destiny Ascension resulted in more War Assets, they struggled to reconcile that with losing a third of the Alliance Fleet, because they were concerned with their own morals.

Modifié par Plaintiff, 22 août 2013 - 01:33 .


#177
Guest_BarbarianBarbie_*

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I'm really torn on the subject of "gut punches." On the one hand, they can become one of the most memorable experiences in a game. On the other hand, if overused they come off as silly. So I'm just going to bring up some examples of what I think are good and bad gut punching.

On my first time through DA2 my PC lost her brother, her mother, and her boyfriend blew up the frikkin church. Anders' actions were inevitable, but having all three loses in one play through was way too depressing and quite frankly in areas became kind of laughable, specifically in regards to the unavoidable death of Hawke's mom. I discovered later that Hawke's sibling could be saved, but the point I'm trying to make is, there really needs to be a balance of positive outcomes vs negative. If most of the big choices made end with losing someone or something important then it just starts to feel like the writers are trying too hard to be compelling and failing at it.

On the other hand, in DAO, having my dwarf commoner elect to kill Connor at Redciffe in order to quickly end the conflict, still... haunts... me. Killing Connor is the worst, and most difficult, choice to make and that outcome was exactly how it should have been. I should be haunted by that decision.

As far as the Geth vs. Quarians dilemma in ME 3, I strongly disagree that providing a mostly positive third option was a bad idea. I don't think I have ever been more emotionally invested in a video game than I was with the Mass Effect series, losing Legion was enough of a gut punch for me, losing an entire species on top of that in my first time through the game would have been too much.

In the developers are going to make the game they want to, and I will continue to come here and post my opinion about it.:)

Modifié par discosuperfly, 22 août 2013 - 01:48 .


#178
Fast Jimmy

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Allan Schumacher wrote...

I'd prefer the game give me a hard choice and then give me real outcomes, both positive and negative, to either of them. Not give the player a magic win button hidden somewhere in past gameplay


Could you disassociate this from consequences for me please. I have a feeling I am misunderstanding your point.


I'm not sure I can. A choice has lots of value when you make it before you find out the consequences, true. But when the consequences are seen, the value of said choice is either validated or not.

The Anvil is a hard decision to make. All throughout the game, you aren't sure if saving it was right or wrong. Then the epilogues happen and you can see that even if you destroy it, it still winds up causing some harm and still leaves the dwarves with no answer to the ever-encroaching darkspawn with the shortest Blight in history just getting over. And if you preserve it, it can do huge amounts of damage... but it also helps the dwarves recover lost Thaigs and give them a shot at both reclaiming their empire and beating back the Darkspawn threat.

Those consequences made both decisions viable for me. 

Finding out that no matter what I do, a Reaperized-Rachni Queen exists to plague the galaxy invalidated the Rachni Queen choice. The fact that the game also then makes the cloned Reaper Queen more dangerous, in that the Rachni workers you get as an EMS eventually rebel and harm the crucible is just more salt on the wound of deciding to "play it safe" by "eliminating the Rachni threat."

Choices have value as choices alone... but when the game finally does reveal the consequence, it can't help but retroactively give or reduce value of that choice. 

#179
Rorschachinstein

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Fast Jimmy wrote...

David7204 wrote...

You claimed earlier on that 'stupid' and 'pointless' choices should be heavily penalized. And now you're telling me that all choices must basically be equal?

Fast Jimmy wrote...

Being evil for the lolz never hurt you in ME. It is only when you were given a choice and renegade was presented as an actual smart decision was the player punished. That's idiotic.

So let me get this straight. It's 'idiotic' to punish certain choices, because they clearly aren't at all equal and some are inherently better. But all choices are basically equal and no choice is inherently better. Is that what you're saying?


No.

Having two choices and then having only ONE of those choices have anything negative tied to them at all, while the other choice is rainbows and sunshine IS moronic, idiotic, stupid and the simplest form of narrative attempt possible. It makes the request in the OP's thread, where two hard choices are given, but a third one which saves the day at no cost, seem like the Cordian Knot by comparison.

It is all the same issue - having one choice that results in extremely limited bad things/totally positive good things and another choice. It doesn't matter if that other choice is one, two, three, five or ten. The fact that one choice is sterling and grand nullifies the other options to the point of punishing the player for not picking the right one.

And no, I never once claimed that players shouldn't be punished. Quite the exact opposite


Yet the games must also give a message of Heroism, according to you? If being heroic and inspiring is the message of ME, then the other message must be that it is incredibly easy to be a hero, because life is labeled into easily categorized areas of right and wrong. There's no need to think or question your beliefs, because heroes are right and that's what life should be all about.

You aren't saying players can be punished. You are saying players can (and should) be punished for choosing the easiest road possible. 

Save the Council? Sure, saving three important people is no big deal... when you don't have to look into the faces of the soliders who you just sentenced to die, or their families who they will never come back home to.

Spare the Rachni? Sure, a species the galaxy hasn't missed a wink of sleep over in the past few centuries deserves a right to live... except for the fact that Earth, Palaven and Thessia burned to the ground, killing billions with the help of Ravager artilleries.

Cure the genophage? Sure, because a race of space grunts does a heck of a job against giant alien space robots and there's no possible way that with half the galaxy scorched and in ruins, that aliens who live hundreds of years, but can breed at rates ten times of other races will EVER possibly hurt the survival rate of the galaxy should they even survive the Reapers.

It may have been easy for you to just choose the Blue option (and apparently easy for Bioware to write the consequences of them), but life is never that easily cut and dry. Being a hero sometimes means making the hard decision and you never learn that lesson in ME because of its lopsidded attempt at dealing with C&C.


If your looking for a more gritty decision system, then maybe bioware characters aren't for you.  There is nothing wrong with a black and white morality if you just want to feel like a jerk or a hero.  Otherwise I might as well see shepard getting angry letters from the families of all the people he's killed. 

#180
David7204

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You know, I should take it as a compliment if this is what people have to say against me.

It's absolutely true. If the consequences are a choice are totally unrelated to the choice, why should I bother choosing at all? Why bother to think? Why not just cover my eyes and play 'eenie meeny miney moe'? That gives me as good of a chance of any other tactic to get the best outcome.

Modifié par David7204, 22 août 2013 - 01:35 .


#181
Zu Long

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Fast Jimmy wrote...

I'd prefer the game give me a hard choice and then give me real outcomes, both positive and negative, to either of them. Not give the player a magic win button hidden somewhere in past gameplay, or railroad the player into one decision simply because they don't want me to metagame, or give two valid options and then come through and whitewash or blackball one of them to shake a finger at the player and say "you did it wrong." 

A choice. A hard choice. That's the best kind of story-telling a game can do - something to make you think about what you believe and how you would react.


I vehemently disagree. My past decisions should absolutely factor in to the options available to me. If I was able to recruit more troops, or assign the correct people to the correct missions or made choices that logically would allow me to win a scenario, that choice should ABSOLUTELY be available rather than have me be boxed into a no win scenario because "hard choices" are better for some reason.

#182
David7204

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I'm going to copy and paste this from an earlier page since I think it heavily applies.

Having a story that always end in failure or semifailure may be fine for the Walking Dead, where the protagonist is an Average Joe. It may be fine for the Last of Us, where the protagonist is tired and weary and drained of idealism.

It's not fine for BioWare games.

Why?

Because it's a betrayal of the explicit and implicit promises BioWare has given to players.


You look at the trailers, and they're clearly full of heroic imagery. Full of themes and motifs of power. Save the world or damn it? BioWare has promised us a powerful, competent protagonist. Choices that matter. Choosing our ideals, including of course the ideal to be good and to help as many as we can.

Having a story where those ideals turn out to be meaningless because everybody dies anyway is a betrayal of that. Because it turns out all of themes of power were a lie, since we clearly didn't have the power to save anyone. It turns out it was all a joke, since is "hero" is helpless after all.

Now does that mean the journey can't require sacrifices? Of course not. But it does mean there absolutely needs to be the option of real, effective heroism existing and leading to good outcomes.

Modifié par David7204, 22 août 2013 - 01:38 .


#183
Steelcan

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Zu Long wrote...

Fast Jimmy wrote...

I'd prefer the game give me a hard choice and then give me real outcomes, both positive and negative, to either of them. Not give the player a magic win button hidden somewhere in past gameplay, or railroad the player into one decision simply because they don't want me to metagame, or give two valid options and then come through and whitewash or blackball one of them to shake a finger at the player and say "you did it wrong." 

A choice. A hard choice. That's the best kind of story-telling a game can do - something to make you think about what you believe and how you would react.


I vehemently disagree. My past decisions should absolutely factor in to the options available to me. If I was able to recruit more troops, or assign the correct people to the correct missions or made choices that logically would allow me to win a scenario, that choice should ABSOLUTELY be available rather than have me be boxed into a no win scenario because "hard choices" are better for some reason.

These two are not mutually exclusive

#184
ManchesterUnitedFan1

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David7204, again, please refrain from posting about things you have no idea about.

Maybe you should go and watch the Connor/Isolde/Mages choice in DA:O on youtube, at least so you actually understand what people are going on about.

If I may be so bold as to ask, why are you even active on the forum for DA:I (saying pretty much nothing but complaints and disagreements, I might add) when you have never played the preceding games, nor shown any intention to do so?

#185
David7204

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I've got a much better idea. Why don't you stop pestering me with irrelevant nonsense?

#186
Steelcan

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David7204 wrote...

I'm going to copy and paste this from an earlier page.

Having a story that always end in failure or semifailure may be fine for the Walking Dead, where the protagonist is an Average Joe. It may be fine for the Last of Us, where the protagonist is tired and weary and drained of idealism.

It's not fine for BioWare games.

Why?

Because it's a betrayal of the explicit and implicit promises BioWare has given to players.

You look at the trailers, and they're clearly full of heroic imagery. Full of themes and motifs of power. Save the world or damn it? BioWare has promised us a powerful, competent protagonist. Choices that matter. Choosing our ideals, including of course the ideal to be good and to help as many as we can.

Having a story where those ideals turn out to be meaningless because everybody dies anyway is a betrayal of that. Because it turns out all of themes of power were a lie, since we clearly didn't have the power to save anyone. It turns out it was all a joke, since is "hero" is helpless after all.

Now does that mean the journey can't require sacrifices? Of course not. But it does mean there absolutely needs to be the option of real, effective heroism existing and leading to good outcomes.

Or maybe.... just maybe.....

heroism is NOT the central theme of DA or ME?

You seem to be the only one peddling this theory (and you are no Galileo or Darwin)

#187
Steelcan

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ManchesterUnitedFan1 wrote...

David7204, again, please refrain from posting about things you have no idea about.

Maybe you should go and watch the Connor/Isolde/Mages choice in DA:O on youtube, at least so you actually understand what people are going on about.

If I may be so bold as to ask, why are you even active on the forum for DA:I (saying pretty much nothing but complaints and disagreements, I might add) when you have never played the preceding games, nor shown any intention to do so?

Because he must show us the true path of everything for he alone has the answers.

#188
Rorschachinstein

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ManchesterUnitedFan1 wrote...

David7204, again, please refrain from posting about things you have no idea about.

Maybe you should go and watch the Connor/Isolde/Mages choice in DA:O on youtube, at least so you actually understand what people are going on about.

If I may be so bold as to ask, why are you even active on the forum for DA:I (saying pretty much nothing but complaints and disagreements, I might add) when you have never played the preceding games, nor shown any intention to do so?


ManchesterUnitedFan1 wrote...

David7204, again, please refrain from posting about things you have no idea about.

Maybe
you should go and watch the Connor/Isolde/Mages choice in DA:O on
youtube, at least so you actually understand what people are going on
about.

If I may be so bold as to ask, why are you even active on
the forum for DA:I (saying pretty much nothing but complaints and
disagreements, I might add) when you have never played the preceding
games, nor shown any intention to do so?


Seems to be more about game choices in general then the actual Dragon Age games.  Why it's on the DA:I section is beyond me.

#189
Herr Uhl

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Rorschachinstein wrote...

If your looking for a more gritty decision system, then maybe bioware characters aren't for you.  There is nothing wrong with a black and white morality if you just want to feel like a jerk or a hero.  Otherwise I might as well see shepard getting angry letters from the families of all the people he's killed. 


They claim that there are going to be "real choices with real consequences". If that constitutes choosing between sunshine and rainbows or kicking puppies, all I have to say is bleh.

One of the mission statements for DA was to have a grey morality. That means a more gritty decision system with a choice beyond following what will fill your morality meter the quickest.

#190
ManchesterUnitedFan1

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@David7204,

How on Earth is that 'irrelevant', and how is it 'nonsense'? Is what I say not true? Have you played DA:O

#191
dreamgazer

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David7204 wrote...

I've got a much better idea. Why don't you stop pestering me with irrelevant nonsense?


Do you consider your comments relevant if you've never played the games in the series?

#192
ManchesterUnitedFan1

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*played DA:O and experienced the situation the OP was about?

#193
Plaintiff

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Fast Jimmy wrote...
Save the Council? Sure, saving three important people is no big deal... when you don't have to look into the faces of the soliders who you just sentenced to die, or their families who they will never come back home to.

The Destiny Ascension has ten thousand crew members, you don't have to look into the faces of the aliens on board that you sentenced to death either.

It may have been easy for you to just choose the Blue option (and apparently easy for Bioware to write the consequences of them), but life is never that easily cut and dry. Being a hero sometimes means making the hard decision and you never learn that lesson in ME because of its lopsidded attempt at dealing with C&C.

Just because metagaming and knowing the consequences makes a choice "too easy" for you doesn't mean the same is true of everyone.

Frankly, this sounds to me like you feel you're bitter because your choices led to negative outcomes, and you think that if you're being "punished" in game for your morals, then everyone else should be too.

Why should players feel bad about freeing the Rachni or curing the genophage? That the Reapers used the Rachni as weapons is not Shepard's fault, it's the fault of the Reapers for doing it. And if the Krogan overpopulate and go to war, that will be the fault of the Krogan who make that decision, not Shepard or anyone else who was involved in curing the genophage.

Modifié par Plaintiff, 22 août 2013 - 01:51 .


#194
Zu Long

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Steelcan wrote...

Zu Long wrote...

Fast Jimmy wrote...

I'd prefer the game give me a hard choice and then give me real outcomes, both positive and negative, to either of them. Not give the player a magic win button hidden somewhere in past gameplay, or railroad the player into one decision simply because they don't want me to metagame, or give two valid options and then come through and whitewash or blackball one of them to shake a finger at the player and say "you did it wrong." 

A choice. A hard choice. That's the best kind of story-telling a game can do - something to make you think about what you believe and how you would react.


I vehemently disagree. My past decisions should absolutely factor in to the options available to me. If I was able to recruit more troops, or assign the correct people to the correct missions or made choices that logically would allow me to win a scenario, that choice should ABSOLUTELY be available rather than have me be boxed into a no win scenario because "hard choices" are better for some reason.

These two are not mutually exclusive


I have yet to see that demonstrated. Provide an example, if you would.

#195
Paul E Dangerously

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The only thing about the Mage choice is that the player either a) should have been a mage, or B) freed the tower first.

#196
Fast Jimmy

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Stella-Arc wrote...

I gave examples about the Connor quest because that is what most of the people were talking about on this thread. And no, it IS NOT metagaming. I decided, not knowing ANYTHING about the game, to do the Arl Eamon's quest last since it didn't interest me. By the time I got to it, I had already recruited the dalish, the dwarves, and the mages. It was quite simple by the time I reached it since all I had to do was go to the Tower (which I'm sure would only take a few hours since they are literally near the same lake (Redcliffe and the Tower) and ask Irving to help because I saved his ass and everyone else's, including the templars, so he owed me. Then BAM! I helped Connor. I did all this with no prior knowldedge. Are you going to accuse me of "metagaming" now? 

And I do agree that the Harrowmont vs Bhelen is the best example but....did you TRULY knew that Harrowmont was the "worse" option while playing the game for the first time? I didn't know until the end when I saw the slides. With the Anvil, yes, it is pretty damn obvious that saving the anvil could potentially save the race however, the cost is losing your soul (quite literally...poor sods). Is it worth sacrificing those you are trying to save? However, this isn't a good example to choose any way because there is no possibility of an "option c". For Connor's case, there is. The problem with the quest wasn't availability of "option c" but the lack of realistic "consequences". If we went to the tower, maybe more pople died, or the demon becomes more powerful or, you get the idea. Having the option to go to the tower wasn't the problem just that there wasn't some sort of obstacle (such as having done the tower first could save the lives on the town, or having Wynne to subdue the child until you get back, ect).

The fact is, I had to fight an ENTIRE tower full of blood mages, abominations, possessed templars, demons and survive the fade (and side with the mages) to even GET Wynne as a companion. I think I EARNED having her on my team. So having her there and cast a "spell" on Connor is a good way since I worked my ass off for her to BE THERE.

All this, WITHOUT PRIOR KNOWLEDGE, is legitimate. You are the one who is "metagaming".

And Jowan isn't a bad person and using blood magic can bring up a DEBATE and is a CHOICE. It is worth sacrificing Isolde to save her son? Is it worth consorting with Demons despite it going against the very principles your character abides by (if she/he has any) or is it better to kill the son to save Redcliffe? Is blood magic even "evil"? While Merrill's whole quest was incredibly broken and made no sense, I understood the theme: Is it woth sacrificing everything you are, including your soul, if there is a chance to get back your history? With Connor, it depends on how you play. You can sacrifice Isolde or kill Connor. However, if there is a third option, wouldn't you take it? Wouldn't you take that RISK? 


Okay, first off, you are wrong about your distance and time.

Dagna, the dwarf who wishes to join the Circle, says that travel from Orzammar to the Circle, two locations practically right next to each other on the Ferelden map, takes a few weeks. Travelling from the far side of Lake Calenhad to the Circle would easily take a month, while returning would take another. You are risking that for practically the bulk of a season, a possessed demon child who has butchered a castle and town will just twiddle his thumbs for weeks on end.

Second off, chill the heck out. I did not accuse you of meta-gaming... and even if I was, it is not a crime. 

Replaying a game with knowledge of other outcomes is part of the fun in replaying a game. In terms of the Connor quest, this enjoyment is often reduced by finding out that there is a simple backdoor way to prevent anyone from dying or any negative thing from happening. There's a reason Gaider, the lead writer of the DA series, says he regrets having the quest play out that way - he says it gives the player far too little incentive to do anything else once they know how that option works.

And no, I didn't know that Harrowmont was going to be an inept, cruel leader. There are subtle hints (for instance, if you bring Zevran to meet him, Zevran calls both Harrowmont out as well as the Warden for even considering to support him) but it came as a surprise. Bhelen was pretty clear he was a reformer - a schemer, for sure, but still - someone who would build for a better future. In the end, I chose Harrowmont. I do not feel "punished" for doing so, but I do find some of Bhelen's endings much more satisfying. Having Harrowmont use the Anvil to wipe out all the castless in Dust Town is a very interesting development in the epilogues, though.

But it all boils down to the option you discussed with Wynne. It isn't a bad decision if you had to sacrifice something to get Wynne early, perhaps. Maybe by going to the Circle first, then Redcliffe to get the best endings there, things in Orzammar and the Brecillian Forest begin falling apart by the time you show up. But to just say "if you do the Circle first, then Redcliffe, you have the option of getting the magic best outcome" is, to me, a cheap way of doing things. It rewards those who, randomly, chose the Mages first, while penalizing those who didn't. If the game had telegraphed the consequences of picking the order a little better, this could have been acceptable. But otherwise, it becomes rote behavior to just play the Circle first to get Wynne and get the best outcomes. And that, I feel, is simply the original third option with some tap-dancing.

#197
Rorschachinstein

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Herr Uhl wrote...

Rorschachinstein wrote...

If your looking for a more gritty decision system, then maybe bioware characters aren't for you.  There is nothing wrong with a black and white morality if you just want to feel like a jerk or a hero.  Otherwise I might as well see shepard getting angry letters from the families of all the people he's killed. 


They claim that there are going to be "real choices with real consequences". If that constitutes choosing between sunshine and rainbows or kicking puppies, all I have to say is bleh.

One of the mission statements for DA was to have a grey morality. That means a more gritty decision system with a choice beyond following what will fill your morality meter the quickest.


DA:O I would agree with. DA2 I would disagree with.  Define how bad you would want the consequences to be?  Are we looking at "random NPC A" dying or losing all your money and inventory.

#198
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Yeah fast Jimmy, if you don't save the Destiny Ascension then more Asari die than would have died if you saved it instead of the human fleet.

#199
ManchesterUnitedFan1

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people*, not asari.

#200
Steelcan

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Zu Long wrote...

Steelcan wrote...

Zu Long wrote...

Fast Jimmy wrote...

I'd prefer the game give me a hard choice and then give me real outcomes, both positive and negative, to either of them. Not give the player a magic win button hidden somewhere in past gameplay, or railroad the player into one decision simply because they don't want me to metagame, or give two valid options and then come through and whitewash or blackball one of them to shake a finger at the player and say "you did it wrong." 

A choice. A hard choice. That's the best kind of story-telling a game can do - something to make you think about what you believe and how you would react.


I vehemently disagree. My past decisions should absolutely factor in to the options available to me. If I was able to recruit more troops, or assign the correct people to the correct missions or made choices that logically would allow me to win a scenario, that choice should ABSOLUTELY be available rather than have me be boxed into a no win scenario because "hard choices" are better for some reason.

These two are not mutually exclusive


I have yet to see that demonstrated. Provide an example, if you would.

The decision on Rannoch.

You have your "hard choice" killing one of the factions, and you also have your "peace" option if you took certain options. 

While EMS wise "Peace" is a better outcome, in the context of the story I find a quarian victory more appelaing.