In it he critized the Raffle scene both for its content & more importantly the mechanics of how the player makes the choice. Basicly, the games use of massive button prompts instead of using the primairy "Point & Fire Projectiles" mechanic from every shooter ever that we are all familiar with at this stage. & how the game treats the players as absolute morons
He speculated that had the player been given the base ball and told "Throw it", many more people would have thrown it at the interracial couple due to pressure form the game. Not realising that throwing the ball at Fink would be an option.
Other games like Spec ops the line, Odd world & even Splinter Cell double agent on the 360 had choices where there were no flashing icons telling you "IMPORTANT MORAL CHOICE AHEAD. YOU, THE CHOSEN ONE MUST MAKE YOUR DECESION." There was no disconnect between the player & the ingame protagonist, you were in their shoes there in the moment.
I'm not critizing how we as the players make choices in Bioware games, as the choices themselves normally have to bring results the player expects for claritys sake. But maybe instead of outright asking us:
"Inquisitor! The villiage is burning & the apostate is escaping but there is a family of Elves trapped in that collapsing tower! What will we do?!?!"
Maybe sometimes just let the player chose while still in gameplay. Don't hide the situation/choices away too much, still show them but maybe do it without jumping to a cutscene with dialogue choices to so it as I personally feel that these " The Pressure's on, in the moment" Choices reflect more on the player.
+ the whole "Joy old Discovery" thingy





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