Cimeas wrote...
I'd wager the first thing anyone did upon not saving everyone in the suicide mission (if they hadn't looked it up and saved everyone), is checked out if you were able to. Then reloaded their save and gave it another shot.
All that is is wasting 3 hours of your life. You will know the outcome of your choices eventually, and most players want to know them in advance (heck, that's why they've added the new dialogue preview wheel [also because paraphrasing was terrible]), which is why I guarantee you on day 2 after launch there will be 50 threads in the Campaign section of the forums saying "Need Help At Keep" and "How Do I save [SPOILER] in Tevinter?" etc..
I saved everyone on my first ME2 playthrough without looking up anything. I wasn't in time to rescue my whole crew, though, which made the whole thing still bittersweet. I never look up things in games I play for the first time unless I'm totally stuck somewhere. To this day I haven't looked at any details about how exactly the parameters of the Suicide Mission work, and I'm satisfied with the outcomes of all my different Shepard's SMs.
Hell, I was perfectly happy finishing Heavy Rain with about the worst possible ending scenario there was. It was harsh and I was sorry for the characters, but damn, it had come to this because of how I played the game and failed at certain points. No reloads, but a second, different playthrought. Of course I ackknowledge that that's the way
I like to play, and my time
I'm willing to invest for it.
Fast Jimmy wrote...
And I'm not the only one who thinks this. David Gaider, Lead Writer of the Dragon Age series; says he regrets doing this in DA:O, particularly the Isolde/Connor choice in Redcliffe. He said it devalued the other choices to the point that only the ignorant or the sadistic would take them. And he thought that the other options were made weaker from a story-telling perspective because of this escape hatch of an option.
I just have to disagree. When I first played DA:O I didn't know you could save everyone in Redcliffe. My first Warden decided to sacrifice Isolde, despite wanting to always help everyone, because he decided the trip to the Circle was too big a risk and he couldn't choose to sacrifice a boy. On my second playthrough I knew about the so called "best solution", although it didn't influence my game. The second Warden
did go to the Circle, but basically because he was so full of himself that he was certain he'd be able to deal with everything that could happen while he was away - he didn't really care for either mother or son. My third Warden, a rather racist Dalish elf, decided that killing Conor was the way to go, because it would help his goals and as well as hurt everyone else the most.
Do I think there should have been some consequences for leaving Redcliffe and going to the Circle? Yeah, that definitely wouldn't have hurt - at the very least if the problems in the tower hadn't already been solved by the time of the decision. But declaring the Redcliffe choice scenario as a whole as a definite "how it should
not be done" example irks me.
PsychoBlonde wrote...
caradoc2000 wrote...
And you couldn't save everyone in DA2, even with a guide.
I was going to say, I think there were a couple of places in DA2 where you couldn't save ANYONE.
Actually, WASN'T THAT THE ENTIRE FREAKIN GAME?
DA2 managed to go straight from "you can save everyone by playing in certain ways and/or metagaming" of other titles to me feeling "you can't save anyone ever", which was completely frustrating. It left me with a character who after Act 2 had no reason for being part of the story anymore. Hurm, actually DA2 was on of the few titles I went full metagaming on during my second playthrough, just trying to create a character that made sense for the story.
Anyways, while I agree that not every scenario should have a particular ending option that has a huge blinking "you win by picking this choice" sign over it I don't think that no such options should exist. Just because some people somehow feel compelled to read a strategy guide prior to playing the game, finding the best solution to any given scenario, picking it and then complaining it existed in the first place doesn't mean story-based games with choices should be made primarily with them in mind.
No offense to anyone who likes to play like that!
Modifié par TheRealJayDee, 01 septembre 2013 - 02:26 .