Fast Jimmy wrote...
Navasha wrote...
I wouldn't mind all dark and gritty endings, with the lone exception being that if or when you finally complete the game where you finally have 100% achievements, or some other very difficult to achieve goal accomplished you do get to "have it all".
I wonder what would have happened with ME3, if say you had 100% of achievements when you finish the game you not only get the breath scene, but say a short 20 sec vid of Shep opening their eyes in a hospital bed with the LI at their side?
Well, it would have resulted in nearly everyone who liked Synthesis or Control to complain loudly that Bioware obviously hated these choices, since they required the hero to die. Or that Bioware is pushing a pro-genocide agenda, or an anti-synthetics one, because killing every Geth was the only way to be their waifu.
The only way to do this, in my eyes, is the DA:O way (like nearly everything else ending related). Give a choice and then make both outcomes really well done content. Dying in DA:O isn't bad because it isn't some artsy, angsty, "I embrace my fate for the good of humanity" type deal, but is a really well done funeral scene, where the writing for your eulogy was a tear jerker. That makes it equally as emotionally charged as the ending where you survive (or where Allistair or Loghain die) and not a hollow, nihilistic feeling of "nothing really matters anyway" that many felt ME3 engendered. "Bittersweet" would be an ending where I am happy to die, not one where I feel like I've just taken a community college class in Existentialism 101 written by some wanna be hipster.
I agree that the DAO endings are very well done, but there's another way to do this: the way BG2/TOB did it. You saved the day, but the final choice was all about you. For me, that felt every bit as fundamental as the choice in ME3, only that the big picture wasn't the focus. Instead, you got a final choice about what and who you're going to be. This would fit a setup like in the DA games neatly, since the effect we can have on the big picture is by necessity limited anyway.
As for sacrifices, the problem is that regardless of whether you do the sacrifice or not, the ending must show the player that the outcome of their decision was worth making it, or the sacrifice will feel forced. The only way that can be done without restricting the effect of the choice to the protagonist like in BG2/TOB is to make them appeal to different personal philosophies. For instance, DAO's Dark Ritual outcome was perfect for me, because my main Warden was the kind of person who would've done it anyway had Morrigan asked, even if it hadn't saved his life. Letting Loghain kill the Archdemon was perfect for another Warden, because he gladly left the role of the sacrificial hero to one who had need of redemption. I don't have a Warden for which the sacrifice would be perfect, but that's just me, I don't play the "no compromise" types. Others do, and I actually want them to have an ending as satisfactory for them as the DR is for me.
I appreciate the existence of the options I do not choose as viable, good options because if they didn't exist, my choice would have no meaning. I just don't like it if the story appears to have a preference. I don't mind characters having a preference, but the story itself should keep silent about the comparative merits of the options.
Modifié par Ieldra2, 28 octobre 2013 - 01:29 .