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Do you want an empty life, or a meaningful death? **spoilers**


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#26
Ieldra

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EntropicAngel wrote...
Absolutely. I fully support a meaningful death. This life is not about my pleasure, but what good I can do. If I manage to save the world (like ME3, and like Origins if there weren't 20+ hours more content), my life is a trivial price to pay. Trivial.

I support a meaningful life. While I agree that the price of one life is trivial if the world is actually saved by giving it, I prefer my stories to not be written in a way that makes me feel "survival" options are lesser ones.

Modifié par Ieldra2, 28 octobre 2013 - 12:24 .


#27
Navasha

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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?

#28
Lotion Soronarr

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DragonKingReborn wrote...
What could be darker and grittier than hero dies to save everyone or hero lives but is forever tarnished?


A hero that dies but doesn't manage to save everyone?

***

I want different endings, but no "perfect" ones.
It is cheap.
And don't tell em "But you don't have to select it". NO.
Their very existence is cheap.
If it exists, than that means you have to deliberately fail to not get it.
Which means the character failed.

Perfection is crap. It is boring.

Modifié par Lotion Soronnar, 28 octobre 2013 - 12:31 .


#29
ruggly

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EntropicAngel wrote...

Absolutely. I fully support a meaningful death. This life is not about my pleasure, but what good I can do. If I manage to save the world (like ME3, and like Origins if there weren't 20+ hours more content), my life is a trivial price to pay. Trivial.


you would, you dirty hipster.

#30
Guest_EntropicAngel_*

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Star fury wrote...

Exactly. Davey gets away with a murder because he defends(or pretends to defend) Bioware. Be it trolling, offtopic, insults, thread derailing etc.


that's bs and you know it. Bioware bans based on how you act, not your opinion.

#31
Fast Jimmy

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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. 

#32
Wulfram

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EntropicAngel wrote...

Absolutely. I fully support a meaningful death. This life is not about my pleasure, but what good I can do. If I manage to save the world (like ME3, and like Origins if there weren't 20+ hours more content), my life is a trivial price to pay. Trivial.


If it's trivial, then it's not actually a very interesting choice, is it?

I think one thing DA:O did right with the US was that the ultimate choice isn't so much about dying to save the kingdom but about dying to save a companion.

#33
Ieldra

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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 .


#34
Kulyok

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Bad endings are as bad for me as bugged endings, period. No Shepard-Garrus reuniting? Bad. No decent epilogue in Awakening for Warden-King or Warden-Commander who wanted to stay, the game designers taking over the Warden's decisions? Bad. No decent epilogue for Hawke except for running for the hills and Hawke's friends abandoning Hawke? Bad.

Happy ending for me all the way. I am not against alternate endings, naturally, but I want to return to my game again and again, I want satisfaction, I want victory, I want good emotions. I want a regular happy ending: bad guy dead, reward granted, love interest not abandoning the hero, the hero not having their choices taken away from them. Love, rewards, triumph, future.

#35
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Wulfram wrote...

If it's trivial, then it's not actually a very interesting choice, is it?

I think one thing DA:O did right with the US was that the ultimate choice isn't so much about dying to save the kingdom but about dying to save a companion.


Actually, I think it is an interesting choice, because interesting is not predicated on whether it's trivial or not.

#36
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ruggly wrote...

you would, you dirty hipster.


Huh?


Ieldra2 wrote...

I support a meaningful life. While I agree that the price of one life is trivial if the world is actually saved by giving it, I prefer my stories to not be written in a way that makes me feel "survival" options are lesser ones.


That's an awfully blanket preference. Not even when it makes sense for the world?

#37
Lotion Soronarr

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Kulyok wrote...
Love, rewards, triumph, future.


Hate, penalties, faliure and ruin!

#38
Ieldra

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EntropicAngel wrote...

Ieldra2 wrote...

I support a meaningful life. While I agree that the price of one life is trivial if the world is actually saved by giving it, I prefer my stories to not be written in a way that makes me feel "survival" options are lesser ones.


That's an awfully blanket preference. Not even when it makes sense for the world?

One person's sense is another's nonsense. Possibly, but this is a rather theoretical exercise for me, since I haven't seen (or don't recall) a game ending yet where I was forced into a sacrifice that made sense, or motivated into one by its making most sense.

Do you have an example?

Also, while I wouldn't exactly mind a sacrifice ending if it made sense, it's possible I would still prefer a different one. An ending where the sacrifice appears to be the only possible outcome that makes sense, I have yet to see.

#39
Medhia Nox

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I support a variety of endings.

For myself - I would never choose to use the Dark Ritual as a means of survival, and I would never have enjoyed DA:O ending if I was forced into something like that.

Also - I really don't care if the story is meaningful to anyone else, that is to say - I don't believe the game should strive for meaning to every player. A great many are just playing a game, and those pre-disposed to "meaning" will find it. The BSN is filled to the brim with projection onto the game from real life - Bioware doesn't need to work at that.

I'd like to know the meaning in context of the world.

- What "did" the Ultimate Sacrifice achieve? Was it what you thought? Was it "worth it" in retrospect?
- What "did" the Dark Ritual achieve? Was it worth your character surviving?

etc. etc.

I don't want the game to celebrate how I feel - I know how I feel. I want the game to develop a story around my choices. I'll decide if those choices lead to "meaning" or "emptiness"

#40
Ap0crypha

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Oh, I like that option. Well, the "living but tarnished" one, anyway. Has sort of a "fallen hero" vibe to it.

As for dying to save the world...look, I'm cool with that, but ME3 scarred me. If I'm going to die, please don't bring it out of nowhere, and make it different from the ending in which I live. And no "everything was sunshine and rainbows forever" stuff like Synthesis; I like and prefer happy endings, but I also like a bit of realism.

So, in summary: I'm cool with dying, but if it's not done well I'd rather doom my Inquisitor to live as a coward.

#41
Guest_EntropicAngel_*

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Ieldra2 wrote...

One person's sense is another's nonsense. Possibly, but this is a rather theoretical exercise for me, since I haven't seen (or don't recall) a game ending yet where I was forced into a sacrifice that made sense, or motivated into one by its making most sense.

Do you have an example?

Also, while I wouldn't exactly mind a sacrifice ending if it made sense, it's possible I would still prefer a different one. An ending where the sacrifice appears to be the only possible outcome that makes sense, I have yet to see.


Not offhand, no. Perhaps something like Shadow of the Colossus.

Maybe even DA:O if there weren't the OGB escape route. It makes sense within the game world.

#42
Kaiser Arian XVII

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@EntropicAngel, he doesn't like much heroism you know.

I support meaningful death if only I can sacrifice one of my companions to do this, not my main character!

#43
Ieldra

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EntropicAngel wrote...

Ieldra2 wrote...

One person's sense is another's nonsense. Possibly, but this is a rather theoretical exercise for me, since I haven't seen (or don't recall) a game ending yet where I was forced into a sacrifice that made sense, or motivated into one by its making most sense.

Do you have an example?

Also, while I wouldn't exactly mind a sacrifice ending if it made sense, it's possible I would still prefer a different one. An ending where the sacrifice appears to be the only possible outcome that makes sense, I have yet to see.


Not offhand, no. Perhaps something like Shadow of the Colossus.

Maybe even DA:O if there weren't the OGB escape route. It makes sense within the game world.

The thing about DAO is, the sacrifice makes sense for certain types of Wardens, and/or dependent on who you have in your party when you meet the Archdemon. In other words, whether it makes sense depends on your choices and on who you imagine your Warden to be. It's just that I have a strong preference for playing Wardens for whom it wouldn't make sense, to the point that it's actually hard for me to create a Warden who would reject the DR.

That, btw, is why I like DAO's setup. You can create Wardens for whom any of the options make sense, and the story doesn't tell you that any option is better than the others.  

BTW, I don't know Shadow of the Colossus.

Modifié par Ieldra2, 28 octobre 2013 - 02:25 .


#44
Guest_EntropicAngel_*

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Ieldra2 wrote...

The thing about DAO is, the sacrifice makes sense for certain types of Wardens, and/or dependent on who you have in your party when you meet the Archdemon. In other words, whether it makes sense depends on your choices and on who you imagine your Warden to be. It's just that I have a strong preference for playing Wardens for whom it wouldn't make sense, to the point that it's actually hard for me to create a Warden who would reject the DR.

That, btw, is why I like DAO's setup. You can create Wardens for whom any of the options make sense, and the story doesn't tell you that any option is better than the others.  


I would argue that "soul of an Old God without the taint preseved in a child" is infinitely better, within the game's setting, than destroying it.

The sacrifice makes sense within the STORY or world, not for the Warden necessarily. Two different things.

#45
Fast Jimmy

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Kulyok wrote...

Bad endings are as bad for me as bugged endings, period. No Shepard-Garrus reuniting? Bad. No decent epilogue in Awakening for Warden-King or Warden-Commander who wanted to stay, the game designers taking over the Warden's decisions? Bad. No decent epilogue for Hawke except for running for the hills and Hawke's friends abandoning Hawke? Bad.

Happy ending for me all the way. I am not against alternate endings, naturally, but I want to return to my game again and again, I want satisfaction, I want victory, I want good emotions. I want a regular happy ending: bad guy dead, reward granted, love interest not abandoning the hero, the hero not having their choices taken away from them. Love, rewards, triumph, future.


And did you ever do (or see) the Ultimate Sacrifice in DA:O? If so, what were your feelings on that?

#46
Fast Jimmy

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Unless, even untainted, the soul of the Old God is inherently dangerous or malignant. And, of course, you trust Morrigan isn't lying, isn't obscuring a huge truth or isn't going to use said soul (even if it is harmless) to do irreparable harm to the world. 

The unknowns are the biggest deterents here, from my perspective. Which is why I think it is going to be VERY interesting when that ambiguity is removed when the OGB question is tackled. 

Yet I believe the Save Import neutered the choice to a level of non-importance, so it could wind up making everyone angry here before it is all said and done. 

#47
Ieldra

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EntropicAngel wrote...

Ieldra2 wrote...

The thing about DAO is, the sacrifice makes sense for certain types of Wardens, and/or dependent on who you have in your party when you meet the Archdemon. In other words, whether it makes sense depends on your choices and on who you imagine your Warden to be. It's just that I have a strong preference for playing Wardens for whom it wouldn't make sense, to the point that it's actually hard for me to create a Warden who would reject the DR.

That, btw, is why I like DAO's setup. You can create Wardens for whom any of the options make sense, and the story doesn't tell you that any option is better than the others.  


I would argue that "soul of an Old God without the taint preseved in a child" is infinitely better, within the game's setting, than destroying it.

Really? I agree that it's not implausible to prefer the former to the latter, but most people appear to think that it will lead to something bad. The story itself certainly gives me no hint.

The sacrifice makes sense within the STORY or world, not for the Warden necessarily. Two different things.

You mean there is a sufficient rationalization for its necessity? Yes, that's so, and where that's not the case I would actually resent the mere presence of a sacrifice option, rather than just preferring a different one, or preferring to play protagonists who would plausibly choose something else.

Modifié par Ieldra2, 28 octobre 2013 - 02:33 .


#48
Reaverwind

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Sharn01 wrote...

From the sounds of what they have released from the game so far, and I hope its true, your ending can vary from bad to sunshine and rainbows, but there is not going to be one big decision at the end where you choose between the good or bad endings. Instead they will be based on the decisions you made through the game and how well you executed them, so to get the ending you really want, its wont be a simple reload but you will have to play the game from the beginning.


I would be thrilled if that is indeed what they're doing. Seems they're taking a page from the Witcher series, then.

#49
Dave of Canada

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Just make every ending bitter-sweet and allow everyone to choose which taste of bitter they're willing to take for the sweet.

#50
KainD

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I don't believe in meaningful death. If the character is dead, then it doesn't matter what happens to the rest of the world, because dead don't care.