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


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#151
AresKeith

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Filament wrote...

That seems like a leading question to me. I choose meaningful life.


Mandarin says no

Modifié par AresKeith, 29 octobre 2013 - 11:44 .


#152
Guest_Snoop Lion_*

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Xilizhra wrote...

Lotion Soronnar wrote...

David7204 wrote...
That's not plot armor.


What else do you call characters being immunite to death?

Ya know, like none of your companions contracting the taint? Or being unkillable by anything and everything untill a certain choice?

The taint isn't that easy to contract, otherwise no one would ever dare send armies against the darkspawn. You have to get blood in an open wound, which, while not impossible, does require a decent bit of bad luck. Leliana and the mages are ranged attackers, so are unlikely to get hit with blood by accident, and Sten and Oghren wear heavy enough armor that contracting the taint by wound is rather unlikely. Zevran is the most likely candidate to become tainted, and if that bothers you, just don't send him into battle against darkspawn, if possible.
Alistair, Dog and Shale, of course, are immune altogether.

The other thing just happens in about every RPG ever.


You do realize your companions, throughout the course of DA:O -
1. Get beaten to the ground and knocked unconscious amidst masses of Darkspawn corpses.
2. Get Darkspawn blood all over their faces and bodies.
3. Constantly are near Darkspawn.

The reason they don't succumb to the taint is plot armor. It's why getting bitten a million times in Dead Rising or Resident Evil doesn't cause you to turn into a zombie. It's why in State of Decay if your player is literally football tackled by a group of zombies and chewed on, you don't get infected. It's why your companions in Mass Effect can be gunned down by hordes of mercenary enemies and get up like it was nothing.

It's not because the zombie virus is "weaker" on you. It's not because bullets don't hurt you. It's not that the taint doesn't affect them. It's because Dead Rising would be a damn boring and frustrating game if you died from one bite. Mass Effect would end in one mission if your allies and you perma-died from one bullet. If you lost all your non-Warden companions in the Deep Roads in DA:O, it'd be frustrating as ****. Pure game design and nothing else.

So yes, it's plot armor.

Modifié par Foshizzlin, 29 octobre 2013 - 11:47 .


#153
Xilizhra

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You do realize your companions, throughout the course of DA:O -
1. Get beaten to the ground and knocked unconscious amidst masses of Darkspawn corpses.
2. Get Darkspawn blood all over their faces and bodies.
3. Constantly are near Darkspawn.

1 might not be any more canon than Mario dying if you miss a step, 2 only applies to melee combatants and all but one of those are either immune or wearing heavy armor, and 3 might not be healthy in the long term, but isn't instant death.

So yes, it's plot armor.

From an out-of-game perspective it might be, but everything also has an in-universe explanation of some kind, assuming that the universe has any kind of internal cohesion (and if it doesn't, why are we discussing plot that requires internal cohesion to function at all?).

#154
Mr.House

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Carver/Bethany gets the blight just for being in the deep roads, so yes it's plot armor.

#155
Xilizhra

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Mr.House wrote...

Carver/Bethany gets the blight just for being in the deep roads, so yes it's plot armor.

Eh, illness takes on some people and doesn't on others. Wilhelm, for instance, ventured into the Deep Roads many times and never got sick.

Modifié par Xilizhra, 29 octobre 2013 - 11:52 .


#156
The Night Mammoth

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Mr.House wrote...

I bet you Davey started playing video games this generation. Why? Because in past generations games where a challenge, and somewhere where very very very hard, BUT THEY WHERE STILL FUN AND REWARDING.

David always exaggerates when this argument crops up. The level of challenge people pose in generally not that high, and the level of challenge the wider consumer base is capable of handling is a lot higher than he thinks. 

Modifié par The Night Mammoth, 29 octobre 2013 - 11:54 .


#157
Guest_The Mad Hanar_*

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Mr.House wrote...

Carver/Bethany gets the blight just for being in the deep roads, so yes it's plot armor.


Yeah, Carver even wears armor.

#158
Icy Magebane

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I can only think of one game where this happened and it didn't completely ****** me off. Even then, I didn't really like it, but the game was exceptionally good, so I just kind of let it slide. While I can understand others thinking it's okay to die knowing that you saved the world, I'd never be fine with that... If you don't survive, what difference does it really make?

I think it's better to just expect a bad ending these days and enjoy the moments leading up to it, because it's not really up to us how these things go.

#159
Guest_Snoop Lion_*

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Xilizhra wrote...

1 might not be any more canon than Mario dying if you miss a step, 2 only applies to melee combatants and all but one of those are either immune or wearing heavy armor, and 3 might not be healthy in the long term, but isn't instant death.


So your argument against in-game character deaths is that "they have armor"? Armor provides Blight immunity?

Tell that to the hundreds of thousands of armored soldiers who've died since the first Blight from the taint or turned into ghouls.

Armor shouldn't make a character not die. There's so sensible "in-game explanation" as to why armor makes someone invincible.

Modifié par Foshizzlin, 29 octobre 2013 - 11:59 .


#160
Br3admax

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Xilizhra wrote...

Mr.House wrote...

Carver/Bethany gets the blight just for being in the deep roads, so yes it's plot armor.

Eh, illness takes on some people and doesn't on others. Wilhelm, for instance, ventured into the Deep Roads many times and never got sick.

So...plot armor? 

#161
Guest_Snoop Lion_*

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Plot armor is the only kind of armor that protects from the Blight. And death.

#162
Guest_The Mad Hanar_*

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I think all this discussion really proves is that the effects of the Blight is horribly inconsistent.

I mean, Wesley got the Blight from getting cut by a darkspawn sword.

Other than that, I'd imagine the devs would use the ol' "separate the gameplay from the plot" lines.

Still doesn't change the fact that the Blight's role in the plot is inconsistent.

#163
GreyLycanTrope

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As I general rule I'm fine with protags dying so long as it's done well, by which I mean it feels like the character's death actually reflects the character I RPed and the circumstances don't feel forced.

On the other hand...

MassivelyEffective0730 wrote...

I don't want ****ty false dichotomies.

This. Can't we get a fullfiling life as an option as well? What's with the doom and gloom?

Modifié par Greylycantrope, 30 octobre 2013 - 12:13 .


#164
Guest_The Mad Hanar_*

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Yeah, it does seem that entertainment is getting more and more depressing over time.

I used to think the hero winning and riding off into the sunset was cliche. Now the hero dying is pretty cliche.

#165
Guest_Seraph Cross_*

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How about an "Earn your happy ending"

#166
Mr.House

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Xilizhra wrote...

Mr.House wrote...

Carver/Bethany gets the blight just for being in the deep roads, so yes it's plot armor.

Eh, illness takes on some people and doesn't on others. Wilhelm, for instance, ventured into the Deep Roads many times and never got sick.

So, plot armor. Like many of us have stated.

#167
The Flying Grey Warden

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The Mad Hanar wrote...

Yeah, it does seem that entertainment is getting more and more depressing over time.

I used to think the hero winning and riding off into the sunset was cliche. Now the hero dying is pretty cliche.


Hero dying and winning is the new norm, so now there's a need for a new type of "dark ending".

I purpose a "the hero dies and the hero fails" being the main defult ending you get if you don't do enough to solve the problem.

#168
MassivelyEffective0730

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Greylycantrope wrote...

MassivelyEffective0730 wrote...
I don't want ****ty false dichotomies.

This. Can't we get a fullfiling life as an option as well? What's with the doom and gloom?


Aaaaaaaaaall I hear is doooooooooom and gloom!

Modifié par MassivelyEffective0730, 30 octobre 2013 - 12:21 .


#169
Allan Schumacher

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If I stand before ten doors, and all of them have tigers behind them, that may also be a choice, but is there a point to it?


Many people (fans of the old school especially) argue yes. And I can see the value in their point and in many ways I agree. Even if you're shoe horned down a particular path, and in a video game plot there ARE limits to the options available, that choice is still your choice, even if the consequences end up the same.

Consider another alternative to your example.... would it be preferable to stand in front of only a single door?

This is actually what a lot of people reference to when they discuss why they love the older text style dialogues, and the specifics of the infamous Torment picture that happens all the time.

A lot of the issue people had with the ME3 original ending was that Shepard couldn't question the Catalyst. They felt like the agency over their character was stripped as a result. Even if things still end up the same, the idea of being allowed to express the view that you wanted is still important to defining your character.


I would suggest you be very careful with this attitude.

Remember what this is. It's a game.

Not a chore. Not a headache. Not an exam. Not work. A game. Entertainment. A mass marketed product designed to appeal and be beatable with a minimum of frustration for a wide variety of people and skill levels.

As it should be.

Whatever challenges the game presents are challenges that a reasonable intelligent child should be able to solve the first time through.

So careful what you're defining as 'really difficult.'


Likewise, remember that people want different things out of games. I disagree with the notion that the game's challenges should be solved by a child, especially given that our target audience is decidedly not children.

People get different things out of their games. I, personally, like the idea of mutually exclusive choice where not all things can be solved ideally. If you have 4 things, after I do the third the 4th fails because I spent my time elsewhere.

I also appreciate solutions that require more depth as well.


In order to satisfy your criteria, all we need is for the game to be completable. Nothing says it needs to be completed optimally.

#170
spirosz

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Greylycantrope wrote...

As I general rule I'm fine with protags dying so long as it's done well, by which I mean it feels like the character's death actually reflects the character I RPed and the circumstances don't feel forced.

On the other hand...

MassivelyEffective0730 wrote...

I don't want ****ty false dichotomies.

This. Can't we get a fullfiling life as an option as well? What's with the doom and gloom?



#171
Guest_The Mad Hanar_*

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You know, I've never played a game with truly unique endings based on my choices. I mean, Fallout: 3/NV/ME2 come the closest, but those examples don't really seem to satisfy what people around here mean when they ask for that. What is an experience like that like? Is it like DA: O? Is that sort of what people are going for?

#172
Allan Schumacher

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Br3ad wrote...

Xilizhra wrote...

Mr.House wrote...

Carver/Bethany gets the blight just for being in the deep roads, so yes it's plot armor.

Eh, illness takes on some people and doesn't on others. Wilhelm, for instance, ventured into the Deep Roads many times and never got sick.

So...plot armor? 



Yeah. I wouldn't overthink things too much for this, as on some level the PC and the party members have their status as being special little snowflakes in large part because strict adherence to the lore would ultimately make the game less enjoyable.

#173
GreyLycanTrope

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Seraph Cross wrote...

How about an "Earn your happy ending"

I do like those.

#174
wolfhowwl

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David7204 wrote...

Abraham_uk wrote...

Honestly. I don't mind a "Best Possible Ending" where all the main characters live and the antagonists lose, as long as that ending is really difficult to achieve.

Imagine playing the game through 17 times getting all kinds variations of bad endings before achieving the one good ending. You've saved the day! Everyone lives!

Finally you made the right choices and you were rewarded with the happy ending. Victory tastes sweetest when failure was a possibility.

I would suggest you be very careful with this attitude.

Remember what this is. It's a game.

Not a chore. Not a headache. Not an exam. Not work. A game. Entertainment. A mass marketed product designed to appeal and be beatable with a minimum of frustration for a wide variety of people and skill levels.

As it should be.

Whatever challenges the game presents are challenges that a reasonable intelligent child should be able to solve the first time through.

So careful what you're defining as 'really difficult.'


I can smell the stench of casualized AAA failure.

:sick:

#175
MassivelyEffective0730

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Greylycantrope wrote...

Seraph Cross wrote...

How about an "Earn your happy ending"

I do like those.


Works best when combined with a Golden Ending.

Granted, the golden ending is to be discarded if you can better create some kind of ending based on how your choices shaped the galaxy. My idea of a golden ending involves 11 of the 20 possible squadmates through the trilogy dead, the alliance in a state of shambles, and Shepard (with Miranda) poised to make a renewed Cerberus the new dominant, if hidden and clandestine, sword of humanity using Reaper tech from the destroyed Reapers to put them at the forefront. Endings like Fallout, where a player can decide which ending works best for them.

Modifié par MassivelyEffective0730, 30 octobre 2013 - 12:48 .