iakus wrote...
AlanC9 wrote...
That depends on the design goals, doesn't it? If the design intent is to not give you what you consider a palatable choice, increasing the number of choices only increases your chance of getting a palatable outcome slightly, since you're essentially hoping for the developer to make a mistake.
It's not an accident that Destroy was made unpalatable for you..
A design goal to not make palatable chocies doesn't strike me as a good business strategy for a developer of games that tout the importance of choice.
Remember when games were made with the intent to be fun?
That's why I put in the "you consider" above. It's not like Bio intended to make the choices unpalatable; they didn't for me (if anything, I'd be better served by making Control worse, but given the distribution of ending supporters this would have been counterproductive for the general population). Bio was shooting for a certain level of hardness in the choices. You're more vulnerable than me to this sort of thing, so you're hurt by the current set of endings and I'm not.
The point is that adding more choices wouldn't have been likely to help you, since the design is about making the choices hard. The multiple choices weren't there to give everyone an option he'd be completely happy with in the first place, so any new choice Bio added to the current would have been flawed in some key way. Maybe they might have had an accident and you would have found the new choice acceptable while all the others aren't. But that's an odd thing to hope for.
Edit: I guess my real point is that you're opposed to the fundamental concept of the ending choice design, rather than the particular implementation.
Modifié par AlanC9, 14 janvier 2014 - 08:31 .