iakus wrote...
AlanC9 wrote...
Missed this the other day.
I suppose the super-short version is that Bio'd be better off without fans who demand always having a happy ending available, and without fans who demand that following deontological ("Paragon") morality always works. It's a constricting vision of what games can be, and an unnecessary limitation. (It's not like The Last of Us failed or anything, so I don't see the sales impact of writing you guys off as being too large)
Of course, this is not much of an answer to KLGChaos' point about previous choices in the series always having happy endings available. To some extent this was a fault of the P/R system; or rather, molding the game world so that being a Paragon always works. Letting the player do all LMs for free before the SM was also a problem. So I agree there's a problem, but I think the problem is with ME2, and to a lesser extent with ME1. I've always suspected that Bio simply didn't realize how thoroughly they'd deviated from the vision expressed in the "distress call" trailer. They thought ME was about making hard choices when it was actually about avoiding them.
Then what is the pont of being given choices if you have only consequences and no benefits? What's the point of choosing between various colors degrees of suckage?
If I want to that, I just have to wait until Election Day <_<
The "cruel and unfortunate truth" is that in general people actually like happy endings. Not guaranteed as such, but the knowledge that putting enough effort into a project will see the player rewarded. That's part of the game aspect of a Role Playing Game.
Nor am I talking about a "golden ending" one which is clearly superior to the others. Different "good" endings can and should have different rewards (See Dragon Age Origins). Paragon and Renegade could, indeed should have differences in what is a good outcome.
And fyi, The Last of Us is not an rpg that promised choices or agency. It's just an action game where you play a character not your own. There are no chocies or consequences. The stroy is completely on rails.
I think you miss the point in this case (not concerning the ending... I'm not talking abou that right now). Paragon is basically a "you can't go wrong" free card for everything in the trilogy. Basically if you play the good guy (the stereotypical or more like archiotypical hero) you always get rewarded, but if you play a renegade (morally grey, pragmatic or plain mean - an unorthodox or anti-hero) character you always get punished for your "renegade", morally ambiguous or questionable decisions. While it is very educational and I agree that no game, movie or book should propagate evil or mean behaviour, this game-trilogy is supposed to be an 18+ title and a story about hard decisions and the meaning of sacrafice: cutting of one leg, saving the person... you know the old cliche: "would you kill a child if you knew that it would save the life of millions?"
I'm not saying that the game should always reward the pragmatic, heartless, immoral decisions, but I say - since it is not a very happy sci-fi and a war story - it should be more realistic concerning the choices and consequences. Sometimes a good, tender, kind or heroic decision would work, but sometimes it would cause suffering or even death or come of as a selfish or plain stupid act both on a general and on a personal level. The same goes with renegade. Sometimes dire or critical situations need harsh, more practical and sometimes even merciless means. So in certain situations the renegade option would be rewarded and the paragon would lead to negative outcomes, hence the game would punish you for that. Other times you would have to choose from two "evils" and would have to decide which is the lesser one. I know that it would make a really complicated game both on a technical and practical level, but it would be hell a lot more interesting than it is right now. Plus it is not impossible to create such a game. Just look at The Witcher.
If it was up to me, you wouldn't be able to play this game without taking the hard decisions and swallow the bitter pills sometimes. There would be no perfect, flawless, heroic way to play the game nor a flawless, heroic or classic happy ending. Heroism does not come from being perfect and good hearted all the time anyway.
I would have implemented the same system with the character interactions and the relationship monitoring system too. Plus I still think that the characters in ME have mostly two-dimensional personalities and they are too submissive to the protagonist (with a few exceptions like Wrex, Ashley or Mordin). There should be more character to them. They should have more fleshed out personalities of their own, they should have agendas of their own and they should not agree with or kiss up to Shepard no matter what he does or sais. There should be more drama. And "charm" and "intimidate" should not be alwasy there for you as jail free card.
I hope you get my point.
Modifié par GimmeDaGun, 26 janvier 2014 - 12:07 .