Allan Schumacher wrote...
Steelcan wrote...
What I meant in regards to ME is how no matter what you pick events play out the same.
In DA:O saving the anvil had tangible in game benefits, summoning golems to break darkspawn into little bits. Your companions reacted to it and told you their thoughts. You then had that choice tying into the choice of monarch for Orzammar for bonus boints in the epilogue.
Compare that to saving the Collector base, three lines of dialogue are changed, four if you do a certain side mission, and 10 arbitrary points. The story is not affected in any meaningful way, either way Cerberus becomes super-powerful and indoctrinated.
That's fair and it's a perfectly valid criticism. I was more addressing the idea that because you could compensate with multiplayer, the choices were effectively meaningless.
But if that's the case, then any alternative path that takes you to the same place is a meaningless choice, and I don't think people actually believe that (most of our conversations are small branches that return to the same place shortly afterward, and I don't think people would prefer that we just have a single dialogue choice or would consider it equivalent to only having a single dialogue choice)
Being able to earn more War Asset points through multiplayer, as a general concept, isn't bad.
But it the very fact that every choice, not only in ME3, but the entire series, was boiled down to a static number and VERY little else when it came to last five hours of the game (not just the last ten minutes that gets criticized the most, but the last five hours, from the time you attack the final Cerebrus base until the "buy more DLC prompt") the only thing that changed based on hundreds of hours of game time across multiple titles was that War Assets number.
That's a real problem. It's not an issue with a game taking you to be same destination, its a problem with the game completely ignoring the fact that you could have taken dozens of different paths to get there.
DA:O does as well - no matter what, you will have a final showdown with the AD in Denerim - yet what allies you have with you, what opinion your companions have of you, how you handled side quests and Big Choices... this was all reflected in the end of the game, both in terms of gameplay items (like which support units show up or what your companions say to you if you take them with you/leave them behind) and in more "traditional" ending formats, like the epilogue scenes and the coronation/funeral scenes.
DA2 suffered a similar problem as ME3, where no matter what you did the entire game, it boiled down to Mage/Templar. And even that choice boiled down to a small handful of dialogue changes and little else, with no epilogue or conclusion changed at all for any of it (Hawke fled or, conversely, Hawke was Viscount for a day... then fled).
I'm really hoping more focus (I don't want to say effort, because I would never want to imply that people didn't work exceptionally hard) is placed on the endings of DA:I and use them to really create a sense of holistic closure. DA:O alluded to and built up to the end game effectively: it had multiple stages of not only conflict, but resolution. Between gathering your forces, curing Eamon and then having a political showdown in Denerim with the Landsmeet, this juxtaposed nicely with the absolute chaos Denerim would become during the following Final Battle. ME3 had a false sense to this with the Cronos station, where basically little is accomplished there except finding out that the mystery machine you have been working to build this whole time needs the Citadel, the one asset you've had under allied control the whole time... which, by the way, now that you know that, is taken away from you. It is very much a "your Princess is in another castle" type of shell game.
I could go on about what made ME3's endings feel unfinished and unfocused to me (or how DA:O did such things in a more psychologically satisfying manner) but that is a different set of posts. Point being - ME3's endings weren't bad due to tragedy. They were bad because the execution made many players (myself included) feel as if the journey DIDN'T matter any longer. Which is a bad place for your consumer to feel after they finish your product.
EDIT: GAH, typo central. Cleaned up the post due to being unabel to see or edit half of it from being posted from my mobile phone.
Modifié par Fast Jimmy, 01 février 2014 - 01:51 .