LPPrince wrote...
Honestly, I feel if Bioware wants to force us down a certain path(not giving an option to save Hawke's mother at the end of Act Two, forcing us to lose our family member one way or another at the end of Act One, making Shepard's survival impossible or at least an uncertainty, etc etc), they should stop making these games with multiple choice options.
I feel as if some of the Bioware developers want to tell certain stories, but because of whatever it is they're trying to get across, they HAVE to tell it a certain way. That takes choice away from us.
Normally it wouldn't be a problem, we've all played games where the story is something you follow and don't affect in any way. But Bioware games offer the ability to take multiple paths and create our own woven stories, leading from point to point until we get to our objective.
I don't see what the hell the point is of these opportunities to shift and change where our character is headed if its guaranteed to lead us to the same miserable end anyway. At least a successful happy ending is a positive feeling, that'd leave me feeling good. I don't want to be led to believe my character has a chance of saving the day his or her own way only to be told LOLNOPE U FAIL KTHXBAI at the end.
But really, it shouldn't even be just a happy ending either. If my character weaves their own path, going one place ahead of another, making one choice instead of another, they should have their results vary.
I want the opportunity to succeed and I want the opportunity to fail.
Kinda like how the Suicide Mission worked, except this time maybe a little harder to achieve that total success.
And I DO want total success to be an option. In a perfect world with all the money and time offered up for development I'd like to see everything from total success to total failure offered as a conclusion to my character's story.
Mass 2 came closest to it. I still feel The Suicide Mission was the best finale to a Bioware game that I've personally played, even if I feel Mass 2 as a whole is responsible for leading Mass 3 into the failure of a finale that it was.
You know, a friend of mine played Mass Effect up until the Suicide Mission, but stopped when Tali was killed by a rocket to the face on the first run of the mission. She found the fact that her fate was to die because of a choice she made for squad leader to be grating enough to stop playing the game. It made little sense for her to continue because it didn't fit with what her choices reflected.
and this is a girl who plays tabletop RPG's with me all the time.
I need to also point out, that BioWare always puts us on a path we can't escape from. Being Darth Revan, destroying the Golden Mountain Monastary, Gorion dying, becoming a Warden, death of characters; its something we don't control and never did because were not supposed to control it. Other instances, we can control it but it is not a happy ending. You bring up the death of your sibling in Dragon Age II, I was fine with it because I didn't see it coming, but understood that it was my decisions that made this possible.
This is what people kind of forget, the nature of the choices is still a choice all the same. When it presents an outcome you don't like is often inconsequential to the fact that you made that choice. Unlike my friend, who hates being surprised in her RPG's because of choices beyond her control, we should be used to this by now because of how BioWare makes their games. Whether or not they did it better back in the day is a matter of debate, but such moments of moving the plot forward are a BioWare M.O at this point, be it in the beginning, middle or end. Why do I have to be a Jedi in knights of the old republic? Do I really have to save Arl Eamon, couldn't I just get support elsewhere? As I have said many times, the plot never changes, the narrative to it does. How you respond to a situation, who you bring with you, what you decide to do in the end are those points that weave together the story, they tighten the plotline into place fully.
Even if given an oppertunity to suceed or fail, it becomes inconsequential. Look at failure for Mass Effect 2 and the suicide mission, how pointless it has become to the point where few people talking about how invalid that choice is. Success or failure shouldn't be the barometer of the choices, the impact you put into it yourself should, being "rewarded" depending on what you do, how you approach things, is the crux of good choice making, something BioWare does do well for narrative, not plot, choices.
Modifié par LinksOcarina, 03 février 2014 - 04:52 .