Aller au contenu

Photo

What are your thoughts about tragic endings?


642 réponses à ce sujet

#576
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

Plus, you pretty much proved my point by saying you didn't play it again because you didn't like it. Just stop pretending that the illusion of your choices actually matters to the grand discussion here though, and then we will be square really. The issue at hand for a game is always rooted in mechanics, which is why it is important to discuss them. Which is why many people talked about choice in this thread, over how it makes you feel. Why and how the game presents a choice is vastly more important than how it makes you feel in the end, especially when discussing if an ending or not is tragic, heroic, happy or sad.


This is just irrefutably wrong.

This is entertainment. The video game's sole purpose is to make the player feel something. It uses the tools of mechanics and design to create these feelings, but these tools are not paramount to the goal - make a player feel a sense of enjoyment.

People can enjoy different things - hence there are action games, horror games, mystery games, puzzle games, PORN games - but no video game developer should EVER say "I don't care if people feel good or bad about my games, because the mechanics are my goal."

it is like a magic trick where the magician doesn't care if people even entertain the notion of seeing something unique or special. The magician COULD ACTUALLY be teleporting a 10 ton elephant across the room, but if the way they present that makes me feel as if their isn't even a trick being displayed, then it ceases being an effective magic trick, even if it actually defied the laws of physics to pull off.

#577
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages
Just an aside, Jimmy, but it would be easier for the rest of us to follow your conversations if you included the name of the poster you're quoting in the quote itself.

#578
LPPrince

LPPrince
  • Members
  • 54 883 messages
And I enjoy endings that make me feel good, the kind that don't tend to be tragic. I can enjoy a tragic ending if it makes sense, but I have never felt they should've been the only option in the Bioware games I played, at least.

So I don't want to be forced into a tragic ending in the next Bioware game I play, if I play another one.

But rather than be selfish and deny the possibility of a tragic ending for those who enjoy them, I'd hope that Bioware accounts for as many different opinions as they possibly can and include various end states, from tragic to pink fluffy unicorns dancing on rainbows.

Modifié par LPPrince, 03 février 2014 - 06:14 .


#579
LinksOcarina

LinksOcarina
  • Members
  • 6 533 messages

Fast Jimmy wrote...

Plus, you pretty much proved my point by saying you didn't play it again because you didn't like it. Just stop pretending that the illusion of your choices actually matters to the grand discussion here though, and then we will be square really. The issue at hand for a game is always rooted in mechanics, which is why it is important to discuss them. Which is why many people talked about choice in this thread, over how it makes you feel. Why and how the game presents a choice is vastly more important than how it makes you feel in the end, especially when discussing if an ending or not is tragic, heroic, happy or sad.


This is just irrefutably wrong.

This is entertainment. The video game's sole purpose is to make the player feel something. It uses the tools of mechanics and design to create these feelings, but these tools are not paramount to the goal - make a player feel a sense of enjoyment.

People can enjoy different things - hence there are action games, horror games, mystery games, puzzle games, PORN games - but no video game developer should EVER say "I don't care if people feel good or bad about my games, because the mechanics are my goal."

it is like a magic trick where the magician doesn't care if people even entertain the notion of seeing something unique or special. The magician COULD ACTUALLY be teleporting a 10 ton elephant across the room, but if the way they present that makes me feel as if their isn't even a trick being displayed, then it ceases being an effective magic trick, even if it actually defied the laws of physics to pull off.


If this entire discussion is about how people enjoy tragic endings, then this entire discussion is pointless because our thoughts on tragic endings are meaningless to the tastes of others. 

The only way this entire discussion can have relevence is based on the implementation of how the mechanics give us tragic endings. Not how they are used to make you feel good or bad, but how they function. I don't give a damn how you feel about tragic endings seen past or present, I give a damn about how they can work so we can find enjoyment out of the game, tragic or not. 

As for it being entertainment, that also has nothing to do with this because, as I said, how you feel about something personally makes this thread meaningless. Of course no developer says that, they want to entertain you and give you a good game. How the trick is percieved is personal, not a fact though. What is a fact is how its implemented. 

ETA: I realize I might not be clear in what I am saying. Let me put it this way.

Since everyone has an idea on what a tragic ending is, it is somewhat fruitless to discuss that aspect of the game. If an ending comes  up and is tragic, we can list reasons why until the cows come home, but in the end it is that persons opinion, and not really a fact.

The only fact we have is how the game works, how we arrive to that tragic ending. This is where the core of the discussion should be, not because of insensitivity, but because of simple logic, that is something BioWare can actually influence when making the game. They can't predict how we will react to events in-game, they can only predict what we may or may not do. 

This is why discussing the mechanics should be more important in the end, at least, if you ask me, which then boils it down to simply "give us the choice of something tragic when necessary." Comparing how itsplays to other games is again, in the realm of personal opinion. 

Modifié par LinksOcarina, 03 février 2014 - 06:28 .


#580
LPPrince

LPPrince
  • Members
  • 54 883 messages

LinksOcarina wrote...

as I said, how you feel about something personally makes this thread meaningless


LinksOcarina wrote...

I don't give a damn how you feel about tragic endings seen past or present


Thread title- "What are your thoughts about tragic endings?"

I think how tragic endings make us feel is kinda the entire point behind this thread's existence.

Excerpt from the OP-

JCAP wrote...

So what are your thoughts? Do you think a tragic ending is more promising? Should all endings be tragic? Or should we have bittersweet endings too? Or just bittersweet endings? please no


OP is literally asking us how we feel.

Ocarina plz

#581
LinksOcarina

LinksOcarina
  • Members
  • 6 533 messages

LPPrince wrote...

LinksOcarina wrote...

as I said, how you feel about something personally makes this thread meaningless


LinksOcarina wrote...

I don't give a damn how you feel about tragic endings seen past or present


Thread title- "What are your thoughts about tragic endings?"

I think how tragic endings make us feel is kinda the entire point behind this thread's existence.

Excerpt from the OP-

JCAP wrote...

So what are your thoughts? Do you think a tragic ending is more promising? Should all endings be tragic? Or should we have bittersweet endings too? Or just bittersweet endings? please no


OP is literally asking us how we feel.

Ocarina plz


please what? That you want to discuss how they make you feel. 

Go ahead, don't reply to me then when I point out how things work underneath. I stand by what I said, how we feel about things is meaningless because it is our own answer, our own taste. There, contribution done, discussion over with you. Move on? 

#582
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

Sylvius the Mad wrote...

Just an aside, Jimmy, but it would be easier for the rest of us to follow your conversations if you included the name of the poster you're quoting in the quote itself.


I would do it everytime if the quote button was at all easy to use on a mobile phone. But it brings up the entire text, which makes deleting sections and leaving only the text you want to respond to tedious. Not only that, if length gets to a certain point, it makes the text impossible to read, as scrolling up and down in the text box isn't possible. It is why you see some of my longer posts butchered with typos and inaccuracies, since AutoCorrect and fat fingering mistakes I can't even see. 

But I will attempt to add this in the future. I sometimes do, it just usually involves me artificially doing so by keying in the phrase "X wrote..." at the top of the text I'm quoting.

#583
Dean_the_Young

Dean_the_Young
  • Members
  • 20 675 messages

LPPrince wrote...

I don't play games to break them down mechanically. I play games to have fun. If a game with multiple choices can lead me to believe I'm creating a different path with choices that matter, fantastic. If it can't lead me to that belief, then I won't be happy with it.

Which is good... but when you start evaluating games based on an illusion that isn't there, it undermines your argument. While the Witcher 2 is a great game for the example of divergent paths, it has limitations, and no Bioware game has ever come close to attempting even that scope. So when someone says 'do it like Bioware used to', when modern Bioware has always been a producer of largely linear, scripted games...

Bioware used to lead me to that belief. They don't anymore. They did it enough in the past that I can hold out hope they can do it again. After a certain point my ability to hold onto that hope will fail.

Did it work in the past because it was done better, or because you didn't know better and have gotten more used to their style?

Not an accusation, just consider if your order of play had been reversed. Would DAO really strike you as a great illusion of choice determining path if it were the fifth Bioware game you played in which, no matter what order you approached the treaty quests and no matter what your previous choices had been, each arc proceeded exactly the same regardless?

#584
JCAP

JCAP
  • Members
  • 1 118 messages
People, please don't get angered so easily because of one thread. This is just one simple discussion we are having, it isn't like DA:I will change anything at this point.


Why I created this thread:
I created because I was curious to see how DA:I fans were open to the idea of one tragic ending instead of the usual "lived happy ever after" or "dissapeared with his LI".

You can blame Muv Luv for this, as it was the motive it made me to create this thread.

Muv Luv is a series of 2 Visual Novels (with 9/10 in reviews) that pratically toys with our feelings."Oh, are you happy? Let's see what happens when poop hits the fan"; "Alright alright enough of those cheesy moments, let's laugh a little". These VN's are a feelercoaster in every sense of the word. And so, it made me curious to see how DA:I fanbase feels about this kind of thing. (didn't finish the 2nd one yet)

And then there were endings like The Walking Dead (the good one) and Bioshock Infinite (it wasn't tragic per se... but you know...)

Modifié par JCAP, 03 février 2014 - 07:26 .


#585
Hiemoth

Hiemoth
  • Members
  • 739 messages

Fast Jimmy wrote...

Lotion Soronnar wrote...

I hope all pathc or choices in DA:I end up with the PC coming to some dark castle/cave, and upon the defeat of the big bad, it collapses. The world is safe, but rocks fall, everybody dies.
:devil::devil::devil:


So, basically, NWN 2?


I recently played through NWN2 through again and I still cannot understand why they went with that ending. It's just so out of nowhere. Not the player sacrificing themselves to stop the Lord of Shadows, not the battle taking its toll, nothing like that. You win clean and then just suddenly the roof comes down. It's just so amazingly bizarre.

#586
JCAP

JCAP
  • Members
  • 1 118 messages

Hiemoth wrote...

Fast Jimmy wrote...

Lotion Soronnar wrote...

I hope all pathc or choices in DA:I end up with the PC coming to some dark castle/cave, and upon the defeat of the big bad, it collapses. The world is safe, but rocks fall, everybody dies.
:devil::devil::devil:


So, basically, NWN 2?


I recently played through NWN2 through again and I still cannot understand why they went with that ending. It's just so out of nowhere. Not the player sacrificing themselves to stop the Lord of Shadows, not the battle taking its toll, nothing like that. You win clean and then just suddenly the roof comes down. It's just so amazingly bizarre.


I didn't play NWN 2, but if the ending is as you say, then that kind of ending needs to be avoided.

I like good tragic ending but only if it is justifiable.

#587
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

Dean_the_Young wrote...

Not an accusation, just consider if your order of play had been reversed. Would DAO really strike you as a great illusion of choice determining path if it were the fifth Bioware game you played in which, no matter what order you approached the treaty quests and no matter what your previous choices had been, each arc proceeded exactly the same regardless?


If DA games 3, 4 and 5 played out as linear as 2 did? Yes. I would. 

That's really the thing - people accuse grognards of viewing things nostalgically, but the thing is more complex game design has actually REGRESSED in the past decade or so, not advanced. Sure, graphics and sound have advanced; things like 3D have become standard; and cutscenes have become undesrcibibly better than they were back in the days of square polygon renderings.

But in terms of volume of content? Or options? Or trying to develop multiple systems of appraoch to handling situations? Games that are 10, 15 or 20 years old still did more inventive and daring achievements in these areas than the vast majority of games today. 

Point being - if the industry were to actually make moves forward in terms of divergent content, multiple paths and a commitment to replay value, then yes - DA5 would likely make DA:O look very linear. Yet the opposite is true... DA2 made DA:O's wide variety of options and choices seem even brighter. ME3's on the rails, straight shot plot made ME1's more open and non-linear direction seem like the series had a good idea and then lost it. Most games are lucky to have different endings, while DA:O had dozens of permutations that could be reflected in the final scenes and the epilogues. DA2 had the same, exact ending, with three to five seconds of dialogue difference depending on the two choices you made in the game that it recognized - Mage/Templar and who you romanced.

The illusion of choice was strong in DA:O. Maybe it was only that strong because there haven't been too many other games to even give a full attempt at it, but it was strong regardless. 

#588
ziloe

ziloe
  • Members
  • 3 088 messages

JCAP wrote...

Hiemoth wrote...

Fast Jimmy wrote...

Lotion Soronnar wrote...

I hope all pathc or choices in DA:I end up with the PC coming to some dark castle/cave, and upon the defeat of the big bad, it collapses. The world is safe, but rocks fall, everybody dies.
:devil::devil::devil:


So, basically, NWN 2?


I recently played through NWN2 through again and I still cannot understand why they went with that ending. It's just so out of nowhere. Not the player sacrificing themselves to stop the Lord of Shadows, not the battle taking its toll, nothing like that. You win clean and then just suddenly the roof comes down. It's just so amazingly bizarre.


I didn't play NWN 2, but if the ending is as you say, then that kind of ending needs to be avoided.

I like good tragic ending but only if it is justifiable.


Ugh. So glad I didn't finish NWN2 now.

#589
HiroVoid

HiroVoid
  • Members
  • 3 677 messages

JCAP wrote...
You can blame Muv Luv for this, as it was the motive it made me to create this thread.

Muv Luv is a series of 2 Visual Novels (with 9/10 in reviews) that pratically toys with our feelings."Oh, are you happy? Let's see what happens when poop hits the fan"; "Alright alright enough of those cheesy moments, let's laugh a little". These VN's are a feelercoaster in every sense of the word. And so, it made me curious to see how DA:I fanbase feels about this kind of thing. (didn't finish the 2nd one yet)

On another note, I believe the author of Attack on Titan said a big inspiration was Muv Luv.

#590
Zobo

Zobo
  • Members
  • 95 messages

Hiemoth wrote...

Fast Jimmy wrote...

Lotion Soronnar wrote...

I hope all pathc or choices in DA:I end up with the PC coming to some dark castle/cave, and upon the defeat of the big bad, it collapses. The world is safe, but rocks fall, everybody dies.
:devil::devil::devil:


So, basically, NWN 2?


I recently played through NWN2 through again and I still cannot understand why they went with that ending. It's just so out of nowhere. Not the player sacrificing themselves to stop the Lord of Shadows, not the battle taking its toll, nothing like that. You win clean and then just suddenly the roof comes down. It's just so amazingly bizarre.

Thing is, NWN2 ending is not actually an ending, but more of a cliffhanger. Mask of the Betrayer addon starts right where NWN2 ends, with the same main character.

#591
JCAP

JCAP
  • Members
  • 1 118 messages

HiroVoid wrote...

JCAP wrote...
You can blame Muv Luv for this, as it was the motive it made me to create this thread.

Muv Luv is a series of 2 Visual Novels (with 9/10 in reviews) that pratically toys with our feelings."Oh, are you happy? Let's see what happens when poop hits the fan"; "Alright alright enough of those cheesy moments, let's laugh a little". These VN's are a feelercoaster in every sense of the word. And so, it made me curious to see how DA:I fanbase feels about this kind of thing. (didn't finish the 2nd one yet)

On another note, I believe the author of Attack on Titan said a big inspiration was Muv Luv.


Seriously? I'm going to watch that as soon I finish Alternative.

#592
Hiemoth

Hiemoth
  • Members
  • 739 messages

Zobo wrote...

Hiemoth wrote...

Fast Jimmy wrote...

Lotion Soronnar wrote...

I hope all pathc or choices in DA:I end up with the PC coming to some dark castle/cave, and upon the defeat of the big bad, it collapses. The world is safe, but rocks fall, everybody dies.
:devil::devil::devil:


So, basically, NWN 2?


I recently played through NWN2 through again and I still cannot understand why they went with that ending. It's just so out of nowhere. Not the player sacrificing themselves to stop the Lord of Shadows, not the battle taking its toll, nothing like that. You win clean and then just suddenly the roof comes down. It's just so amazingly bizarre.

Thing is, NWN2 ending is not actually an ending, but more of a cliffhanger. Mask of the Betrayer addon starts right where NWN2 ends, with the same main character.


Oh, I know. I also played through MotB, which was, in my opinion, a far superior game to the original campaign. On a side note, I kind of love how it is kept as this huge great example of a cRPG, yet the choices there have very little effect on the endings except in a very broad sense.

On the ending, though, the thing is when I finished it years ago for the first time, no continuation had been announced, it didn't built it in anyway as this was a story to continue. The game just told me that the roof just fell on my head. I could argue that continuation could have been done in so many better ways than having the rocks literally fall on the main character.

#593
Clockwork_Wings

Clockwork_Wings
  • Members
  • 2 074 messages
There's a time and place for tragedy, but there's also a time and place for hope. The first time I beat DA I kind of stared at the screen listening to Duncan ask, "But at what cost?" wondering if I had done the right thing, or if such is possible. It's part of DA's charm.

I think doing an all-downer-ending in the vein of Mass Effect or a Left Path or Right Path a la DA2 would be equally bad. I prefer the sliders (even if later games make them horrifically inaccurate) and think that having four tragic endings is okay even if ending 5 is better. Even if ending 5 is difficult to get. Especially, actually.

#594
Martyr1777

Martyr1777
  • Members
  • 190 messages

Allan Schumacher wrote...

If go the extra mile is simply "play all the content" then I don't think that's as interesting as it could be. If it is "do all the things a certain way" then I don't think that that is a good thing either. So what sort of things are considered acceptable for "going the extra mile" and which things are unacceptable?


This is what the generic consideration of a 'happy' ending is a problem in and of itself. You can't ever go that 'extra mile' in a story but a couple ways. First you can have the solutions like ME2 where doing all the content is the 'extra mile' and I think everyone would be very willing to agree that's questionable design all around. The other way of having an 'extra mile' is that hard choice and a choice isn't hard without losing something.

This is exactly why everyone keeps going back to DAO and saying of all teh ME and DA games the DAO endings are the only good ones. Regardless of which you view as a happy ending in DAO there is either a sacrifice or a risk taken, either way you go can be questioned, if not by you by others. It can be debated reasonably as to which is the 'happier' ending. That is the sign of a well done tragic/bittersweet ending. Either way the blight was stopped and many saved, but at the same time there is a cost. That cost can be the Warden or Alistair/Loghain dieing or furthing Morrigan's plans whith no idea what those plans are.

These endings I would say can't be called a strictly happy ending, depending on ones viewpoint one is *happier* then another but neither are rainbows and bunnies all around. Compare this to all the other endings of the 2 series and really non stand up to this in any way shape or form. DAO endings are far superior in my oppinion and I get the general sense everyone else in this thread would agree to that.

So if we know what the good ending style is then BW just needs to build off of that basis and stop with the other silliness. For the record though, some of the side endings to DAO needed work to, like the end results for either dwarf ruler and us as the player having absolutely NO idea either party might be inclined to follow the paths presented at the end when we are actually making the choice.

#595
Zobo

Zobo
  • Members
  • 95 messages

Hiemoth wrote...

On the ending, though, the thing is when I finished it years ago for the first time, no continuation had been announced, it didn't built it in anyway as this was a story to continue. The game just told me that the roof just fell on my head.

Well, there were some hints pointing out to the addon being in the works idea, like loading screens loaded with information about Rashemen (MotB setting) seemingly for no reason, also the way some game data files were named, also NWN1 had a certain reputation on addon front for NWN2 to live up to.

#596
Dean_the_Young

Dean_the_Young
  • Members
  • 20 675 messages

Fast Jimmy wrote...

Dean_the_Young wrote...

Not an accusation, just consider if your order of play had been reversed. Would DAO really strike you as a great illusion of choice determining path if it were the fifth Bioware game you played in which, no matter what order you approached the treaty quests and no matter what your previous choices had been, each arc proceeded exactly the same regardless?


If DA games 3, 4 and 5 played out as linear as 2 did? Yes. I would.

How about as linearly as DAO or ME1 or KOTOR? It's easy to feel their plots are somehow more complex, but those are also static plotlines. Linear beginnings with the creamy middle of interchangeable, isolated linear sidequest arcs that lead back to the linear conclusion.

Unlike, say, Alpha Protocol, which IIRC would alter the levels and content of them depending on which order you took various quests, 'modern' Bioware (KOTOR/Jade Empire since) has never really wandered from linear plotlines and arcs. The greatest variance I can think of in the last decade was a few of the missions/arcs from ME3, which radically recast character interactions and tone/themes for different import states.

That's really the thing - people accuse grognards of viewing things nostalgically, but the thing is more complex game design has actually REGRESSED in the past decade or so, not advanced. Sure, graphics and sound have advanced; things like 3D have become standard; and cutscenes have become undesrcibibly better than they were back in the days of square polygon renderings.

But in terms of volume of content? Or options? Or trying to develop multiple systems of appraoch to handling situations? Games that are 10, 15 or 20 years old still did more inventive and daring achievements in these areas than the vast majority of games today. 

Well, exagerations (you'll be hard pressed to find standard games of any comparable complexity and content cost from 15+ years ago) and exceptional cases aside (as in, the exceptional few rather than the standard of their time), there's a really simple formula for why modern game producers are less daring:

The costs have risen drastically for those design improvements that are treated as near necessities by the gamer market, the prices of games have been static and effectively gone down for lower margins, and the Financial Crisis has weakened the market. When a AAA game flop could ruin the company, sticking to what works is sensible.

And, of course, there's also the downside of daring, which is running into your face and massive fan rejection. Like ME3. Hence fan complaints and requests for Bioware to both return to the idealized past that worked well (design conservatism) and take risks with mechanics and storytelling (design innovation).

And sometimes, irony of ironies, it's the same fans making the same requests at the same time. Got to sympathize with Bioware.


Point being - if the industry were to actually make moves forward in terms of divergent content, multiple paths and a commitment to replay value, then yes - DA5 would likely make DA:O look very linear. Yet the opposite is true... DA2 made DA:O's wide variety of options and choices seem even brighter. ME3's on the rails, straight shot plot made ME1's more open and non-linear direction seem like the series had a good idea and then lost it.

Except ME1 had a linear plot. The sidequests and exploration were never the plot, and even they themselves were overwhelmingly linear in both literal and structural terms. ME2 was even more so.

Most games are lucky to have different endings, while DA:O had dozens of permutations that could be reflected in the final scenes and the epilogues. DA2 had the same, exact ending, with three to five seconds of dialogue difference depending on the two choices you made in the game that it recognized - Mage/Templar and who you romanced.

You're combining two distinct, separate issues here: number of endings, and epilogue slides which are post ending. They really aren't the same thing, and treating them like they are conflates the issue of what's going on.

Epilogue slides first. They're the only part the your 'dozens of permutations' can really apply to, but they really aren't a change to the story. Besides the nature of what an epilogue is, all they really are is a reflection of choices made elsewhere. They don't alter or change the plot, and many (most) Bioware games have never had them. ME never had them until ME3's EC. They've never been a part and parcel of Bioware games, or RPGs in general, and most never bother with them. This isn't because the choices in the game never carry forward or have impacts: it's just that the momentum is already assumed.

Final scenes/endings have far fewer variation, and Bioware has never taken an approach of reflecting dozens of permutations in the plots. DAO had one: the OGB choice. At best, if you want to stretch the definition of endings, four: Warden/Alistair/Loghain live (OGB choice), and the Warden OR Alistair OR Loghain undergo the ultimate sacrifice. All four are based on a grand total of three choices.

The illusion of choice was strong in DA:O. Maybe it was only that strong because there haven't been too many other games to even give a full attempt at it, but it was strong regardless. 

And if you played your games in reverse order, don't you think the prevalence of hidden linearity would be more obvious to you?

#597
LinksOcarina

LinksOcarina
  • Members
  • 6 533 messages

Dean_the_Young wrote...

LPPrince wrote...

I don't play games to break them down mechanically. I play games to have fun. If a game with multiple choices can lead me to believe I'm creating a different path with choices that matter, fantastic. If it can't lead me to that belief, then I won't be happy with it.

Which is good... but when you start evaluating games based on an illusion that isn't there, it undermines your argument. While the Witcher 2 is a great game for the example of divergent paths, it has limitations, and no Bioware game has ever come close to attempting even that scope. So when someone says 'do it like Bioware used to', when modern Bioware has always been a producer of largely linear, scripted games...


pretty much what I have been arguing for over two years now. thank you, Dean. 

This is again why we need to discuss the mechanics of what BioWare typically does. How it handles such things as tragedy is mostly dependent on their choice of mechanics, and how to get it across to people. 

Modifié par LinksOcarina, 03 février 2014 - 10:49 .


#598
CybAnt1

CybAnt1
  • Members
  • 3 659 messages

Like ME3. Hence fan complaints and requests for Bioware to both return to the idealized past that worked well (design conservatism) and take risks with mechanics and storytelling (design innovation).

And sometimes, irony of ironies, it's the same fans making the same requests at the same time. Got to sympathize with Bioware.


Could be because where people want them to go back is to follow the spirit of something earlier (if not the exact formula to the letter - I know I don't want that), and where people want them to innovate is in different areas. 

It's not contradictory to want a game, or anything else, to stick with what works - or worked (which I recognize is always from your POV), but then also take steps forward in other, different areas. 

I do recognize that life being what it is, there will be people who feel exactly opposite to you. They want what you want to stick with to change, and what you want to change, to be working just fine. 

Modifié par CybAnt1, 03 février 2014 - 11:33 .


#599
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

Dean_the_Young wrote...

How about as linearly as DAO or ME1 or KOTOR? It's easy to feel their plots are somehow more complex, but those are also static plotlines. Linear beginnings with the creamy middle of interchangeable, isolated linear sidequest arcs that lead back to the linear conclusion.

The BioWare we should look to for a less linear narrative is Baldur's Gate.  Basically an open world with a plot winding its way through it.

There are no branches in the plot, but it's also easy to leave the path entirely, or even not find the path in the first place.

Modifié par Sylvius the Mad, 04 février 2014 - 12:10 .


#600
Il Divo

Il Divo
  • Members
  • 9 753 messages

Sylvius the Mad wrote...

Dean_the_Young wrote...

How about as linearly as DAO or ME1 or KOTOR? It's easy to feel their plots are somehow more complex, but those are also static plotlines. Linear beginnings with the creamy middle of interchangeable, isolated linear sidequest arcs that lead back to the linear conclusion.


The BioWare we should look to for a less linear narrative is Baldur's Gate.  Basically an open world with a plot winding its way through it.

There are no branches in the plot, but it's also easy to leave the path entirely, or even not find the path in the first place.


I know you're a fan of creating your own narratives, but I'm pretty sure in this context he's referring to the main plot as provided by the writers. In that sense, Baldur's Gate is probably at the very bottom of the list as linearity goes, which admittedly isn't saying much.

Modifié par Il Divo, 04 février 2014 - 01:15 .