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Removal of Options Upon Reload


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#176
Ieldra

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All I'm saying is, let people play the game however they want. If they want to metagame, cheat to god mode, play it on "narrative" difficulty mode(because I know there are people who think that it's wrong) or even type "killall" in the console mode, let them. It's their playthroughs. If that's how they derive their fun from the game, let them. If metagaming and perfect-choice saves make them happy, so be it.

Quoted for emphasis.
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#177
Fast Jimmy

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Exactly. In Mass Effect on virmire, why couldn't Shepard try to save both Kaidan and Ashley? Even if successfully doing so was impossible, we should have been able to try.


Arguably, you do, I suppose. You have to choose one versus the other in the dialogue initially, but the can say that you are going to try and save both. However, you have to save one of them first since they are in different locations. And after which, of course, the planet is evacuated.

All totally superficial; but at the same time, you could say the game gives you option in a round about way.

#178
Sylvius the Mad

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Arguably, you do, I suppose. You have to choose one versus the other in the dialogue initially, but the can say that you are going to try and save both. However, you have to save one of them first since they are in different locations. And after which, of course, the planet is evacuated.

All totally superficial; but at the same time, you could say the game gives you option in a round about way.

Since you're not able to direct any resources at all at the second person, that statement about paying both comes across as lip service.  I'd have liked to be able to send someone after Kaidan while I try to save Ashley, for example.  Even if that meant everyone would die.



#179
Sylvius the Mad

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Yet I think if you failed to achieve the goal and it resulted in a "you lose the Keep and the Village" outcome, it will lead to a reload by the player just as likely as the reload screen seen when there is a party wipe, I would think.

But then it is, at least, player choice.


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#180
Bob from Accounting

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So... when a developer presents the struggle between freedom vs. safety, where we evaluate the civil liberties of a few against the life and well-being of the many, the solution should be... heroism? Where our PC can swoop in, solve the problem without any cost, and then say "come on guys, we're on the same team" to get everyone to work together and have that be that?

Call me crazy, but that sounds like something that would cause no one to take the issue seriously at all.

 

Right.

 

I'd appreciate you not wasting my time with ridiculous strawmen. What I said was that presenting options as 'equal' does not give players as much freedom as Ieldra thinks, at least in the sense of 'freedom' that's he referring to. That's it. I didn't say a thing about third options or optimal outcomes.

 

I'd expect a little better from someone who was posting for people to address the topic and not the poster not long ago. If you want to speak about this, we can speak.

 

So I'll say again. The problem is that such a game doesn't 'invite' players to make up their minds about the themes.



#181
Bob from Accounting

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Just as the experiment tried to do, there are some games that purposely strive to look at how players react to a given situation, and to challenge their morality.

 

You're not acknowledging one crucial point.

 

Games like these don't merely challenge the player and their morality. They make a statement on it. They don't describe the player. They prescribe him. (In a sense.)



#182
Bob from Accounting

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 I do not acknowledge that it'd be completely inappropriate for Inquisition, nor even Mass Effect.  Sorry.  We don't agree on this perspective.

 

Because you don't think it would undermine and betray established themes? Because you don't think those themes are there in the first place? Or because you don't think it matters?



#183
Allan Schumacher

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Because you don't think it would undermine and betray established themes? Because you don't think those themes are there in the first place? Or because you don't think it matters?

 

I do not agree that it'd betray established themes (especially not for Dragon Age), probably because I disagree that the themes are present in the first place (especially for Dragon Age).

 

I can understand that some people didn't like the ending to Mass Effect 3 because the first two games had established a history of Shepard achieving the impossible particularly with the endings of ME1 and ME2 (though ironically, I went into ME3 expected Shepard's luck to run out, so to speak).  Although there's still clearly moments where Shepard cannot have things play out exactly as Shepard may prefer.  Virmire is the biggest example.  It's also my favourite moment in the Mass Effect franchise.  If we had the ability to create it without too much effort (it's more than people realize), I'd have love to have seen BioWare set it up that the game chooses the player's two favourite NPCs at that point, rather than always one of Ashley and Kaiden.  (though this would also be a nightmare for save imports as well)



#184
Allan Schumacher

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So I'll say again. The problem is that such a game doesn't 'invite' players to make up their minds about the themes.

 

I don't think it needs a player to "make up their mind" about the themes.  Simply exploring and reflecting upon the theme can be a good thing.  In fact, I love it when a game presents to me a choice that seems like it may be the one I think may be the best course of action, but goes against my real world assumptions about those themes.



#185
Sylvius the Mad

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Because you don't think it would undermine and betray established themes? Because you don't think those themes are there in the first place? Or because you don't think it matters?

Themes are an invention of the audience.  They never exist in the work itself.



#186
Guest_JujuSamedi_*

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You're not acknowledging one crucial point.

 

Games like these don't merely challenge the player and their morality. They make a statement on it. They don't describe the player. They prescribe him. (In a sense.)

Character morality and user morality are two different things at play here. One could make a character that is totally different from their beliefs. I have done so numerous times when it makes up for an interesting character.



#187
AresKeith

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Character morality and user morality are two different things at play here. One could make a character that is totally different from their beliefs. I have done so numerous times when it makes up for an interesting character.

 

And this is a roleplaying game right :P



#188
Bob from Accounting

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I don't think it needs a player to "make up their mind" about the themes.  Simply exploring and reflecting upon the theme can be a good thing.  In fact, I love it when a game presents to me a choice that seems like it may be the one I think may be the best course of action, but goes against my real world assumptions about those themes.

 

Such choices don't do that either.

 

The point I was trying to make is that when a game presents two options are more-or-less equal, Ieldra says it gives the player 'freedom' to think what they want. That instead of 'telling the player what to think,' the player now has freedom to decide on the issue for themselves. And thus an 'equal' choice is inherently more mature, thought provoking, etc.

 

But it's simply not true at all. Such choices 'force,' (to use the common phrase,) players to believe a certain thing just as much as a choice where one option is portrayed clearly superior. The player has no more 'freedom,' as Ieldra thinks of it, as they did before. In fact, they have a great deal less.



#189
Bob from Accounting

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Character morality and user morality are two different things at play here. One could make a character that is totally different from their beliefs. I have done so numerous times when it makes up for an interesting character.

 

That's not really important.

 

All fiction is about people who don't exist. But that doesn't really matter. By saying someone about the fictional characters, they also can and often do say something about the audience. About people in real life.



#190
Allan Schumacher

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Such choices don't do that either.

 

I disagree.  I feel as though game choices have often made me reflect on what I value as a person.  This gives an implication that you feel that I'm actually thinking and experiencing something else.  You will need to elaborate.

 

 

But it's simply not true at all. Such choices 'force,' (to use the common phrase,) players to believe a certain thing just as much as a choice where one option is portrayed clearly superior. The player has no more 'freedom,' as Ieldra thinks of it, as they did before. In fact, they have a great deal less.

 

On some level yes, this is a limitation of video games in general.  Gamers can typically only execute on the choices provided by the designers.  But what you seem to be describing here is that if it's not 100% free will, it's not freedom.  And in fact, they have less than if the obvious choice was prescribed (a notion I disagree with).

 

 

For instance, imagine a game plot (and yes, I'm using an extreme example to hopefully make it clear): 

 

You're provided with a scene where you must decide if an innocent woman is to be executed.  The choice you have are:

  • Carry out the execution
  • Do not carry out the execution.

 

In game, you are informed that:

  • By carrying out the execution, you will be rewarded money from the corrupt official that framed the woman
  • By refusing to carry out the execution, the law states that you will then accept the punishment in her stead.

 

 

To me, one of these choices is clearly superior to the other (since one ultimately ends the game).  Do you feel you have more freedom to make a choice here as opposed to the following consequences:

 

  • You execute the prisoner, gaining and ally in the corrupt official that framed the woman at the expense of some resentment that felt the accusation was a sham
  • You do not execute the prisoner, undermining your influence with the official ranks of the town, but garnering some good will among the common folk.


#191
Texhnolyze101

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To be fair, the feature wouldn't prohibit or limit meta-gaming, just save file spamming.

 

Nobody is forcing you to save file spam so stop worrying about how other people play their game and worry about yourself.



#192
Stelae

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I don't think it needs a player to "make up their mind" about the themes.  Simply exploring and reflecting upon the theme can be a good thing.  In fact, I love it when a game presents to me a choice that seems like it may be the one I think may be the best course of action, but goes against my real world assumptions about those themes.

In my household, this is called the Whedon Effect :)



#193
Bob from Accounting

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For instance, imagine a game plot (and yes, I'm using an extreme example to hopefully make it clear): 

 

You're provided with a scene where you must decide if an innocent woman is to be executed.  The choice you have are:

  • Carry out the execution
  • Do not carry out the execution.

 

In game, you are informed that:

  • By carrying out the execution, you will be rewarded money from the corrupt official that framed the woman
  • By refusing to carry out the execution, the law states that you will then accept the punishment in her stead.

 

 

To me, one of these choices is clearly superior to the other (since one ultimately ends the game).  Do you feel you have more freedom to make a choice here as opposed to the following consequences:

 

  • You execute the prisoner, gaining and ally in the corrupt official that framed the woman at the expense of some resentment that felt the accusation was a sham
  • You do not execute the prisoner, undermining your influence with the official ranks of the town, but garnering some good will among the common folk.

 

 

Okay, first things first. I regret having to use words like 'forced' and 'freedom.' Hence always trying to qualify them. Stories can never 'force' the audience to think something or in any way take away their freedom. But they're the words people recognize for this issue and so I go ahead and go along with it. The ultimate point I'm kind of trying to get to is that what people think of as 'freedom' to think what they want doesn't really exist. (Although actual freedom is perfectly intact. And thus that people are using a very wrong concept of 'freedom.')

 

It's a bit messy. Forgive me for that.

 

But as to your example, I would overwhelmingly prefer the bottom option. The bottom choices are the ones which have the overwhelmingly superior option to me. I would absolutely welcome such a choice in any BioWare with open arms. Whereas I would tend to see the top choices as 'equal' in having things really suck either way.
 



#194
Guest_EntropicAngel_*

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Okay, first of all, I don't really think games being a 'learning exercise' has much to do at all with this issue.

 

Secondly, being fun, being enjoyable comes first. If fiction is unenjoyable, why would anyone spend time with it, much less money? Why should anybody? Rest assured video games are far the first topic to face this issue. It's been noted, for example, that war fiction inherently glamorizes war since the story must be enjoyable in some form or fashion, even if the author wishes to portray war as a completely miserable thing.

 

Being fun and the purpose being entertainment are two things.

 

I could take us down that road, but I'll simply say that fun as a side goal rather than as the primary goal is a good idea. However, this is getting off-topic I fear.



#195
Guest_EntropicAngel_*

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A movie like Saving Private Ryan was praised because it showed a push to NOT glamorize war like it was in the past.  Band of Brothers was the same way.  Game of Thrones is a work of fiction where bad things happen to good people (and bad people) all the time.  24 was another TV show where the main character went through a lot of things, and the ending of the very first season was completely and utterly fantastic and personally one of the most enjoyable season finale's I had ever seen.  I will never forget the last 10 seconds of that show.  They even included the alternate, happy ending on the DVD and it just comes across as a weaker ending.

 

I don't know how applicable this example is (I feel it is, but I may be wrong), but in the first season of Dexter, he kills his brother. The only person that understands him. The death scene is him placing his brother in restraints (it's done to appear as a suicide), and him sliding to the ground and sobbing.

 

It was terrible and it was beautiful.

 

 

For a video game example (that's particularly applicable), Assassin's Creed III is about Connor, a half-English half-Mohawk Assassin who spends the entire game trying to save his people and protect them, only to have just about every action resulting in the opposite. The game ends with the very thing he was trying to prevent--his people losing their land--happening.

 

The specific application is that he's an idealist, a die-hard one, and it bites him hard, to the very end. I personally don't mind that in a game.



#196
Guest_EntropicAngel_*

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I don't think you'd be much interested in hearing why I would find such a story repulsive, and even offensive.

 

But do you acknowledge that such a thing would be completely inappropriate (to be mandatory) in Inquisition and undoubtedly the next Mass Effect, considering the very clear heroic themes and imagery in pretty much every bit of released content so far? Considering statements by developers talking about a protagonist who is pretty much defined (at least optionally, which is all that's necessary) by rising above challenges that make being a 'good' person so difficult?

 

Considering that Mass Effect 3's most heroic moment was the time the hero made the ultimate sacrifice (an option that's also available in DA:O), it wouldn't be too out of the ordinary.



#197
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The problem for me comes when "do extra work" is always available, and it's typically always the same (which is often simply play more game, which is what most people are okay with doing anyways).

 

It's equivalent to breaking the choice down into a problem.  Works sometimes, but not always.

 

Very, very much agree, as a completionist. Case in point, ME2. 



#198
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This raises questions though: who is a feature like this for, what is the reason behind putting it in the game, and -- perhaps the most important -- who is likely to use it?

 

Is it for the majority who don't deviate from the standard options? Why would those people use it in the first place? I really don't see the efficacy of the plan. I tend to feel that the players that would make the most use of the feature are the ones who don't need it: those who are more willing to explore alternative methods, or choose the non-standard options. Perhaps because that is their mindset from the outset, or maybe they are already planning multiple plays so they go into the game knowing they are going to see most of the content anyway.

 

Aside from the above, I also don't see how it would "heighten a player's mental involvement with the game." All it would do is cause frustration, especially if you didn't know that such a feature existed and only stumbled upon it accidentally, most likely after it has already been failed, never to be tried again because the game has locked you out of it. Haven't you ever accidentally gotten an achievement in a game? You're just going along, playing as normal, and in that particular play you just happen to sidestep all of a boss's special ability, and BOOM, Achievement Toast.

 

The primary complaint with DA2's dialog system is that players were frustrated because they felt they never knew what they were going to hear out of Hawke's mouth. For some, hovering over the colored icons became a cringe-worthy guessing game of "pick the right option" so their character sounds like a normal human being. Adding an option like this will cause distrust in the player and lead to frustration the first time one such objective is failed, not mental involvement.

 

IMO, a carrot is a much more effective tool than a stick.

 

A key point of "earning a happy ending" would be to make it clear that such a thing is possible, so there's no confusion there. Thus, if people are unsatisfied with their suboptimal ending, they can go out of their way to avoid it next time.

 

Just to be clear, I'm not agreeing with Jimmy's suggestion at all. I'm only arguing against David's statement that earning a happy ending is a bad idea.



#199
AlanC9

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But I don't mind at all if some outcomes are superior. Again, I point to Redcliffe in DAO. I liked the good outcome there because it was hidden behind a bad decision. If it was obvious that you could save everyone, then that would be bad, yes. But the choice you need to make in order to save everyone looks (to me) like an incredibly reckless one.

I guess that's why Redcliffe didn't work for me. It was pretty obvious to me that the choice that was framed as reckless would in fact work just fine. Which has nothing much to do with DAO itself; it's just that I've seen that choice before, and it always works out.

Too much TV, maybe.

#200
Bob from Accounting

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What the protagonist is doing in every BioWare game I know of is 'reckless' and unlikely to work out.

 

Saving the world. Closing the Veil. Surviving bandits and thugs and mercenaries and monsters.

 

Yet we always know it's going to succeed in some form or fashion.