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Don´t make this game for softies...


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#601
ironfist1191

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We did. It didn't make much sense.
Incidentally, since you're posting again about how you're not going to post anymore about the topic, aren't you actually still posting about the topic?


I am, was just explaining this to him, nothing more to say now.

#602
Il Divo

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Only recent games?

 

I always find these arguments odd. When has Bioware ever handled this aspect well? DA:O is the only that really jumps out from their entire career. If anything, the older Bioware games BG through KotOR were probably worse about decisions with consequences, especially since everything had to be framed in terms of either moustache-twirling villains and noble saints.


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#603
Iakus

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I always find these arguments odd. When has Bioware ever handled this aspect well? DA:O is the only that really jumps out from their entire career. If anything, the older Bioware games BG through KotOR were probably worse about decisions with consequences, especially since everything had to be framed in terms of either moustache-twirling villains and noble saints.

Between Bodhi and Renal Bloodscalp, which one is the noble saint?   ;)



#604
Commander Rpg

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Between Bodhi and Renal Bloodscalp, which one is the noble saint?   ;)

Saemon Havarian was a discreet son of a ****** too.



#605
Iakus

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Saemon Havarian was a discreet son of a ****** too.

Ooh, and Prince Villynaty too!



#606
Il Divo

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Between Bodhi and Renal Bloodscalp, which one is the noble saint?   ;)

 

I was referring to the PC, to be precise.

 

Edit: Though I should also point out that the game you're referring to also had to force a canon on the PC, which isn't the greatest start to an endorsement of decisions with consequences.



#607
AlanC9

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I am, was just explaining this to him, nothing more to say now.


We'll see about that.

#608
Iakus

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I was referring to the PC, to be precise.

 

Edit: Though I should also point out that the game you're referring to also had to force a canon on the PC, which isn't the greatest start to an endorsement of decisions with consequences.

Eh, been a while since I did a BG run (waiting on Siege at Dragonspear before starting another one) but I seem to recall a variety of options as far as motives go

 

"I have to rescue Imoen!"

"Irenicus hurt me and I want revenge!"

"Irenicus seems to think I have the potential for great power.  This intrigues me"

"The Realms are in danger as long as he's running around loose!"

 

You get the idea.

 

As far as canonizing Bhaalspawn goes, the only truly canon aspects are your starting companions.  And since there really wasn't an importation system back then, so they kinda had to take a shot in the dark at who you had with you.  So they just went with a balanced group of popular good/neutral characters from the first game.  So at most, you could argue that the canon Bhaalspawn is "not evil"

 

But as I've said before, making choices "resonate" across games is overrated.  I would have thought the Mass Effect trilogy would have made that abundantly clear.



#609
KaiserShep

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For all its many flaws, I actually enjoyed seeing certain decisions carry over into the next game. I don't think I would have enjoyed the ME trilogy as much if it wasn't there. 


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#610
legbamel

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I'd try it, but I'm a little iffy on the gravy.

 

 

Still sounds better than lutefisk.

Darlin', haggis sounds better than lutefisk.  I've never eaten any, as I have moral objections to any recipe that includes lye, but I've smelled it and that alone was enough to put me off eating for a week.  :P



#611
Steelcan

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For all its many flaws, I actually enjoyed seeing certain decisions carry over into the next game. I don't think I would have enjoyed the ME trilogy as much if it wasn't there. 

I think they need to be more realistic about its capabilities


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#612
Ahglock

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For all its many flaws, I actually enjoyed seeing certain decisions carry over into the next game. I don't think I would have enjoyed the ME trilogy as much if it wasn't there. 

 

 

As did I which is why i like the trillogy format for mass effect.  They probably need to go a bit smaller in scale and plan ahead a bit better but I still like what we got in that regard.



#613
Lebanese Dude

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Refuse #1

 

Good post ruined by this statement.

 

RUINED.



#614
KaiserShep

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What additional option, other than yes or no, would you like to see?

 

                 How's about I give you the consort's number?      <3 Take me

                                                                                              \  /

                                                                                               O - What's in it for me?

                                                                                              /  \

We can f**k, but don't expect commitment or something      Lol. No. 


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#615
Lady Artifice

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                 How's about I give you the consort's number?      <3 Take me

                                                                                              \  /

                                                                                               O - What's in it for me?

                                                                                              /  \

We can f**k, but don't expect commitment or something      Lol. No. 

 

Lol, I like the Paragon one! 



#616
Gothfather

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/SNIP

 

But as I've said before, making choices "resonate" across games is overrated.  I would have thought the Mass Effect trilogy would have made that abundantly clear.

 

I am not sure if i agree with this premiss entirely. I do think that Mass effect showed that multiple choices don't "resonate" across games because they create too many divergent paths that are honestly impossible to account for that don't all seem to lead to a situation where if feels like your choice didn't matter because someone has to take all these divergent results from multiple choices over multiple games and write something coherent. 

 

I think Mass Effect showed us that if they took 1 major choice and focused on just that as the choice that carries over they would have had a better result both in terms of players feeling like choice matters at least on the big things and been able to deliver on differences making life easier on the dev team. Take two choices from Me1 and how I think they should have been handled.

 

Rachni Queen & the council

 

The Rachni queen should have been a choice that had little to no consequences for the player because if it honestly had real consequences it would have eliminated an entire story arc in Me3 and significantly reduce enemy reaper ground troop diversity. So play things out like they actually did in the series. We get the content needed to tell the stories and the diversity of enemies to fight.

 

To save or not save the council, this should have been the one event in ME1 that they carried over and it SHOULD have created an honest difference in the citadel. Save the council and add a FEW humans to C-Sec but keep it mainly under Turian control but have people view humans (for the most part) in a really positive light, 'Saviours of the citadel.' In other words C-sec looks and feels like it did in ME1, alien dominated, but instead change the Turian attitude from distrustful of humans to humans are gggggreat.

 

Let the council die? Do the changes we saw in Me2 to the citadel, C-Sec dominated by humans, but make humanity actually mistrusted and viewed in a negative light.  Present situation as we saw things in Me2, if you are mainly paragon but let the council die then give us the paragon citadel for me2, Mainly renegade and let the council die give us the renegade version of the citadel. The key is the player sees and feels an honest difference to the citadel, I honestly felt that there was very little difference in ME2 between saving or letting the council die because there was honestly very little difference. So it felt like a hollow carry over.

 

I think it is possible to give SOME choices real resonance between games IF they limit what is carried over and honestly make a difference to the consequences of the choice that IS carried over. When you have so many little choices that carry over and have to mention or account for all these changes you get pretty generic and minimal changes that the player will experience because there is so much work. Limit the changes to just ONE big choice and you can take the time to make that choice feel like there is real impact behind it. Over a trilogy you limit the variance to just 4, two results for the first game and two results from the second game. making 4 variants of consequences for the third game to wrap up the story arc keeps it manageable and makes the player feel like there was real honest to god impact on the game due to their choices.

 

TL;DR;  Less is more. limiting the carry over to one choice each game actually creates a far greater impact on the game then dozens of choices that can only have a surface difference because it cost too much in time and money to make every choice feel impactful.



#617
JEMEDAOME2

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Why do I get the impression the Op is referring to this guy

 d22794ea97da5173005b4f31f57d20f1.jpg



#618
RakhanaBby

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Usually, when BioWare makes something "risky", there's gonna be atleast 50 bloggers complaining about it or trolling it a day after game release, so yeah, I doubt they're going to NOT take the risk with stride.