I am of the opinion that there is a place for three types of choices in RPGs. (Generally speaking)
1) The Virmire choice where it is a zero sum game you lose someone and there is no way around this. I think these are powerful choices because people who do dangerous jobs especially ones that include combat often have to make these choices. Also in mundane life we often have to make choices that are either or with no possibility of both. There is also power behind lose as a storytelling tool. Despite the mature =/= dark crowd, Lose isn't actually dark, lose is the INEVITABLE outcome of all relationships because we are finite beings. So lose should be an integral part of games. This doesn't have to just be limited to who lives or dies, it could be who do you support for an alliance. What speciality goods your colonies create. What equipment you lose on a mission. These are all examples where you have to make a choice that is one or the other not both.
2) The 'simple' choices of choice X gives the best result and choice Y gives an inferior result. This is rather simplistic but often a much maligned style of choice in games because it feels like no choice at all. The key to this choice is for some of these choices to have a DELAY in the consequences of the choice so that you don't immediately know which is the superior choice. Games are notoriously bad for providing instant gratification and instant consequences because they want to keep the player hooked. Yet as a storytelling technique it lacks power and impact in the long run if every choice is instantly resolved in terms of reward and punishment. Regardless there is a place for some choices being the 'right' one and some being the 'wrong' one. And as much as player complain that the 'wrong' one always seems skewed towards the 'bad' path game theory has pretty much definitively proven that the 'pragmatic' route is inferior to desired results that the 'altruistic' route. Don't believe me? just do a google search of prisoner's dilemma. It is a well studied aspect of 'game theory' and it pretty much debunks the idea the 'pragmatic' choices are superior.
3) Complex choices These are choices that are not resolved simply in the moment but are resolved by the choices make before reaching this point. ME3 had two examples of this the ME1 squad mate believing you or Udina at the climax of the Cerberus attack on the citadel. The other was the Quarian/Geth choice where it is possible to broker peace between them. I find this system far superior than the paragon/Renegade reputation checks as it truly creates a dynamic where your choices in the game have impact in ways that you normally wouldn't expect.
Some issues I see with choices in games;
The war assets system is flawed in that there were so many ways to gain war assets that it created no consequences to the game. You literally play all the trilogy just to make only one choice that matters what colour do you prefer? This is because all the choices were boiled down into war assets. So it is important not to boil down all your choices into an abstract representation because in so doing you trivialize all the choices in the end if your choices options are gated by reaching x score in your abstract representation.
In hindsight which is always 20/20, in other words it is so much easier to be an armchair developer after the fact, I would have gated the synthesis choice to only those players able to bring about a Geth/Quarian peace and control for those who built up so many 'control' points based on choices like siding or not siding with TIM at the ME2 or doing side quests against Cerberus in me1 and me3. The point being that your ability to gain this option should hinge on choices made in the entire series not the mid range option based on war assets gained.
The choice I hated the most was the Rachni queen because this changed nothing it was pointless. If you killed her the reapers find another 'queen' to create the rachni husks out of and you have to fight them in all the same locations. If you save her she gets captured by the reapers resulting in rachni husks. It was a fraking pointless choice. Yet it was tied to the binary morality system so it ruined any kind of thought provoking analysis of the choice because you have to 'game' the choice because of the fraked up mechanics of the paragon/renegade system. This should have been a brilliant choice killer her and you never run into rachni husks and any battles where these husks would have been are made easier. Save her and you have to deal with Rachni husks and do the quest to stop the husk production as is in ME3. Kill her and you find a failed attempt by the reapers to create rachni husks with grunt and you basically fight your way into the facility and fight your way out with against non rachni husks. But that means the developers have to make two quests vs one and be willing to have less diverse enemies in your battles for some playthroughs. Perhaps not a feasible approach but it would have felt like this was a 'real' choice as the results to game play were actually divergent by more than what texture the rachni queen had in ME3.
There is one thing i think some choices need for a mature title and that is unintended consequences not all choices should resolve in the ways we intend life is filled with unintended consequences both good and bad. Games should do a better job of adding this very real part of life to their game play.





Retour en haut







