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Regarding the "Hero" experience and player-gratification


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#1
Linkenski

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Something that has irritated me for a while now about Bioware games in general, and to some extent most modern developers' perception of the player-role is the notion that the player should be the most important, successful and idealized role in the game. Obviously you are the center figure, a protagonist and the character that interacts in the game's world by the player's command but I think there are some misconceptions that work against Bioware's idea of granting you player-gratification.

 

Gratification is important for games. If games is nothing but hard work or trial and error you might as well turn it off and do something else because you play to be entertained and to experience something and often to escape. But you start crossing the line of gratification if everything is a reaffirmation of how great the player is, and that's been an issue since Mass Effect 3 and DA:I. Sometimes the protagonist is downright Gary-Stu/Mary-Sue like because they have zero flaws, accomplish everything and all their cohorts just stroke their ego by telling them they have no chance of being as good as them or that they "don't know how you do it" -- it becomes too much, and characters aside the protagonist diminish in importance or competence in the story.

 

The gratification comes from the simple process of achieving things as a player in the gameplay, from shooting people in the head to finishing a mission, succesfully getting your romance or making a choice that saves the day, but there's such an opportunity in having a character who succeeds at everything for character development but Bioware consistently discards the idea or they simply haven't discovered it.

 

Say the goal of Andromeda is to gain resources and colonize humanity and the game-design teaches the player to collect some kind of fuel and kill some bad guys. Completing all these objectives will be gratifying to the player as s/he can feel their character growing and the plot moving along with it, but instead of being told by the NPCs or the world that "It's the pathfinder, he's amazing!" what if people were skeptical of him? What if you're confronted by a squadmate telling you "I think you're obsessed with this, what drives you to do all this?" that would ask the question of who our character is as a human being, and that will only add depth to it and thereby another sense of gratification that feels genuine.

 

There's nothing worse than the sense that you're always doing good by completing objectives and then have NPCs tell you that you're amazing for it. By having addictive gameplay objectives and making the NPCs question the actions of the player you're enhancing the link between gameplay and story and it makes the characters feel more grounded and realistic. Note that I bolded the word "addictive". Even with simple objectives like completing levels in a game, gameplay is often based around the player's obsession with the gameplay and "addictive" has negative connotations. I'd say that's a big opportunity to address as a story-element.

 

More importantly, you can't have a good character if he has no flaws, and a flaw does not mean to mope about your failure and getting sympathy for it, it means doing something incorrectly and being oblivious to it, and that makes the character human because humans are fallible and never perfect. Otherwise it's a sensationalist fantasy, a Steven-Spielberg movie, it's superficial and dishonest. That gives the supporting characters a chance to feel just as valid and important as the protagonist himself whereas the protagonist is just the most essential player in the story.

 

What do you think, and do you agree or disagree?


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#2
SKAR

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I like the way you think.
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#3
Patchwork

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I agree and in MEA I hope that we're one of many pathfinders, so that yeah our guy is doing great and completing every mission Command sends us on but so are other teams.

 

That the protagonist isn't super special because they manage to do their job and if someone is blatantly stroking the player's ego then they have an actual motivation for it, power/sex/money or whatever. 


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#4
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I think there was a lot of dialogue in the ME trilogy that did not indicate that Shepard was the greatest thing in the eyes of all the NPCs in the Milky Way.  For example, the whole series of conversations with Shepard's squad after turning the collector base over to the Illusive Man expressed a lot of doubt that he/she had done the right thing.  There were many opportunities, even in ME3, to do things in such a way that it would generate criticizing dialogue from Hackett and Anderson, and other members of the squad. Certainly, if you did not cure the genophage, Wrex was not happy about it.  Simply choosing the "Refusal" ending would mean that Shepard was not an actual hero to the galaxy, but pretty much a failure overall.

 

The reality is, however, that given an option, players will just usually select the dialogue that is most likely to trigger supportive dialogue or they'll head cannon their own choice as arbitrarily being the "best" one for the galaxy.



#5
Linkenski

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I agree and in MEA I hope that we're one of many pathfinders, so that yeah our guy is doing great and completing every mission Command sends us on but so are other teams.

 

That the protagonist isn't super special because they manage to do their job and if someone is blatantly stroking the player's ego then they have an actual motivation for it, power/sex/money or whatever. 

Exactly. I think we should be the hero who saves the day obviously but being one of many equal pathfinders is a good idea and somehow our character is tangled up in the events that complete his and the pathfinder's mission definitively but not because he's the strongest leader or the best guy in the galaxy, but if he is, address it as an issue because that's what it would be. Make it clear that not everyone will automatically like our character because he is a winner or has the drive to do all these things. Some might be envious, some might be out to get him, some will disagree with how we do it and occasionally someone will be a fanboy.

 

You know, I think that's why Vega grew on me in ME3. He didn't give much of a **** about line of command when talking to Shepard. He'd just make fun of him or act like an individual who didn't hold others above himself. ME3 made me hate Shepard because of the plot and how the NPCs react to his character but Vega, as well as Garrus were relateable because they took my hate for Shepard and addressed it in some ways so it didn't feel like the game was always pandering to me.

 

 

I think there was a lot of dialogue in the ME trilogy that did not indicate that Shepard was the greatest thing in the eyes of all the NPCs in the Milky Way.  For example, the whole series of conversations with Shepard's squad after turning the collector base over to the Illusive Man expressed a lot of doubt that he/she had done the right thing.  There were many opportunities, even in ME3, to do things in such a way that it would generate criticizing dialogue from Hackett and Anderson, and other members of the squad. Certainly, if you did not cure the genophage, Wrex was not happy about it.  Simply choosing the "Refusal" ending would mean that Shepard was not an actual hero to the galaxy, but pretty much a failure overall.

 

The reality is, however, that given an option, players will just usually select the dialogue that is most likely to trigger supportive dialogue or they'll head cannon their own choice as arbitrarily being the "best" one for the galaxy.

That was bad though because the characters agreed or disagreed in the meta-sense. If you pick destroy the base EVERYONE agrees it was the right thing to do. In the opposite scenario NOBODY agrees with your decision. It was a clear-cut "Hey player, you made the good/bad choice!" and like I said, it was meta. More damaging it made the characters feel un-individualistic. Why does Miranda disagree to give them the base? I thought she spent most of the game standing for Cerberus.

 

Also, if you pick paragon and have a renegade companion they should say "Dude, you suck". The outcome of a paragon decision should be predictable in what Shepard does and how morally right it is, but it should not be predictable in how characters respond to it. It should be an excercise to read your characters and choose accordingly.


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#6
Onewomanarmy

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I agree. I think our character should have flaws like a real person in real life. Not be too idolized by others but rather be relatable. 


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#7
Bizantura

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It is all about addiction and making shure the most endorfines flow in your brain = selling the most games.

 

This is elevated to art, its nothing more then mercantilism.  Nothing will endanger that mercantilism so hero or anti hero are a savest bet.

 

The hero card is very often drawn by Bioware as other games are known for the opposite, but who knows however I doubt it.


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#8
Shechinah

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Exactly. I think we should be the hero who saves the day obviously but being one of many equal pathfinders is a good idea and somehow our character is tangled up in the events that complete his and the pathfinder's mission definitively but not because he's the strongest leader or the best guy in the galaxy, but if he is, address it as an issue because that's what it would be. Make it clear that not everyone will automatically like our character because he is a winner or has the drive to do all these things. Some might be envious, some might be out to get him, some will disagree with how we do it and occasionally someone will be a fanboy.

 

 

This is very much something I can get behind.
 



#9
BaaBaaBlacksheep

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Something that has irritated me for a while now about Bioware games in general, and to some extent most modern developers' perception of the player-role is the notion that the player should be the most important, successful and idealized role in the game. Obviously you are the center figure, a protagonist and the character that interacts in the game's world by the player's command but I think there are some misconceptions that work against Bioware's idea of granting you player-gratification.

Gratification is important for games. If games is nothing but hard work or trial and error you might as well turn it off and do something else because you play to be entertained and to experience something and often to escape. But you start crossing the line of gratification if everything is a reaffirmation of how great the player is, and that's been an issue since Mass Effect 3 and DA:I. Sometimes the protagonist is downright Gary-Stu/Mary-Sue like because they have zero flaws, accomplish everything and all their cohorts just stroke their ego by telling them they have no chance of being as good as them or that they "don't know how you do it" -- it becomes too much, and characters aside the protagonist diminish in importance or competence in the story.

The gratification comes from the simple process of achieving things as a player in the gameplay, from shooting people in the head to finishing a mission, succesfully getting your romance or making a choice that saves the day, but there's such an opportunity in having a character who succeeds at everything for character development but Bioware consistently discards the idea or they simply haven't discovered it.

Say the goal of Andromeda is to gain resources and colonize humanity and the game-design teaches the player to collect some kind of fuel and kill some bad guys. Completing all these objectives will be gratifying to the player as s/he can feel their character growing and the plot moving along with it, but instead of being told by the NPCs or the world that "It's the pathfinder, he's amazing!" what if people were skeptical of him? What if you're confronted by a squadmate telling you "I think you're obsessed with this, what drives you to do all this?" that would ask the question of who our character is as a human being, and that will only add depth to it and thereby another sense of gratification that feels genuine.

There's nothing worse than the sense that you're always doing good by completing objectives and then have NPCs tell you that you're amazing for it. By having addictive gameplay objectives and making the NPCs question the actions of the player you're enhancing the link between gameplay and story and it makes the characters feel more grounded and realistic. Note that I bolded the word "addictive". Even with simple objectives like completing levels in a game, gameplay is often based around the player's obsession with the gameplay and "addictive" has negative connotations. I'd say that's a big opportunity to address as a story-element.

More importantly, you can't have a good character if he has no flaws, and a flaw does not mean to mope about your failure and getting sympathy for it, it means doing something incorrectly and being oblivious to it, and that makes the character human because humans are fallible and never perfect. Otherwise it's a sensationalist fantasy, a Steven-Spielberg movie, it's superficial and dishonest. That gives the supporting characters a chance to feel just as valid and important as the protagonist himself whereas the protagonist is just the most essential player in the story.

What do you think, and do you agree or disagree?

Hey man I absolutely agree with you 100%.
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#10
UpUpAway

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Exactly. I think we should be the hero who saves the day obviously but being one of many equal pathfinders is a good idea and somehow our character is tangled up in the events that complete his and the pathfinder's mission definitively but not because he's the strongest leader or the best guy in the galaxy, but if he is, address it as an issue because that's what it would be. Make it clear that not everyone will automatically like our character because he is a winner or has the drive to do all these things. Some might be envious, some might be out to get him, some will disagree with how we do it and occasionally someone will be a fanboy.

 

You know, I think that's why Vega grew on me in ME3. He didn't give much of a **** about line of command when talking to Shepard. He'd just make fun of him or act like an individual who didn't hold others above himself. ME3 made me hate Shepard because of the plot and how the NPCs react to his character but Vega, as well as Garrus were relateable because they took my hate for Shepard and addressed it in some ways so it didn't feel like the game was always pandering to me.

 

 

That was bad though because the characters agreed or disagreed in the meta-sense. If you pick destroy the base EVERYONE agrees it was the right thing to do. In the opposite scenario NOBODY agrees with your decision. It was a clear-cut "Hey player, you made the good/bad choice!" and like I said, it was meta. More damaging it made the characters feel un-individualistic. Why does Miranda disagree to give them the base? I thought she spent most of the game standing for Cerberus.

 

Also, if you pick paragon and have a renegade companion they should say "Dude, you suck". The outcome of a paragon decision should be predictable in what Shepard does and how morally right it is, but it should not be predictable in how characters respond to it. It should be an excercise to read your characters and choose accordingly.

 

 

There were a number of dialogues in the game where one NPC would question what you did and another would support what you did (e.g. end of ME1 was set up such that one of your squad would always be in favor of saving the Destiny Ascension and the other would not)... so, so much for your first point.

 

The issue is that people would only pick based on P/R placement rather than shooting for some of the neutral dialogues which, at times, did show more of the realistic flaws people claim they want to see in their PC.  There was more ability to create a flawed anti-hero within the ME trilogy than most people give it credit for.  Yeah, BioWare could write more of that sort of thing into ME:A and I certainly wouldn't object if they did... but I still think most players wouldn't find it. 



#11
BaaBaaBlacksheep

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There were a number of dialogues in the game where one NPC would question what you did and another would support what you did (e.g. end of ME1 was set up such that one of your squad would always be in favor of saving the Destiny Ascension and the other would not)... so, so much for your first point.

The issue is that people would only pick based on P/R placement rather than shooting for some of the neutral dialogues which, at times, did show more of the realistic flaws people claim they want to see in their PC. There was more ability to create a flawed anti-hero within the ME trilogy than most people give it credit for. Yeah, BioWare could write more of that sort of thing into ME:A and I certainly wouldn't object if they did... but I still think most players wouldn't find it.

That's why they should set up choices for players to be good or bad or neither to give certain players different experience without getting rid of them like how Bethesda made Fallout for example or better yet Witcher 3 style of being good or bad. I believe in versatility for RPGs
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#12
Hammerstorm

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I am the main character because I am the best at what I am doing.

I am he who bring disaster to my enemy and fortune to my allies.

 

There will always be those that is envy and/or scared of my power.

There will always be those that question my decisions.

 

But I am The pathfinder and I always find my way. ;)


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#13
UpUpAway

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That's why they should set up choices for players to be good or bad or neither to give certain players different experience without getting rid of them like how Bethesda made Fallout for example or better yet Witcher 3 style of being good or bad. I believe in versatility for RPGs

 

I am simply not going to get into it any deeper... I'm done with these pointless arguments.  My point was that IF the player really wanted to, there was ample dialogue within the ME Trilogy to construct a flawed anti-hero Shepard on a number of different levels.  They could also construct their Shepard as merely a "grunt" soldier who just follows Hackett's and Anderson's orders.  They could construct it so that Shepard turned down most of Hackett's side missions.  Most players just didn't deviate that far from the norm of blindly following the assignment of paragon and renegade "points."


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#14
BaaBaaBlacksheep

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I am simply not going to get into it any deeper... I'm done with these pointless arguments. My point was that IF the player really wanted to, there was ample dialogue within the ME Trilogy to construct a flawed anti-hero Shepard on a number of different levels. They could also construct their Shepard as merely a "grunt" soldier who just follows Hackett's and Anderson's orders. They could construct it so that Shepard turned down most of Hackett's side missions. Most players just didn't deviate that far from the norm of blindly following the assignment of paragon and renegade "points."

Take it easy man and I'm not even arguing with you. I'm just giving out suggestions of what they do to make our protagonist playable playable as we see fit without forcing you to play a hero regardless of how nice/a-hole the protagonist is.

#15
Iakus

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Gratification is important for games. If games is nothing but hard work or trial and error you might as well turn it off and do something else because you play to be entertained and to experience something and often to escape. But you start crossing the line of gratification if everything is a reaffirmation of how great the player is, and that's been an issue since Mass Effect 3 and DA:I. Sometimes the protagonist is downright Gary-Stu/Mary-Sue like because they have zero flaws, accomplish everything and all their cohorts just stroke their ego by telling them they have no chance of being as good as them or that they "don't know how you do it" -- it becomes too much, and characters aside the protagonist diminish in importance or competence in the story.

 

The gratification comes from the simple process of achieving things as a player in the gameplay, from shooting people in the head to finishing a mission, succesfully getting your romance or making a choice that saves the day, but there's such an opportunity in having a character who succeeds at everything for character development but Bioware consistently discards the idea or they simply haven't discovered it.

 

Very much this.  Feeling like we've beaten a game comes from actually doing something that feels worthwhile.  Not just being told :you're awesome" by NPCs

 

 

More importantly, you can't have a good character if he has no flaws, and a flaw does not mean to mope about your failure and getting sympathy for it, it means doing something incorrectly and being oblivious to it, and that makes the character human because humans are fallible and never perfect. Otherwise it's a sensationalist fantasy, a Steven-Spielberg movie, it's superficial and dishonest. That gives the supporting characters a chance to feel just as valid and important as the protagonist himself whereas the protagonist is just the most essential player in the story.

One of the better moments in ME1 was after Virmire, when dealing with Ash's survivor's guilt.  One of the dialogue options was to say "I made the call.  Kaidan's death is on me"

 

It's strange how calls to have Shepard be more emotional and "human" was, instead of providing a greater range of ways to react to the terrible loss of life, was to give Shepard strange dreams about a little boy...


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#16
slimgrin

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The way Bioware creates their PCs, not going to happen. They love the hero myth too much, and player empowerment is integral to the way they construct choice and consequence. 


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#17
Sartoz

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                                                                                         <<<<<<<<<<(0)>>>>>>>>>>

 

From the leaked survey -- The Plot Theme.

 

".... You are a pathfinder, a combat trained but un-tested explorer leading an expedition......"

 

Notice the un-tested. Looks like our pathfinder is not perfect and is susceptible to making errors. If he/she is a visionary, then I hope some qualities like Imagination and  Conviction maybe even Tenacity will drive the hero. This visionary may also lack a sense of Mortality, which can be a character trait weakness. Perhaps an Openness to suggestions as an additional quality?

 

As to the team challenging the choices or Convictions, remember that the chosen colonists knew the stakes before their departure.  My take is that the team members are not "yes men" but will give the right feedback.  This depends on how the writers want the dialogue to go. So, a "...chief, that's not reassuring.." or "... maybe we should run and fight another day..." or  "... I think Keera and Mothul  are better suited for this mission.." or  "... we got creamed in that last mission... what happened?" might be a better approach in manipulating / supporting the un-tested explorer.

 

Also, the elimination of the Paragon/Renegade mechanism may be the way to go to support your idea.


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#18
In Exile

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Something that has irritated me for a while now about Bioware games in general, and to some extent most modern developers' perception of the player-role is the notion that the player should be the most important, successful and idealized role in the game. Obviously you are the center figure, a protagonist and the character that interacts in the game's world by the player's command but I think there are some misconceptions that work against Bioware's idea of granting you player-gratification.

 

Gratification is important for games. If games is nothing but hard work or trial and error you might as well turn it off and do something else because you play to be entertained and to experience something and often to escape. But you start crossing the line of gratification if everything is a reaffirmation of how great the player is, and that's been an issue since Mass Effect 3 and DA:I. Sometimes the protagonist is downright Gary-Stu/Mary-Sue like because they have zero flaws, accomplish everything and all their cohorts just stroke their ego by telling them they have no chance of being as good as them or that they "don't know how you do it" -- it becomes too much, and characters aside the protagonist diminish in importance or competence in the story.

 

The gratification comes from the simple process of achieving things as a player in the gameplay, from shooting people in the head to finishing a mission, succesfully getting your romance or making a choice that saves the day, but there's such an opportunity in having a character who succeeds at everything for character development but Bioware consistently discards the idea or they simply haven't discovered it.

 

Say the goal of Andromeda is to gain resources and colonize humanity and the game-design teaches the player to collect some kind of fuel and kill some bad guys. Completing all these objectives will be gratifying to the player as s/he can feel their character growing and the plot moving along with it, but instead of being told by the NPCs or the world that "It's the pathfinder, he's amazing!" what if people were skeptical of him? What if you're confronted by a squadmate telling you "I think you're obsessed with this, what drives you to do all this?" that would ask the question of who our character is as a human being, and that will only add depth to it and thereby another sense of gratification that feels genuine.

 

There's nothing worse than the sense that you're always doing good by completing objectives and then have NPCs tell you that you're amazing for it. By having addictive gameplay objectives and making the NPCs question the actions of the player you're enhancing the link between gameplay and story and it makes the characters feel more grounded and realistic. Note that I bolded the word "addictive". Even with simple objectives like completing levels in a game, gameplay is often based around the player's obsession with the gameplay and "addictive" has negative connotations. I'd say that's a big opportunity to address as a story-element.

 

More importantly, you can't have a good character if he has no flaws, and a flaw does not mean to mope about your failure and getting sympathy for it, it means doing something incorrectly and being oblivious to it, and that makes the character human because humans are fallible and never perfect. Otherwise it's a sensationalist fantasy, a Steven-Spielberg movie, it's superficial and dishonest. That gives the supporting characters a chance to feel just as valid and important as the protagonist himself whereas the protagonist is just the most essential player in the story.

 

What do you think, and do you agree or disagree?

The hero is automatically going to be the best, and most successful person in the game. This is unavoidable, because you are capable of murdering every single obstacle in your path. The only way to disarm you is to either prevent you from murdering people if they get in your way (ala Kai Leng, and we know how that one goes over) or make it so that murdering people doesn't get you your way (ala DA2, and we have seen how that one goes too).

 

A game like the Witcher also makes Geralt the same invincible Ubermensch. It's not a Bioware trope. It's an RPG one. In fact, the Witcher is probably a worse offender in terms of making their protagonist so far beyond the rules of the world that they're in a class of their own, but so much better at hiding how they've made their protagonist an ubermensch (because people are mean to you sometimes, before you can tell them to **** off).


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#19
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Take it easy man and I'm not even arguing with you. I'm just giving out suggestions of what they do to make our protagonist playable playable as we see fit without forcing you to play a hero regardless of how nice/a-hole the protagonist is.

 

I don't think that BioWare has "forced" anyone to play Shepard as a hero when there is so much evidence in the neutral dialogue options available that allowed for flaws and anti-hero elements to be introduced to Shepard's character... but you're entitled to your opinion... I'm entitled to mine.


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#20
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One of the better moments in ME1 was after Virmire, when dealing with Ash's survivor's guilt.  One of the dialogue options was to say "I made the call.  Kaidan's death is on me"

 

It's strange how calls to have Shepard be more emotional and "human" was, instead of providing a greater range of ways to react to the terrible loss of life, was to give Shepard strange dreams about a little boy...

 

Hey lakus... we agree on something.  There is some "deeper" emotional dialogue available in ME3 though... for example, if you shoot a previously romanced Ashley and then allow a continued romance with Miranda to end in her death as well... and then speak with Liara after both.  So, I do think they were trying... the little boy dreams were just not that good an idea overall though. 



#21
Shechinah

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Very much this.  Feeling like we've beaten a game comes from actually doing something that feels worthwhile.  Not just being told :you're awesome" by NPCs
 
One of the better moments in ME1 was after Virmire, when dealing with Ash's survivor's guilt.  One of the dialogue options was to say "I made the call.  Kaidan's death is on me"
 
It's strange how calls to have Shepard be more emotional and "human" was, instead of providing a greater range of ways to react to the terrible loss of life, was to give Shepard strange dreams about a little boy...


I remember the Sole Survivor's personal quest in Mass Effect 1 where near the end of it this happens:

Corporal Toombs: "Just as long as he goes to trial. Maybe the screaming will stop now. I don't know"
Shepard (I do. It dosen't.): "All you can do is keep going. "

Although the actual line could have matched the paraphrasing a bit better, in my opinion, I still feel that this exchange and the Colonist' exchange with Talitha in the "I Remember Me" quest was so much, much better than the symbolic dreams in Mass Effect 3. These exchanges felt more human than those dreams did. The dreams felt... artificial in a way. I am not sure how to describe it.  They lacked the emotional impact that these quests had to me.

 

I think "I Remember Me" might be my favorite quest in the entire Mass Effect series. Even the title gets to me.


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#22
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Although the actual line could have matched the paraphrasing a bit better, in my opinion, I still feel that this exchange and the Colonist' exchange with Talitha in the "I Remember Me" quest was so much, much better than the symbolic dreams in Mass Effect 3. These exchanges felt more human than those dreams did. The dreams felt... artificial in a way. I am not sure how to describe it.  It simply lacked the emotional impact that these quests had to me.

 

I think "I Remember Me" might be my favorite quest in the entire Mass Effect series.  

 

I Remember Me was a brilliant quest. And it did the one thing ME has never been able to do before or since: show what it means to be powerless as the protagonist. It doesn't matter, for the purpose of that scene, that Shepard can grind skulls into paste. It's a profound and emotional moment. 


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#23
BaaBaaBlacksheep

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I don't think that BioWare has "forced" anyone to play Shepard as a hero when there is so much evidence in the neutral dialogue options available that allowed for flaws and anti-hero elements to be introduced to Shepard's character... but you're entitled to your opinion... I'm entitled to mine.

Fair enough.

#24
Jaulen

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I'd like them to do something with decisions in games along the lines of Iron Bull's companion quest in DAI and the Trespasser DLC.

 

I like the possibility of being bitten in the rear by our choices, or having a choice we thought was right/best, turn out to NOT be the best in the long term.


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#25
Silvos

Silvos
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But you start crossing the line of gratification if everything is a reaffirmation of how great the player is, and that's been an issue since Mass Effect 3 and DA:I. Sometimes the protagonist is downright Gary-Stu/Mary-Sue like because they have zero flaws, accomplish everything and all their cohorts just stroke their ego by telling them they have no chance of being as good as them or that they "don't know how you do it" -- it becomes too much, and characters aside the protagonist diminish in importance or competence in the story.


But one of the major issues with ME3 was Shepard's lack of ability to overcome the odds at several points. The game puts you in the position of being able to stop the bad thing, but then arbitrarily forces you to fail in an obnoxious way. You can easily catch the fleeing robot, but the story demands that you do not so you suddenly are much slower and dumber. You can easily defeat Kai Leng and stop him from stealing the Prothean VI, but the story demands that you do not so Kai Leng is immune to death and Shepard is suddenly a terrible soldier.
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