.... there is nothing wrong with smaller, more personal stories.... they're actually easier to make believable. You're not deciding the fate of a galaxy, a world, or even a nation. Just your own fate, or those near you. Even a city is much harder to swallow. It's just a matter of making the game feel personal, like your choice did make a difference, and in a way that makes sense.
Heck look at Telltale's Walking Dead game. The player, as Lee, is not trying to stop the zombie apocalypse, or rebuild civilization, or kill every bandit he comes across. The goal is simply to keep Clementine safe. One little girl
I totally agree. Excellent point, Iakus!
Though, lol, I guess saving the city-colony on Mindoir is a background plot that is much harder for you to swallow too! ![]()
Just kidding - I hope you know that! But anyway...
Your comment about the hero PC that isn't trying to save the galaxy, but trying to save what he/she can save, or keeping someone safe, reminds me of Clint Eastwood's movies like Pale Rider, Gran Torino, Unforgiven, and The Outlaw Josie Wales. His hero or anti-hero characters were not fighting to save the world - just his little corner of it and the people he cared about. His characters had close relationships that made sense (eventually), even if they were unconventional, and in the end there is the triumph of spirit, even though his fate may be left hanging. (Shane!) - and at times it can be intriguing when we are left with a cliff-hanger, not a resolution. We all well know that comic books and TV soap operas are ripe with this type of story-telling element.
Still, 'fighting to protect our own little world', however that is defined in the plot, means that our character is living in 'a little world,' not an open world as a Sci-fi game will want encompass. But little 'moving moments' as seen in the "I Remember Me' assignment, where Shepard was at his/her most humane level of compassion (if you were a colonist paragon), are what become more memorable to me. I'm looking for game story moments where deeper character development is seen at a more personal level while the greater threat is still looming and must be dealt with in time. So long as there are more personal assignments that really flesh-out the character's character, revealing layers of their very nature and essence and personal history, and for all of the companions too!, we will care about the PC and our teammates even more; we find out what makes them 'tick', with warts, flaws and all. Jack's Loyalty Mission was terrific! Extra, extra kudos to the writing team for that jewel of a mission!
As you are positively referring to, let's not forget that there are many things closer to home that we are fighting for as well. It seems to me that having more assignments in this vein are a much better way to make a 'more open' world - or rather, a more 'filled-in' world, rather than driving for hours across empty moonscapes and dunes, or sending hundreds of probes to 50+ planets for resources, for a significant amount of our game time. Fighting on Haestrom to find Tali, and Therum to find Liara, are much more interesting, so why can't more assignments involve scaled-down rescuing or fighting to find (for example) people we need to talk to - that have a d*mned, excuse me, a significant influence on moving the plot forward, and doing things that are very personal to the PC, instead of massive resource finding errands. In Andromeda - where we have no prior experience - we're likely going to need to talk to many people to get intel and learn about the really, really, really important resources and connections they can hook us up with. I am not asking for an overwhelming number of personal interest assignments - more like a few that are very well developed with interesting things to know about our PC. BW writers have done this very well in many instances.
Shepard's standing by to support Ashley with her sister's memorial for her KIA husband is typical of a useful story element that fleshes out our PC's character and the personal bond it creates for our PC with a squadmate - even if it goes renegade or has a negative outcome. It was excellent. John Lennon commented: "Life is what happens while you are busy making other plans" (or something like that; don't quote me). I feel that simply fighting to take out a bunch of baddies that are setting up a communications station on some no-nothing planet or moon, or destroy some haywire AI - and then go back to the ship - becomes a bit boring to me after a while, and these seem more like 'make work game-stuffing' filler to make the game 'bigger.' JM2C.
I hope I've made some sense here: Fewer resource finding activities, and more personal interest activities. It may make for a 'smaller' game, but I want to be engaged all of the time, not wasting my time for hours on end. Great novels never do this to the reader - everything is important, even when it seems to be trivial. After all, the Enterprise in ST: TOS never made a fuel stop, and they didn't film any bathrooms either. Maybe in Andromeda we will have to find toilet paper so that it is more 'realistic' for some of the idiotic nit-picking purists! Enough with the 'housekeeping chores!' It's not a 'hero experience'.
Edit: I liked the Serrice Ice Brandy assignment for Dr. Chakwas. A nice touch to add in to the game. But what would have made it even more personal, after reminiscing about former crew mates and shared experiences, is if they both got drunk, stuck on the floor, and Miranda walks in and says to Shepard: "You idiot! We didn't bring you back just so you can get drunk with your ol' drinking buddy!" I would have howled in laughter. Talk about an assignment getting personal! Perhaps Shepard could have used Engineer Scott's line: "It's green."





Retour en haut







