This is part of why you cannot directly compare a game to some sort of classic tragedy or even cinema. The only literature that works even remotely like a game is a "choose your own adventure" type deal. The player has some agency, and it makes sense to reward performance.
It isn't as if ME2 is such that any strategy or path through the game results in the perfect ending. It actually would make less sense if you make every preparation possible, play the game as well as possible, and then essentially the same people die as if you hadn't done anything.
This is not entirely different than what happened with ME3. The real complaints were not that Shepard died, it was that the endings were largely the same regardless of player choice, and there was hardly any difference between EMS levels. It makes sens for a piece of literature to have one iteration of events with a single outcome. It doesn't really make sense for a game promoting player choice to end up with essentially identical outcomes for various iterations.
False. This is the what uniformed people think. They honestly think that a commander if they are super duper so damn awesome can eliminate casualties. That is a false ideal it is impossible. You can not eliminate casualties in an armed conflict they will happen to soldiers under your command. A reward for "performance" need not be perfect happy endings, it can be an ending with far fewer casualties. A perfect ending for SOME stories should be an impossibility. This idea that agency trumps all is BS it doesn't. Players constantly complain about bad stories in games and this is because they demand agency to the point where it trumps storytelling. Bioware has consistently said nope we will NOT let agency trump story telling. So players praise the story but then ignorantly whine that Bioware games don't have as much agency as other RPGs.
There was ZERO way to play a psychopath in DA:I because the story demanded that player agency to be able to be as psychotic as you could in DA:O was eliminated. It would make no sense for a religious order to follow a psychotic prophet. So you simply were NOT given the agency to be one. Agency=/=role playing. Zero agency isn't what i am ascribing here either. I am saying as a MINOR partner and make no mistake the player is a MINOR partner in the storytelling process in any Bioware game. You are limited in your choice in the game from your background, to your voice to actions within the gamescape.
The limits on agency should include endings this doesn't mean that you should have zero agency only that some stories do not lend themselves to rainbow and unicorns this is especially true about MATURE titles. And yes you can directly compare games with other forms of storytelling media because the rules for good storytelling are universal. I am not saying a good story = a good game. I am saying a good story requires LIMITS on agency in a game. Also many good games have limited agency so lots of agency =/= a good game either. In fact you are REQUIRED to have limits on agency to even have a game.
Here is a character concept with total agency:
I am an all powerful all knowing entity that lives in the centre of the universe. This character has ultimate agency I can do and know ANYTHING but because of my ultimate agency this is no game that can be created with unlimited agency because I know all and can do all so there are no mysteries or obstacles to this character. This shows the fallacy many gamers have in equating agency with a good game. Some agency is required yes more agency does not automatically equate to better and this is proven because total agency equates to no game.
Which takes us back when and where should agency be limited to the player well surprise surprise in a Story driven RPG the narrative should trump player agency because without it you can't craft a well structured narrative and a story driven rpg is specifically designed to tell a... wait for it... a STORY. So the story being the foundational block upon which a story driven rpg is built should be written in a manner that the needs of the story trump the desire of the player for agency. You don't have much agency in a telltale game why? because it is a story driven experience.
just to be clear many games are successful and well crafted games that have almost no story and include lots of player agency. I am not stating that player agency is wrong or that a good game has to have a strong narrative what I am saying is that a game designed to tell a story MUST limit player agency to accomplish this and it must be based upon the millennia of knowledge we have in word smithing and this agency limitation will require that SOME stories limit the possible endings. Again to stress this does not mean you have no ability to shape an ending or that all stories require a sad ending. I am saying that the needs of the story dictate what endings fit a given story driven game and this SOMETIMES means your rainbow and unicorn ending isn't possible.





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