Darht Jayder wrote...
Raphael diSanto wrote...
The game has a plot. Bioware are telling a story here. You can't change that plot. You can't change the events. That would require too much open-ended programming.
It's an illusion of choice, but not even really that illusory, since BioWare already alluded to it. They've said - Shepard is a hero. He'll be doing heroic things.
All you get to choose is -HOW- he does those heroic things.
Take Thane's loyalty mission. The plot requires Shepard to extract the name of the assassination target.
Your choices are not "extract name or not extract name", or "extract name by talking to guy" or "find name via other as yet undetermined means"
The choices are "extract name via good/paragon methods" or "extract name via aggressive/renegade methods"
In both situations, the key elements of the plot are identical. You still get the name and you still get it from the same guy.
-THAT-, people, is the illusion of choice in a BioWare game. Not -what- you can do. But -how- you can choose to do it.
Yes...but that is not the point. The point is once those choices are made.....they should have an effect somewhere beyond the here and now of those decisions and there should be consequences. For example, when shepard brings Legion aboard and decides to activate him...no one says anything about it. This is what I mean when I say the choices don't matter. Everything that has happened would suggest that this should have major consequences especially among your crew. So whether the story has a fixed out come there should be consequences along the way that affect those around you and who will be there supporting you or against you at the end.
Oh, I agree. I also think that would require an unrealistic amount of extra dialogue to write, record, edit and include.
Would I like to see the effects of choices, especially in squad member dialogue? Absolutely.
Do I think it'll ever happen? Maybe. More and more in each new game.
Will it ever be as open-ended as real life? Never. There's always going to be some choice, some NPC who doesn't remark on something he or she really should do.
For now, I'm happy with what I get, and the limitations of present-day gaming technology. This isn't tabletop RPGs where a DM can react dynamically to every weird and wonderful thing his or her players can throw into the mix.
ME1 was good in this respect. Lacking, but good. DA:O was better. ME2 is better still. You can trace this sort of thing all the way through the history of BioWare's games.. And by and large, they get better at it each time, as the budgets grow, as the technology improves, etc etc.
I'm expecting ME3 to be even better. Not perfect. Far from it. But better than ME1 and ME2.