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Post by Iakus on Oct 10, 2016 14:48:18 GMT
I think the choices I make matter from an RP perspective. If I'm invested in Shepard, and making Shepard true to form throughout, I have a lot of impact on "what comes next" - which is something we don't get to see. As a numbers game, it doesn't matter whether or not I save the geth or the quarians, if I side with the krogan or the salarians. But this all motivates what kind of game experience I have. Ultimately, though I try to bring peace between the geth and the quarians - because that's a thing my Shepard's tend to find "good", the geth are still going to die in the end when I choose Destroy. Honestly, I can't see how BW could have had as many diverse endings as people here wanted to address every tiny decision made. Decisions made an end-game difference in a very general way. Still, my Shepard would like to save the salarian councilor from Kai Leng but is prevented from doing so if I didn't take care that Thane and/or Kirrahe survived. My decisions regarding those two has a direct impact here. I also don't think the endings were terrible. I freely admit wanting Shepard to survive and live life with the LI guides the end choice I make. That doesn't mean Synthesis and Control are wrong - they just don't fit with the Happy Ending for Shepard that I want. I'm going to have to disagree. I tried replaying ME3 (unmodded) shortly after EC came out, and you know, I just couldn't be bothered to finish. I already knew the outcome of the story, and could get no joy in curing the genophage, or stopping the war on Rannoch. I couldn't get invested in Shepard's relationships. I knew the absolute best possible outcome I could expect, and it tasted like ashes. To stop the monsters, Shepard had to become a monster to me. And there was FA I could do about it. Unacceptable. re: "diverse endings for ever tiny decision made" Hardly, given even the major decisions have little to no impact on the endings. Hell, playing LEVIATHAN has a greater impact n the endings than the events of Rannoch! At least you can bring up the Leviathans! Hell, even creating endings where Shepard definitely lives rather than a torso-Shepard easter egg would have pleased a lot of people. But Bioware in overweening pride for their "art" couldn't even bend enough to do that!
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Post by gothpunkboy89 on Oct 10, 2016 15:13:26 GMT
Kind of amazed how people don't seem to understand how choices work in the real world. And are some how upset that the game does something similar.
There are choices in life that are not effected by any others and the effects of them ignore all previous choices you have made before.
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Post by Iakus on Oct 10, 2016 15:36:43 GMT
Kind of amazed how people don't seem to understand how choices work in the real world. And are some how upset that the game does something similar. There are choices in life that are not effected by any others and the effects of them ignore all previous choices you have made before. Kind of amazed how people don't seem to understand that video games aren't the real world. Except of course, when it comes to justifying space magic.
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Post by gothpunkboy89 on Oct 10, 2016 17:10:01 GMT
Kind of amazed how people don't seem to understand how choices work in the real world. And are some how upset that the game does something similar. There are choices in life that are not effected by any others and the effects of them ignore all previous choices you have made before. Kind of amazed how people don't seem to understand that video games aren't the real world. Except of course, when it comes to justifying space magic. And yet you seem to lack the basic understanding that every choice made in the ME 3 game is all focused around uniting the galaxy to buy time to create the Crucible. You recuit the Krogan including curing the genophage not because of a moral stand point but because the Turians refuse to provide any assistance till they get the Krogan support of ground troops needed to allow some of the heat to be taken off the Turians. Shepard only saves the Quarians or Geth or possibly makes peace between them because he needs the technological expertise and fleet to assist him. In fact at one point both the Quarians and Geth use the reasoning that they would best be able to help with the Crucible as reason they should be supported. The choice to help Aria reclaim Omega is based around the need of the Mercenary Fleet and eezo needed for the war effort. The choice to search seek out the Leviathan is to attempt to find a Reaper killer. So that they have a plan B/something that can take some of the heat off the rest of the galaxy by introducing something capable of killing them. Everything boils down to the Crucible. Once it is complete that is the end of all your choices and their effects it doesn't matter how they ended it. Catalyst or no Catalyst. Alternative endings or a single ending. The creation of the Crucible is were all the different possible paths converge together at the end point. From the moment you attack the Cerberus base in the game you are starting down a new path. Or to put it another way since you some time seem to struggle with complex ideas always simplifying or over simplifying them. If you decide to move from North Dakota to Georgia once you finalized the move and leave your city. Be it by car or plane all your previous choices and actions done in that city will no longer apply to your new set up. You could have told everyone withing a 4 mile radius of your house to go sit and spin. You could be a total social pariah. To the point you are tolerated at stores simply because you spend money there. I mean such a giant pain in the collective rear end that they throw a party the moment they find out you are leaving. But the second you leave that city all those choices are no longer in effect. You could do a complete 180 and become an absolute saint. Or you can keep being a big pain in the rear. Your collective choices and their repercussions ended at that city that you left behind. Just like the various choices and repercussions in the game end the moment the Crucible is complete and you attack the Cerberus base.
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Post by CrutchCricket on Oct 11, 2016 1:17:08 GMT
They weren't certain. But that was absolutely the intention. Otherwise why would they bother to record choices made? ME1 "stands on its own" about as well as The Fellowship of the Ring does. One arc closes, but the bigger story remained. But yes the lack of any actual planning pretty much guaranteed the story was going to end up crashing and burning. What do you mean "record choices"? Choice variables were written to the save game so NPCs would know what to talk about later. Then when they got the go ahead for ME2 they wrote it to be able to look up ME1 saves for those variables so other NPCs could talk about them. This does not imply expectation in the least. And your analogy is flawed. Fellowship of the Ring's overall goal was to get the ring to Mt Doom. Mass Effect's overall goal was to stop Saren/Sovereign. ME completed its goal within one installment. The fact that the rest of the Reapers were out there was of course room for sequels. But that does not mean a trilogy was a given. Think of Mass Effect like The Terminator (and no, not because of the TermiReaper in ME2 or the holokid's insistence that Skynet will happen). In the Terminator, the cyborg is defeated and Sarah Connor is safe (and also pregnant, closing the time loop). The goal is achieved, and even though we understand Skynet and Judgement Day is coming, nobody was under any obligation to make a franchise where they deal with that. And yet you seem to lack the basic understanding that every choice made in the ME 3 game is all focused around uniting the galaxy to buy time to create the Crucible. You recuit the Krogan including curing the genophage not because of a moral stand point but because the Turians refuse to provide any assistance till they get the Krogan support of ground troops needed to allow some of the heat to be taken off the Turians. Shepard only saves the Quarians or Geth or possibly makes peace between them because he needs the technological expertise and fleet to assist him. In fact at one point both the Quarians and Geth use the reasoning that they would best be able to help with the Crucible as reason they should be supported. The choice to help Aria reclaim Omega is based around the need of the Mercenary Fleet and eezo needed for the war effort. The choice to search seek out the Leviathan is to attempt to find a Reaper killer. So that they have a plan B/something that can take some of the heat off the rest of the galaxy by introducing something capable of killing them. Everything boils down to the Crucible. Once it is complete that is the end of all your choices and their effects it doesn't matter how they ended it. Catalyst or no Catalyst. Alternative endings or a single ending. The creation of the Crucible is were all the different possible paths converge together at the end point. From the moment you attack the Cerberus base in the game you are starting down a new path. Or to put it another way since you some time seem to struggle with complex ideas always simplifying or over simplifying them. If you decide to move from North Dakota to Georgia once you finalized the move and leave your city. Be it by car or plane all your previous choices and actions done in that city will no longer apply to your new set up. You could have told everyone withing a 4 mile radius of your house to go sit and spin. You could be a total social pariah. To the point you are tolerated at stores simply because you spend money there. I mean such a giant pain in the collective rear end that they throw a party the moment they find out you are leaving. But the second you leave that city all those choices are no longer in effect. You could do a complete 180 and become an absolute saint. Or you can keep being a big pain in the rear. Your collective choices and their repercussions ended at that city that you left behind. Just like the various choices and repercussions in the game end the moment the Crucible is complete and you attack the Cerberus base. Interesting perspective. It doesn't excuse the holokid though, and while it justifies the RGB being generic, it does not do the same for Priority: Earth and deploying the Crucible. If everything is a race to the finish line and there are multiple paths to that line, it's not unreasonable to ask that the path we took gets reflected when we cross that line, even if the awards ceremony is the same after the fact. And I mean of course, visual confirmation, or perhaps even in mechanics where some major choices affect how likely a particularly color is to succeed. For example, Rannoch- save the quarians, points for destroy, save the geth, points for control, make peace, points for synthesis. This is just a rough idea, but do something other than the most token "numbers on a board". approach is where I'm going with this.
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Post by dmc1001 on Oct 11, 2016 1:55:57 GMT
I actually get a lot of joy in curing the genophage. When I see the slideshow at the end with Tuchanka being rebuilt - a thing not seen in thousands of years - and little babies being born, it makes me know I made the right choice. We see a race that is finally moving forward. I'm not super concerned about the fate of the geth because I know I'm going to kill them anyway but I still try to RP getting peace because Shepard doesn't know the outcome. I think we're going to have to agree to disagree. I like the RP, for the most part. Hence, I'm currently playing a Shepard in ME1 who is Earthborn and Ruthless but is kind to his companions. I know the hard choices he makes will have an impact later on but this is just the kind of guy he is. He doesn't know the future. This Shepard definitely isn't thinking he's going to encounter a Starkid in three years who offers choices he'll in no way be able to trust (from an RP perspective). Never crosses my mind while I play. (Sorry the quoting is weird. Not sure what happened or how to revert it.)
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Post by Iakus on Oct 11, 2016 2:13:01 GMT
What do you mean "record choices"? Choice variables were written to the save game so NPCs would know what to talk about later. Then when they got the go ahead for ME2 they wrote it to be able to look up ME1 saves for those variables so other NPCs could talk about them. This does not imply expectation in the least. And your analogy is flawed. Fellowship of the Ring's overall goal was to get the ring to Mt Doom. Mass Effect's overall goal was to stop Saren/Sovereign. ME completed its goal within one installment. The fact that the rest of the Reapers were out there was of course room for sequels. But that does not mean a trilogy was a given. Think of Mass Effect like The Terminator (and no, not because of the TermiReaper in ME2 or the holokid's insistence that Skynet will happen). In the Terminator, the cyborg is defeated and Sarah Connor is safe (and also pregnant, closing the time loop). The goal is achieved, and even though we understand Skynet and Judgement Day is coming, nobody was under any obligation to make a franchise where they deal with that. Am I the only one who remembers Mass Effect being called the first of a trilogy? No? Just me?
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Post by gothpunkboy89 on Oct 11, 2016 6:30:37 GMT
And yet you seem to lack the basic understanding that every choice made in the ME 3 game is all focused around uniting the galaxy to buy time to create the Crucible. You recuit the Krogan including curing the genophage not because of a moral stand point but because the Turians refuse to provide any assistance till they get the Krogan support of ground troops needed to allow some of the heat to be taken off the Turians. Shepard only saves the Quarians or Geth or possibly makes peace between them because he needs the technological expertise and fleet to assist him. In fact at one point both the Quarians and Geth use the reasoning that they would best be able to help with the Crucible as reason they should be supported. The choice to help Aria reclaim Omega is based around the need of the Mercenary Fleet and eezo needed for the war effort. The choice to search seek out the Leviathan is to attempt to find a Reaper killer. So that they have a plan B/something that can take some of the heat off the rest of the galaxy by introducing something capable of killing them. Everything boils down to the Crucible. Once it is complete that is the end of all your choices and their effects it doesn't matter how they ended it. Catalyst or no Catalyst. Alternative endings or a single ending. The creation of the Crucible is were all the different possible paths converge together at the end point. From the moment you attack the Cerberus base in the game you are starting down a new path. Or to put it another way since you some time seem to struggle with complex ideas always simplifying or over simplifying them. If you decide to move from North Dakota to Georgia once you finalized the move and leave your city. Be it by car or plane all your previous choices and actions done in that city will no longer apply to your new set up. You could have told everyone withing a 4 mile radius of your house to go sit and spin. You could be a total social pariah. To the point you are tolerated at stores simply because you spend money there. I mean such a giant pain in the collective rear end that they throw a party the moment they find out you are leaving. But the second you leave that city all those choices are no longer in effect. You could do a complete 180 and become an absolute saint. Or you can keep being a big pain in the rear. Your collective choices and their repercussions ended at that city that you left behind. Just like the various choices and repercussions in the game end the moment the Crucible is complete and you attack the Cerberus base. Interesting perspective. It doesn't excuse the holokid though, and while it justifies the RGB being generic, it does not do the same for Priority: Earth and deploying the Crucible. If everything is a race to the finish line and there are multiple paths to that line, it's not unreasonable to ask that the path we took gets reflected when we cross that line, even if the awards ceremony is the same after the fact. And I mean of course, visual confirmation, or perhaps even in mechanics where some major choices affect how likely a particularly color is to succeed. For example, Rannoch- save the quarians, points for destroy, save the geth, points for control, make peace, points for synthesis. This is just a rough idea, but do something other than the most token "numbers on a board". approach is where I'm going with this. When you take the route that all ending and all choices are equally valid and equally good then the ending kind of has to be extremely generic to compensate for the many ways of reaching it. Just based on choices made in ME 3 alone there are dozens of possible ways for it to play out. Programing that many possible set ups simply isn't realistic. It is ok in our minds but we are dealing with imagination which is limitless not actual game creation. The concept of save quarians= destroy points, save geth=control, etc causes problems. Because making peace with Geth has nothing to do with synthesis. Just like picking Geth over quarians has nothing to do with control. And that set up would also equal the same numbers on the board. Granted War Assets and I assume that is what you are referring to here could have done a bit better. Separating the stuff you find for Crucible from the warships you find which have no direct connection to building it. But the War Assets themselves are a choice and the choice does show an effect on the game. To low and Destroy option causes massive collateral damage and synthesis isn't an option. As well during the scene during the start of the fight it shows the galaxy struggling against the Reapers. Choose to get high war assets and it shows the galaxy putting up a much greater fight against them. As well as if you choose destroy there is no collateral damage and synthesis is an option. As for holokid as what seems to be a good 70-80% of the complaints about this game it is all more a state of mind then actual problem.
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Post by fenris on Oct 11, 2016 7:31:08 GMT
Well that's just my point: Rannoch itself IS the outcome of previous choices, and is the end of that story line, hence it doesn't carry on to the end. I can think of plenty of games where that's the case, and are considered classics (for example, the Baldur's Gate series). There are a lot of choices and consequences, with the major conflicts resolving BEFORE the game's end, so they aren't carried to the end. At least that's how I see it. Also, I feel plenty of meaning to the endings I choose, with different outcomes to different plot lines, even if they have nothing to do with the ending itself. That's what roleplaying is about for me Though it's legit for others to have different opinions obviously.
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Post by Ieldra on Oct 11, 2016 8:56:26 GMT
What do you mean "record choices"? Choice variables were written to the save game so NPCs would know what to talk about later. Then when they got the go ahead for ME2 they wrote it to be able to look up ME1 saves for those variables so other NPCs could talk about them. This does not imply expectation in the least. And your analogy is flawed. Fellowship of the Ring's overall goal was to get the ring to Mt Doom. Mass Effect's overall goal was to stop Saren/Sovereign. ME completed its goal within one installment. The fact that the rest of the Reapers were out there was of course room for sequels. But that does not mean a trilogy was a given. Think of Mass Effect like The Terminator (and no, not because of the TermiReaper in ME2 or the holokid's insistence that Skynet will happen). In the Terminator, the cyborg is defeated and Sarah Connor is safe (and also pregnant, closing the time loop). The goal is achieved, and even though we understand Skynet and Judgement Day is coming, nobody was under any obligation to make a franchise where they deal with that. Am I the only one who remembers Mass Effect being called the first of a trilogy? No? Just me? They really never said that it was the first of a trilogy at the time when ME(1) was the only ME game. They only came out with a statement that ME had always been planned as a trilogy after ME2 came out, and after it had proven successful. The end of ME1 had an obvious sequel hook, but the change in tone and style between ME1 and ME2 is pretty good evidence, as I see it, that those "plans" were never more than a vague possibility that there might be a sequel. If a trilogy had been in their minds from the start, the sequels wouldn't be such a storytelling mess. The plain fact is, ME1 was the only ME game with a well-structured story that was solidly grounded in the MEU's lore. The sequels, from the storytelling point of view, appeared to me as if the new team didn't really know what they should do with the groundwork laid earlier. So no, I don't believe that ME had always been planned as a trilogy.
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Post by Deleted on Oct 11, 2016 9:40:24 GMT
I think the choices I make matter from an RP perspective. If I'm invested in Shepard, and making Shepard true to form throughout, I have a lot of impact on "what comes next" - which is something we don't get to see. As a numbers game, it doesn't matter whether or not I save the geth or the quarians, if I side with the krogan or the salarians. But this all motivates what kind of game experience I have. Ultimately, though I try to bring peace between the geth and the quarians - because that's a thing my Shepard's tend to find "good", the geth are still going to die in the end when I choose Destroy. Honestly, I can't see how BW could have had as many diverse endings as people here wanted to address every tiny decision made. Decisions made an end-game difference in a very general way. Still, my Shepard would like to save the salarian councilor from Kai Leng but is prevented from doing so if I didn't take care that Thane and/or Kirrahe survived. My decisions regarding those two has a direct impact here. I also don't think the endings were terrible. I freely admit wanting Shepard to survive and live life with the LI guides the end choice I make. That doesn't mean Synthesis and Control are wrong - they just don't fit with the Happy Ending for Shepard that I want. I'm going to have to disagree. I tried replaying ME3 (unmodded) shortly after EC came out, and you know, I just couldn't be bothered to finish. I already knew the outcome of the story, and could get no joy in curing the genophage, or stopping the war on Rannoch. I couldn't get invested in Shepard's relationships. I knew the absolute best possible outcome I could expect, and it tasted like ashes. To stop the monsters, Shepard had to become a monster to me. And there was FA I could do about it. Unacceptable. re: "diverse endings for ever tiny decision made" Hardly, given even the major decisions have little to no impact on the endings. Hell, playing LEVIATHAN has a greater impact n the endings than the events of Rannoch! At least you can bring up the Leviathans! Hell, even creating endings where Shepard definitely lives rather than a torso-Shepard easter egg would have pleased a lot of people. But Bioware in overweening pride for their "art" couldn't even bend enough to do that! I'm just going to point out though that something about it holds your interest... because you're here, still talking about it 4 years after the fact. Not every "good" book I've read has left me with a satisfying ending... some, with the most impact, have been downright disturbing... and my being disturbed has not always been such a bad thing.
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Post by Deleted on Oct 11, 2016 9:57:36 GMT
Am I the only one who remembers Mass Effect being called the first of a trilogy? No? Just me? They really never said that it was the first of a trilogy at the time when ME(1) was the only ME game. They only came out with a statement that ME had always been planneed as a trilogy after ME2 came out, and after it had proven successful. The end of ME1 had an obvious sequel hook, but the change in tone and style between ME1 and ME2 is pretty good evidence, as I see it, that those "plans" were never more than a vague possibility that there might be a sequel. If a trilogy had been in their minds from the start, the sequels wouldn't be such a storytelling mess. The plain fact is, ME1 was the only ME game with a well-structured story that was solidly grounded in the MEU's lore. The sequels, from the storytelling point of view, appeared to me as if the new team didn't really know what they should do with the groundwork laid earlier. So no, I don't believe that ME had always been planned as a trilogy. There were signs that a change in story direction was taking place even within ME1 though. The story line there is not as tight and "solidly grounded" in the lore as you're indicating. The Citadel itself is touted as being a huge Mass Relay... but by the end of the game we're left with a little mini one-way relay that goes to the Citadel only as a device to get Saren into a public area so he can shoot his way into the Council Chambers and open the Citadel's arms... which are normally open. I strongly suspect that game suffered from sections of it being cut and the remaining story getting revamped to try to "tie up" plot holes that were created by cut content. Those sorts of changes in story direction are just easier to "work in" to a first installment of series than in the third one. The ME Trilogy was an ambitious concept (perhaps an overly ambitious one for Bioware) that achieved unforeseen success. The company did it's best to keep up with the rollercoaster they found themselves on... and ME3 is really not that bad a game... It's just not the "perfect" game that the fans were dreaming of... so they felt "let down" by it. The company had lots of "growing" pressures on it... being acqured by EA was not the least of many others. Hopefully, Bioware is a little older and wiser now and hopefully EA is giving them what they need (in terms of time) to develop their plans for the story properly (that is if ME:A is being planned to be a POTENTIAL trilogy at all.)
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Post by Iakus on Oct 11, 2016 12:58:39 GMT
Am I the only one who remembers Mass Effect being called the first of a trilogy? No? Just me? They really never said that it was the first of a trilogy at the time when ME(1) was the only ME game. They only came out with a statement that ME had always been planned as a trilogy after ME2 came out, and after it had proven successful. The end of ME1 had an obvious sequel hook, but the change in tone and style between ME1 and ME2 is pretty good evidence, as I see it, that those "plans" were never more than a vague possibility that there might be a sequel. If a trilogy had been in their minds from the start, the sequels wouldn't be such a storytelling mess. The plain fact is, ME1 was the only ME game with a well-structured story that was solidly grounded in the MEU's lore. The sequels, from the storytelling point of view, appeared to me as if the new team didn't really know what they should do with the groundwork laid earlier. So no, I don't believe that ME had always been planned as a trilogy. Aha! www.xboxgazette.com/interview_mass_effect_en.phpAugust 2007. Before ME1 was even released.
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Post by Iakus on Oct 11, 2016 13:04:01 GMT
I'm going to have to disagree. I tried replaying ME3 (unmodded) shortly after EC came out, and you know, I just couldn't be bothered to finish. I already knew the outcome of the story, and could get no joy in curing the genophage, or stopping the war on Rannoch. I couldn't get invested in Shepard's relationships. I knew the absolute best possible outcome I could expect, and it tasted like ashes. To stop the monsters, Shepard had to become a monster to me. And there was FA I could do about it. Unacceptable. re: "diverse endings for ever tiny decision made" Hardly, given even the major decisions have little to no impact on the endings. Hell, playing LEVIATHAN has a greater impact n the endings than the events of Rannoch! At least you can bring up the Leviathans! Hell, even creating endings where Shepard definitely lives rather than a torso-Shepard easter egg would have pleased a lot of people. But Bioware in overweening pride for their "art" couldn't even bend enough to do that! I'm just going to point out though that something about it holds your interest... because you're here, still talking about it 4 years after the fact. Not every "good" book I've read has left me with a satisfying ending... some, with the most impact, have been downright disturbing... and my being disturbed has not always been such a bad thing. "Disturbing" is not entertainment for me. And not all attention is positive. If I see my nephew trying to stick a fork in an electrical socket, he's going to hold my interest, though neither of us will be happy about it. What holds me here (well, aside from the Dragon Age games) is that Bioware used to be a go-to developer for cRPGs. They were once a solid, reliable company. Before they got delusions of being artists at least.
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Post by Deleted on Oct 11, 2016 13:14:58 GMT
I'm just going to point out though that something about it holds your interest... because you're here, still talking about it 4 years after the fact. Not every "good" book I've read has left me with a satisfying ending... some, with the most impact, have been downright disturbing... and my being disturbed has not always been such a bad thing. "Disturbing" is not entertainment for me. And not all attention is positive. If I see my nephew trying to stick a fork in an electrical socket, he's going to hold my interest, though neither of us will be happy about it. What holds me here (well, aside from the Dragon Age games) is that Bioware used to be a go-to developer for cRPGs. They were once a solid, reliable company. Before they got delusions of being artists at least. Your analogy is just not one. Your nephew sticking a fork in a light socket is not going to hold your attention for 4 years... at least I hope you wouldn't be "riding him" for that "mistake" 4 years later when he's older and a little wiser. Disturbing literature is still literature... and "disturbing" parables have existed in literature since before even Biblical times. The "disturbing" threat of going to "Hell" and what horrible experience that might be has loomed over many, many generations of humans... giving rise to many disturbing, yet considered "great works" of literature. Whether or not "disturbing" can work for interative literature (e.g. cRPGs) is another question. Mass Effect apparently did not work for you and many others... but Bioware at least had the courage to try it out. I suspect they are a little older and wiser now. Will that stop you from riding them over it? That ball, my friend, is in your court.
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Post by fenris on Oct 11, 2016 13:21:46 GMT
I actually agree somewhat with the replayability of the game, but from a different perspective: I think ME3 has great replayability, if you have different saves from the previous games. That way you get to see how things go differently throughout the game, which I think is awesome. But that was a problem for me with ME2 as well. The things that affected the end game were the least interesting. I mean, who wouldn't do everyone's loyalty missions anyway? It's how other parts of the game playout that interested me.
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Post by Ieldra on Oct 11, 2016 13:22:13 GMT
They really never said that it was the first of a trilogy at the time when ME(1) was the only ME game. They only came out with a statement that ME had always been planned as a trilogy after ME2 came out, and after it had proven successful. The end of ME1 had an obvious sequel hook, but the change in tone and style between ME1 and ME2 is pretty good evidence, as I see it, that those "plans" were never more than a vague possibility that there might be a sequel. If a trilogy had been in their minds from the start, the sequels wouldn't be such a storytelling mess. The plain fact is, ME1 was the only ME game with a well-structured story that was solidly grounded in the MEU's lore. The sequels, from the storytelling point of view, appeared to me as if the new team didn't really know what they should do with the groundwork laid earlier. So no, I don't believe that ME had always been planned as a trilogy. Aha! www.xboxgazette.com/interview_mass_effect_en.phpAugust 2007. Before ME1 was even released. It appears I stand corrected. That sheds an even worse light on the final product... there is literally no excuse for the tone and style shift between ME1 and ME2, or for how everything fell apart in ME3's ending, and various major inconsistencies between games. Having said that, having planned for a trilogy is not the same as having designed a trilogy. I still think that the idea of a trilogy was only a vague concept without any significant story content for anything beyond ME1. ME2 is not a natural continuation of ME1 - neither in story, nor in tone and style, and neither is ME3's focus on Earth a natural continuation of the earlier games.
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Post by Ieldra on Oct 11, 2016 13:32:50 GMT
Disturbing literature is still literature... and "disturbing" parables have existed in literature since before even Biblical times. The "disturbing" threat of going to "Hell" and what horrible experience that might be has loomed over many, many generations of humans... giving rise to many disturbing, yet considered "great works" of literature. Whether or not "disturbing" can work for interative literature (e.g. cRPGs) is another question. Mass Effect apparently did not work for you and many others... but Bioware at least had the courage to try it out. I suspect they are a little older and wiser now. Will that stop you from riding them over it? That ball, my friend, is in your court. I never had a problem with that aspect of the outcomes as such. Sure, they all feel uncomfortable because of what they are, but had they been presented by a neutral agent, people wouldn't have felt they lost in the end. Iakus would probably have hated them still, but then, almost nobody else has held their grudges for 4 years. In any case, a story that's going to end up with a disturbing choice would be well advised to lay the groundwork much earlier. Disturbing outcomes are as valid as any others, but ME3's came out of nowhere. And it was presented by the enemy leader... Again, I think it all comes down to the Catalyst. It drastically compounds everything else that people don't like about the ending, and without it, that everything else may have been more acceptable.
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Post by Deleted on Oct 11, 2016 14:10:52 GMT
Disturbing literature is still literature... and "disturbing" parables have existed in literature since before even Biblical times. The "disturbing" threat of going to "Hell" and what horrible experience that might be has loomed over many, many generations of humans... giving rise to many disturbing, yet considered "great works" of literature. Whether or not "disturbing" can work for interative literature (e.g. cRPGs) is another question. Mass Effect apparently did not work for you and many others... but Bioware at least had the courage to try it out. I suspect they are a little older and wiser now. Will that stop you from riding them over it? That ball, my friend, is in your court. I never had a problem with that aspect of the outcomes as such. Sure, they all feel uncomfortable because of what they are, but had they been presented by a neutral agent, people wouldn't have felt they lost in the end. Iakus would probably have hated them still, but then, almost nobody else has held their grudges for 4 years. In any case, a story that's going to end up with a disturbing choice would be well advised to lay the groundwork much earlier. Disturbing outcomes are as valid as any others, but ME3's came out of nowhere. And it was presented by the enemy leader... Again, I think it all comes down to the Catalyst. It drastically compounds everything else that people don't like about the ending, and without it, that everything else may have been more acceptable. For you, the hang up is the Catalyst. For lakus it's that lack of an alternative that doesn't eradicate entire species. The overriding issue, I think, is that the literature is interactive... people get too invested in their characters... putting too much of themselves into them during the course of the game... and people don't what to put "themselves" into the position of being a failure or a really bad person in the end... They want an "out." The problem with this is that the game then winds up "justifying" bad behavior as being potentially good behavior. Add in the fact that different people, races, religions, etc. in this world already have different takes on what is "bad"... writing a truly dark interactive game is "slippery slope" territory. That's why I don't think we're going to see a game that abandons the PC is a "special hero" trope anytime soon. People say they want to play the villain... but beyond playing a villain that is 1920s hillariously stereotypes (i.e. one they can dismiss as a lark)... they don't really want to do that. I think that every single one of the ME3 endings was hugely foreshadowed in all of the three games. The Gambling AI on the Citadel states that organics must "destroy or control" synthetics. What Saren indicates he's trying to accomplish is Synthesis. These are what the endings are... there's just no "happy" version of them presented that can make any one of them a "good" choice. It doesn't matter whether the recap is presented by the Catalyst or Anderson or just a game GUI... the endings themselves are still all not very palatable to a lot of people. When they did the EC, they tried to "force" synthesis as being the happy alternative... but they had long before that already set it up as being something that would change people at a basic level (Javik and all his stuff about experience changing DNA. I can't remember exactly where in ME1 it is but the idea of "genetic memory" is mentioned in that game as well. To me, it was pretty obvious from the start where the game would "go" in the end... Barla Von stated that it was a game I couldn't win... so I never expected to. This is a game that tries to "solve" for world peace... and comes to the conclusion that it cannot be done. Lack of trust of the "enemy's motives" is part of that. "The Geth cannot solve for peace alone."
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Post by gothpunkboy89 on Oct 11, 2016 14:15:18 GMT
In any case, a story that's going to end up with a disturbing choice would be well advised to lay the groundwork much earlier. Disturbing outcomes are as valid as any others, but ME3's came out of nowhere. And it was presented by the enemy leader... Again, I think it all comes down to the Catalyst. It drastically compounds everything else that people don't like about the ending, and without it, that everything else may have been more acceptable. But there isn't anything wrong with the Catalyst. Blaming the Catalyst is like blaming Neville Chamberlain for WW2 happening.
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Post by CrutchCricket on Oct 11, 2016 14:49:20 GMT
When you take the route that all ending and all choices are equally valid and equally good then the ending kind of has to be extremely generic to compensate for the many ways of reaching it. Just based on choices made in ME 3 alone there are dozens of possible ways for it to play out. Programing that many possible set ups simply isn't realistic. It is ok in our minds but we are dealing with imagination which is limitless not actual game creation. The concept of save quarians= destroy points, save geth=control, etc causes problems. Because making peace with Geth has nothing to do with synthesis. Just like picking Geth over quarians has nothing to do with control. And that set up would also equal the same numbers on the board. Granted War Assets and I assume that is what you are referring to here could have done a bit better. Separating the stuff you find for Crucible from the warships you find which have no direct connection to building it. But the War Assets themselves are a choice and the choice does show an effect on the game. To low and Destroy option causes massive collateral damage and synthesis isn't an option. As well during the scene during the start of the fight it shows the galaxy struggling against the Reapers. Choose to get high war assets and it shows the galaxy putting up a much greater fight against them. As well as if you choose destroy there is no collateral damage and synthesis is an option. This doesn't really address my point. I'm saying fine, you make the endings generic because they are beyond your "line" that we were trying to get to and since resources are finite, you have to do that. But that does not excuse the final battle where things should've been more directly reflected and not just reduced to a number. Rannoch was just an example. I set it up that way because thematically it does line up. Pick the quarians and are you are rejecting synthetics like destroy is. Pick the geth, you are embracing them (control). Make peace, a union of both (synthesis). I'm not saying I personally agree with those connections but they could be made. Rannoch is interesting in another way, in that it specifically takes your previous choices into account directly- first off, without Tali and Legion you will never get peace. Then there's the "score" that favors one or the other that's decided based on loyalty and what you did in those missions, via Tali's trial and the heretics. These things affect the outcome directly. There's no board that says "You have x bro points with the geth". Now on the surface this doesn't seem that different from the war assset system, since there is still a numerical value calculated. But the differences are one outcome is directly tied to a choice or set of choices (peace) and what's tied in via numbers is specific to the issue at hand. You can't fuck over one side (or both) but because you're such a swell guy otherwise, you still get the best ending, or rather the full range of endings. Now for the main plot, the second criteria shouldn't matter as much or, depending on your perspective, it should apply to everything anyway since arguably everything you're doing helps the war effort. But the idea of having at least some choices directly affect the endings (even if they have to be simplified) is not a bad one. Quite the opposite. Well, that only proves Hudson is an even bigger idiot that we suspected. And like Ieldra said there's a difference between properly planning for a trilogy and merely hoping for one. No one can deny proper planning and Mass Effect don't go together. And this doesn't negate part of what I said at any rate: that ME was released to stand on its own if reception wasn't good enought to merit a sequel. Which is the right way to do things. Nothing is more cringey (or hilarious, depending on how you look at it) than a work that drops hints of sequels all over the place but bombs all to shit. But there isn't anything wrong with the Catalyst.
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Post by Iakus on Oct 11, 2016 16:43:57 GMT
It appears I stand corrected. That sheds an even worse light on the final product... there is literally no excuse for the tone and style shift between ME1 and ME2, or for how everything fell apart in ME3's ending, and various major inconsistencies between games. Having said that, having planned for a trilogy is not the same as having designed a trilogy. I still think that the idea of a trilogy was only a vague concept without any significant story content for anything beyond ME1. ME2 is not a natural continuation of ME1 - neither in story, nor in tone and style, and neither is ME3's focus on Earth a natural continuation of the earlier games. I certainly don't disagree that a big part of Mass Effect's undoing was that they had no freaking idea where they were going with the story. But it was planned to be a trilogy.
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Post by Iakus on Oct 11, 2016 16:48:24 GMT
Disturbing literature is still literature... and "disturbing" parables have existed in literature since before even Biblical times. The "disturbing" threat of going to "Hell" and what horrible experience that might be has loomed over many, many generations of humans... giving rise to many disturbing, yet considered "great works" of literature. Whether or not "disturbing" can work for interative literature (e.g. cRPGs) is another question. Mass Effect apparently did not work for you and many others... but Bioware at least had the courage to try it out. I suspect they are a little older and wiser now. Will that stop you from riding them over it? That ball, my friend, is in your court. I never had a problem with that aspect of the outcomes as such. Sure, they all feel uncomfortable because of what they are, but had they been presented by a neutral agent, people wouldn't have felt they lost in the end. Iakus would probably have hated them still, but then, almost nobody else has held their grudges for 4 years. In any case, a story that's going to end up with a disturbing choice would be well advised to lay the groundwork much earlier. Disturbing outcomes are as valid as any others, but ME3's came out of nowhere. And it was presented by the enemy leader... Again, I think it all comes down to the Catalyst. It drastically compounds everything else that people don't like about the ending, and without it, that everything else may have been more acceptable. I can tell you for certainty I am not the only one who still feels burned even after all this time. I'm just one of the louder ones But when over five years, hundreds, if not thousands of choices, and promises of having lots of endings, not having the option for anything but "disturbing" definitely makes you feel that, well None of the choices mattered.
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Post by Deleted on Oct 11, 2016 17:42:54 GMT
I never had a problem with that aspect of the outcomes as such. Sure, they all feel uncomfortable because of what they are, but had they been presented by a neutral agent, people wouldn't have felt they lost in the end. Iakus would probably have hated them still, but then, almost nobody else has held their grudges for 4 years. In any case, a story that's going to end up with a disturbing choice would be well advised to lay the groundwork much earlier. Disturbing outcomes are as valid as any others, but ME3's came out of nowhere. And it was presented by the enemy leader... Again, I think it all comes down to the Catalyst. It drastically compounds everything else that people don't like about the ending, and without it, that everything else may have been more acceptable. I can tell you for certainty I am not the only one who still feels burned even after all this time. I'm just one of the louder ones But when over five years, hundreds, if not thousands of choices, and promises of having lots of endings, not having the option for anything but "disturbing" definitely makes you feel that, well None of the choices mattered. ... and philosophically speaking... would any one person's choices matter even that much in a world galaxy locked in a repeating cycle of war for all of it's known history. The game, from the outset, led us on an attempt to solve the unsolvable... world peace. The cost of peace is extremely high and it's not surprising that Bioware could not come up with a satisfying ending. Someday, lakus, I hope you can come with a real life solution to that dilemma. As for the use of the Catalyst - We do fight entire wars to get an opportunity to eventually sit down with the leader of the enemy and broker peace... and then, in the end, we don't trust them enough to act on those options or to maintain that peace. The "problem" with the Catalyst being the enemy is, I think, part of what the story was building towards all along.
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Post by Iakus on Oct 11, 2016 18:54:37 GMT
... and philosophically speaking... would any one person's choices matter even that much in a world galaxy locked in a repeating cycle of war for all of it's known history. The game, from the outset, led us on an attempt to solve the unsolvable... world peace. The cost of peace is extremely high and it's not surprising that Bioware could not come up with a satisfying ending. Someday, lakus, I hope you can come with a real life solution to that dilemma. As for the use of the Catalyst - We do fight entire wars to get an opportunity to eventually sit down with the leader of the enemy and broker peace... and then, in the end, we don't trust them enough to act on those options or to maintain that peace. The "problem" with the Catalyst being the enemy is, I think, part of what the story was building towards all along. I don't need one for real life (though sure it would be nice) All I need is one for a video game. You know "It's science fiction, just go with it" We already disrupted the cycle way back in ME1. Too bad the opportunity got p*ssed away by writers who had no idea what they were doing. SO in the end all we were left with was "feelz" And this was not a brokered peace. The Reapers were continuing to pound away at the fleets even as you were talking. This was no parlay. This was the Reapers telling us how it was going to be.
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