Iakus
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Post by Iakus on Mar 13, 2017 14:23:56 GMT
It will be fascinating to see how Bioware can force a socialist commentary in a game where we essentially play as the invading horde - That doesn't sound very socialistic since in the history of socialism, the crazies rise from within, not the outside of a group. Clearly the problem is Andromeda hasn't achieved Synthesis yet. Otherwise there would have been peaceful coexistence.
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Post by xilizhra on Mar 13, 2017 14:24:34 GMT
It will be fascinating to see how Bioware can force a socialist commentary in a game where we essentially play as the invading horde - That doesn't sound very socialistic since in the history of socialism, the crazies rise from within, not the outside of a group. Clearly the problem is Andromeda hasn't achieved Synthesis yet. Otherwise there would have been peaceful coexistence. You're sarcastic, but I think that might actually be true. Depending on how it was done.
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phantomrachie
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Origin: phantomrachie
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Post by phantomrachie on Mar 13, 2017 14:29:20 GMT
I'm Irish, we have even more restrictive abortion laws than Poland. And that is my point the perspective of the player colours their perception of the messages within a game and so devs shouldn't try to create a homogeneous message that everyone will like and players should be more willing to have their opinions or experiences challenged or at least not always catered too. (Not even Europe is as homogeneous has you are suggesting see the Spanish MEP, just laying into the sexist Polish MEP) One person's outlook could mean that a message is heavy handed, but another person's outlook could mean they miss the undertone or allegory altogether. I agree, but that's not what Bioware is doing most of the time. They treat most topics as black and white. Don't get me wrong there are topics where there is a clear moral choice (racism for example), but those are rare. That's why I think CD Project did a way better job regarding most undertones in the Witcher, like the Abortion thing which is as Grey as it gets. It didn't feel condescending at all to me. I disagree. Mages -V- Templars in DA wasn't black and white, Geth -V- Quarians, the choice with the heretical Geth, the genophage, etc all have good arguments for making either decision. In fact there are threads all over this community that hash out those arguments. If these decisions were truly black and white then these arguments wouldn't exist. A player's perceptive matters. I don't consider the Family Matters quest that grey, Anna didn't want to have the child of her abusive husband, because there is no legal abortion she had to go to the Crones for help, who screwed her over. It is a very understandable thing that happens all the time (with performing an unsafe abortion in place of magical Crones) The game wanted to paint it as grey and I didn't agree, you do - that is fair enough. That is why this talk of 'heavy handedness' is too generic a statement for a dev to take onboard.
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Post by Ieldra on Mar 13, 2017 14:38:23 GMT
Don't tell me how I think, damn it! I know my mind better than you. I said my measuring stick was a moral message that comes at the cost of pulling me out of the world, what's inconsistent about that? It may just be be different for you and me. BTW, it may not have sounded that way, but I agree about TW3's "Family Matters", even though it didn't bother me quite as much since it's not one of those things people incessantly talk about in current politics. And yes, it also matters if something's the issue of the day, since if it's present as a real-world problem in my mind I connect to it more easily when reading or playing a story. That's why I like these issues addressed by analogy - they are still addressed but in a way that fits the fictional world. Why do think I like fantastic fiction? It allows things to be addressed without being bogged down in the particulars and the politics of a real-world situation. This especially applies if, while it may be one of those intractable problems that seem to come along with being human, I think is overdramatized in current politics. This doesn't actually explain why black people in Inquisition are somehow immersion-breaking, especially since the previous engine couldn't even render them properly. The latter may be exactly the immersion-breaker. Dark-skinned people in Thedas have looked like Duncan or like Isabela. Why do they suddenly look like Africans? The statement that the previous engine couldn't render them that way - true or not - doesn't change the fact that this is jarring, since my impression of Thedas as a world was created by the previous games. For the same reason, some of people's Inquisitor's (of any skin color) don't look convincing to me because their facial contours are just too smooth. And finally, the same happened when they decided to change the elves in DA2. That was also jarring and pulled me out of the world, albeit in a slightly different way. People have called me racist for that, but it's really a problem of consistency. There was no such problem in the MET, though of course it had its own consistency problems in other areas, which were every bit as jarring.
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Post by xilizhra on Mar 13, 2017 14:40:11 GMT
This doesn't actually explain why black people in Inquisition are somehow immersion-breaking, especially since the previous engine couldn't even render them properly. The latter may be exactly the immersion-breaker. Dark-skinned people in Thedas have looked like Duncan or like Isabela. Why do they suddenly look like Africans? The statement that the previous engine couldn't render them that way - true or not - doesn't change the fact that this is jarring, since my impression of Thedas as a world was created by the previous games. For the same reason, some of people's Inquisitor's (of any skin color) don't look convincing to me because their facial contours are just too smooth. And finally, the same happened when they decided to change the elves in DA2. That was also jarring and pulled me out of the world, albeit in a slightly different way. People have called me racist for that, but it's really a problem of consistency. There was no such problem in the MET, though of course it had its own consistency problems in other areas, which were every bit as jarring. Um, since when did Duncan/Isabelaesque people stop existing? We have Josephine and her family.
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Post by Ieldra on Mar 13, 2017 14:46:07 GMT
I agree, but that's not what Bioware is doing most of the time. They treat most topics as black and white. Don't get me wrong there are topics where there is a clear moral choice (racism for example), but those are rare. That's why I think CD Project did a way better job regarding most undertones in the Witcher, like the Abortion thing which is as Grey as it gets. It didn't feel condescending at all to me. I disagree. Mages -V- Templars in DA wasn't black and white, Geth -V- Quarians, the choice with the heretical Geth, the genophage, etc all have good arguments for making either decision. In fact there are threads all over this community that hash out those arguments. If these decisions were truly black and white then these arguments wouldn't exist. A player's perceptive matters. I don't consider the Family Matters quest that grey, Anna didn't want to have the child of her abusive husband, because there is no legal abortion she had to go to the Crones for help, who screwed her over. It is a very understandable thing that happens all the time (with performing an unsafe abortion in place of magical Crones) The game wanted to paint it as grey and I didn't agree, you do - that is fair enough. That is why this talk of 'heavy handedness' is too generic a statement for a dev to take onboard. I'm not saying they should forget it. I'm saying they should be more careful of the impact of their messages on world consistency. They apparently debates this long enough at Bioware when they decided about Krem, but it still across as very odd to some. Not Krem's presence, which was perfectly fine, including the conversation you could have, but the reinterpretation of the Qun that came along with it.
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Origin: phantomrachie
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Post by phantomrachie on Mar 13, 2017 15:18:01 GMT
I disagree. Mages -V- Templars in DA wasn't black and white, Geth -V- Quarians, the choice with the heretical Geth, the genophage, etc all have good arguments for making either decision. In fact there are threads all over this community that hash out those arguments. If these decisions were truly black and white then these arguments wouldn't exist. A player's perceptive matters. I don't consider the Family Matters quest that grey, Anna didn't want to have the child of her abusive husband, because there is no legal abortion she had to go to the Crones for help, who screwed her over. It is a very understandable thing that happens all the time (with performing an unsafe abortion in place of magical Crones) The game wanted to paint it as grey and I didn't agree, you do - that is fair enough. That is why this talk of 'heavy handedness' is too generic a statement for a dev to take onboard. I'm not saying they should forget it. I'm saying they should be more careful of the impact of their messages on world consistency. They apparently debates this long enough at Bioware when they decided about Krem, but it still across as very odd to some. Not Krem's presence, which was perfectly fine, including the conversation you could have, but the reinterpretation of the Qun that came along with it. but you yourself are not consistent about what you think impacts world consistency. For you Isabela & Duncan = world consistency, black templar breaks world consistency. It's not like people with skin types like Isabela & Duncan were removed, they still exist. It just seems so arbitrary.
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Post by Ieldra on Mar 13, 2017 16:17:40 GMT
I'm not saying they should forget it. I'm saying they should be more careful of the impact of their messages on world consistency. They apparently debates this long enough at Bioware when they decided about Krem, but it still across as very odd to some. Not Krem's presence, which was perfectly fine, including the conversation you could have, but the reinterpretation of the Qun that came along with it. but you yourself are not consistent about what you think impacts world consistency. For you Isabela & Duncan = world consistency, black templar breaks world consistency. It's not like people with skin types like Isabela & Duncan were removed, they still exist. It just seems so arbitrary. It's not. I don't know why I even had to mention this, but first appearances set the world state, and later additions have to conform or offer a really good explanation why they don't.
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Post by phantomrachie on Mar 13, 2017 16:51:50 GMT
but you yourself are not consistent about what you think impacts world consistency. For you Isabela & Duncan = world consistency, black templar breaks world consistency. It's not like people with skin types like Isabela & Duncan were removed, they still exist. It just seems so arbitrary. It's not. I don't know why I even had to mention this, but first appearances set the world state, and later additions have to conform or offer a really good explanation why they don't. It is, but I addressed this before, you believe that the first game should show you everything there is to a world, which is just not possible. The first game gives you a foundation of the world and the rest expands on it; qunari horns, darker skin humans, the cultures of different Dalish clans, more detail on Tevinter etc. By that logic no gay people in DA:O means there can never be gay people in the game, just bi and straight, the only classes any DA game can ever have are the ones in DA:O, want to journey to the parts of Thedas the Hero of Ferelden went to during the events of DA:I? I'm sorry you can't because they weren't mentioned in the original DA:O. Seems like you want game devs to be limited by ideas they came up with in the first game and not be able to expand or develop them. What to you want Vivienne to do, go into a monologue about how she's decedent from a part of Rivai with darker skin? Have a codex entry about how humans have varied skin tones? If I recall none of the codex's about each of the human nations go into much detail about skin tone in DA:O and since we were only in Ferelden why did you assume there were no black people? Is that not filling in the blanks in lore yourself and then getting upset when Bioware expands it in a way that is different to your own assumptions.
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Post by Rannik on Mar 13, 2017 18:27:53 GMT
What the actual fuck does "black people" have to do with socialism if I may ask?
I know this is bait, but however you managed to jump from workers seizing the means of production to melanine levels is truly fascinating.
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Post by Raga on Mar 13, 2017 21:30:59 GMT
I don't really care if Bioware wants the game to have a theme or a bunch of social commentary about humility. It's the instant they force me to be humble no matter what with a heavy expositional dose of how being humble is the best and correct choice that they move from art to proselytizing.
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Post by alanc9 on Mar 13, 2017 21:39:14 GMT
I disagree. Mages -V- Templars in DA wasn't black and white, Geth -V- Quarians, the choice with the heretical Geth, the genophage, etc all have good arguments for making either decision. In fact there are threads all over this community that hash out those arguments. If these decisions were truly black and white then these arguments wouldn't exist. I'm not saying they should forget it. I'm saying they should be more careful of the impact of their messages on world consistency. They apparently debates this long enough at Bioware when they decided about Krem, but it still across as very odd to some. Not Krem's presence, which was perfectly fine, including the conversation you could have, but the reinterpretation of the Qun that came along with it. I'm not quite sure what "be more careful" means in this context. There's no actual inconsistency with Krem; some people just jumped to conclusions about how the Qun worked and then turned their brains off when they turned out to have guessed wrong. That's on them. We don't really want to make it a design principle that players can't have their wrong conclusions overturned, surely. So what are you proposing?
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Post by Raga on Mar 13, 2017 21:55:49 GMT
I honestly tend to find that players don't give video games the same freedom challenge their world view or give them messages to think about. Star Trek was always much more heavy handed with it's moral messages than Mass Effect (or Bioware in general) has ever been and yet there are Star Trek fans that don't even realise it has political messages in it, while some gamers complete freak out because a game about traveling to another galaxy and colonising planets (that might already have life on them) might have a political undertones when even the premise of the game would suggest to many people that it would have to have those undertones to make sense. The thing with this is that comparing interactive RPGs with a static art-form like fiction or film is a specious comparison. With static artforms, the creator is inviting you to watch his characters and whatever messages or themes he wants to relay. With games, the creator is inviting you to *be* his character and experience whatever messages and themes he wants to relay, but there is still no audience agency here. Your only agency at all is to choose to keep watching/playing/reading or not. RPGs are explicitly different. The creator here is inviting you to *help* create a character and dictate some of the tone. RPGs have never been about passively receiving the message that the creator wants the audience to receive. It's always been about providing the player with complex and interesting ideas and a fluid enough character and setting that he can do interesting things with them. It is an explicitly collaborative type of artwork. So the instant the creator starts pushing a specific *correct* message instead of merely providing interesting messages and setting structure for the player to engage, it stops being an RPG and IMO degenerates into one of those static forms of art. It's still art, sure, but frankly if I wanted to look at art from the other side of one of these: then I would go look at paintings in some cold, snooty museum.
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Post by dropzofcrimzon on Mar 14, 2017 0:52:25 GMT
if I wanted to experience that I would buy a game that is advertised as that kind of experience. In this particular case MEA is an RPG and not an action adventure game with RPG progression and RPG mechanics. Ryder is my character to shape thus the more Bioware railroads me toward the acceptance their vision of the world the more my experience is diminished. Present me with a situation and let me react to it without subtly telling me "we the writers know that there actually IS a correct response to this, here is a hint". RPGs don't necessarily mean you get to shape everything about the character and the story though. Witcher 3 railroaded me into making decisions I wouldn't have necessarily made if I had another choice, I played through most of FF7 annoyed by Cloud and wishing I could be playing as Tifa (who I liked much better), hell not even Shep was 100% yours, her 6 possibly backstories were pretty defined and you were never able to do something completely evil because she always had to be the hero. Seems like you are having a knee jerk reaction over a few lines in an interview and now you want Bioware to give you Bestheda like freedom over Ryder, which was never going to happen. it's a limit of the medium, of course that also means that SOME developers manage to overcome it more than others and still maintain story cohesion...Bioware OFTEN failed at it simply because they knew no better way to get the story where they wanted it (case in point, Cerberus in ME2). This is not about full creational freedom of your character, this is about the writers not doing their job correctly as rpg story tellers because of their own political views and agendas, by nice try at redirecting this toward different, unrelated issues.
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Post by CatcheJagger on Mar 14, 2017 3:53:00 GMT
You know, after going through all the Mage/Templar debates on the old forums back when DAI came out, I was kinda glad that I wouldn't have to worry about discussion of ME:A devolving into a mess of strained and/or completely baseless claims that the whole thing was some sort of direct political allegory.
Why are we like this?
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Post by Plague Doctor on Mar 14, 2017 3:56:46 GMT
So i wonder how some of you who are against politics in games would feel about the Persona series. Its a series of JRPGs mixed with life-sim and its incredibly engaging and interesting. The thing is, Persona games always had an element of "Japanese society could be great, but right now its horrible" going on. It was mostly when you bonded with other characters and not during the main quest but still, it portrays messages like "Japan is sexist", "Japan drains its people of joy", "Japanese gender roles are way too restrictive", "Holding on to tradition for its own sake is bad", etc. All very SJW sounding things, aint they?
And the fifth game that is about to come out over here apparently drops all pretense and the games main quest revolves around the fact that Japanese society should and has to change, so much so that it is even set in a real actual city instead of a made up one, and some conflicts are ripped from the headlines. That all sounds pretty heavy handed right? But according to western previews and japanese reviews and audience reaction its the best of the series and a really great game in general. I for one cant wait to play it. ^ ^
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Post by CatcheJagger on Mar 14, 2017 4:07:28 GMT
So i wonder how some of you who are against politics in games would feel about the Persona series. Its a series of JRPGs mixed with life-sim and its incredibly engaging and interesting. The thing is, Persona games always had an element of "Japanese society could be great, but right now its horrible" going on. It was mostly when you bonded with other characters and not during the main quest but still, it portrays messages like "Japan is sexist", "Japan drains its people of joy", "Japanese gender roles are way too restrictive", "Holding on to tradition for its own sake is bad", etc. All very SJW sounding things, aint they? And the fifth game that is about to come out over here apparently drops all pretense and the games main quest revolves around the fact that Japanese society should and has to change, so much so that it is even set in a real actual city instead of a made up one, and some conflicts are ripped from the headlines. That all sounds pretty heavy handed right? But according to western previews and japanese reviews and audience reaction its the best of the series and a really great game in general. I for one cant wait to play it. ^ ^ I assume that most of the people on this forum would be fine with the presence of such themes in Persona due to the fact that they most likely live in other countries and can therefore distance themselves from the commentary presented in such pieces, though this is just a guess. I personally am always excited to see different themes and topics expressed in the interactive medium of games. I do, however, take issue with discussion of direct allegory as it relates to Bioware games, whether intended by the devs or simply interpreted by the fans, mostly due to the fact that such allegory often doesn't work in a direct sense due to the fantastical settings employed in their games, and the underlying logic present within such settings.
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Post by dmc1001 on Mar 14, 2017 5:06:23 GMT
You know, after going through all the Mage/Templar debates on the old forums back when DAI came out, I was kinda glad that I wouldn't have to worry about discussion of ME:A devolving into a mess of strained and/or completely baseless claims that the whole thing was some sort of direct political allegory. Why are we like this? Honestly? I feel like the creator of this thread is generally anti-BioWare as a result of RGB from ME3. This has led to generally throwing things out there that seek to put BioWare in a bad light in other ways. It's not a person I dislike or even necessarily disagree with on some points but I feel he might now be one of those hoping BioWare fails because...reasons. If they fail, someone else will do better. Except that probably won't happen and the conclusion will be that RPGs are a failure so shouldn't be made. Maybe I'm dead wrong but I had this assumption from the moment the thread was created.
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Post by cloud9 on Mar 14, 2017 8:02:54 GMT
This doesn't actually explain why black people in Inquisition are somehow immersion-breaking, especially since the previous engine couldn't even render them properly. The latter may be exactly the immersion-breaker. Dark-skinned people in Thedas have looked like Duncan or like Isabela. Why do they suddenly look like Africans? The statement that the previous engine couldn't render them that way - true or not - doesn't change the fact that this is jarring, since my impression of Thedas as a world was created by the previous games. For the same reason, some of people's Inquisitor's (of any skin color) don't look convincing to me because their facial contours are just too smooth. And finally, the same happened when they decided to change the elves in DA2. That was also jarring and pulled me out of the world, albeit in a slightly different way. People have called me racist for that, but it's really a problem of consistency. There was no such problem in the MET, though of course it had its own consistency problems in other areas, which were every bit as jarring. Very amusing.
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Post by phantomrachie on Mar 14, 2017 9:38:05 GMT
RPGs don't necessarily mean you get to shape everything about the character and the story though. Witcher 3 railroaded me into making decisions I wouldn't have necessarily made if I had another choice, I played through most of FF7 annoyed by Cloud and wishing I could be playing as Tifa (who I liked much better), hell not even Shep was 100% yours, her 6 possibly backstories were pretty defined and you were never able to do something completely evil because she always had to be the hero. Seems like you are having a knee jerk reaction over a few lines in an interview and now you want Bioware to give you Bestheda like freedom over Ryder, which was never going to happen. it's a limit of the medium, of course that also means that SOME developers manage to overcome it more than others and still maintain story cohesion...Bioware OFTEN failed at it simply because they knew no better way to get the story where they wanted it (case in point, Cerberus in ME2). This is not about full creational freedom of your character, this is about the writers not doing their job correctly as rpg story tellers because of their own political views and agendas, by nice try at redirecting this toward different, unrelated issues. Again I say that player perspective is what causes players to "think" that Bioware failed or is heavy handed and because each player has a different perceptive it is impossible for Bioware to take into account everyone's perspective and as such they should tell the story they wish to tell, give the player the choices they wish to give them and the player can then intern take on board what Bioware wish to say or not. The fact that we are having this debate means that our perspectives are different and due to those different perceptions you think bioware OFTEN sacrifices story cohesion to make a point, where as I don't. I can think of only a handful of times where I thought that happened. Even in this thread people who support your ideas have different concepts of what being 'heavy handed' means. Devs need specific well thought out feedback not vague statements and in this case this feedback can only be provided after playing the game or watching a let's play, because we won't know what social messages are there until we experience the story. I get it, you want to be catered to and have the game exactly as you want it with no themes you view as "unnecessary" but that attitude will just set you up for a disappointment because no game will be able to live up to it, as no dev can know what you view as "unnecessary" at any one time.
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Post by phantomrachie on Mar 14, 2017 10:06:17 GMT
I honestly tend to find that players don't give video games the same freedom challenge their world view or give them messages to think about. Star Trek was always much more heavy handed with it's moral messages than Mass Effect (or Bioware in general) has ever been and yet there are Star Trek fans that don't even realise it has political messages in it, while some gamers complete freak out because a game about traveling to another galaxy and colonising planets (that might already have life on them) might have a political undertones when even the premise of the game would suggest to many people that it would have to have those undertones to make sense. The thing with this is that comparing interactive RPGs with a static art-form like fiction or film is a specious comparison. With static artforms, the creator is inviting you to watch his characters and whatever messages or themes he wants to relay. With games, the creator is inviting you to *be* his character and experience whatever messages and themes he wants to relay, but there is still no audience agency here. Your only agency at all is to choose to keep watching/playing/reading or not. RPGs are explicitly different. The creator here is inviting you to *help* create a character and dictate some of the tone. RPGs have never been about passively receiving the message that the creator wants the audience to receive. It's always been about providing the player with complex and interesting ideas and a fluid enough character and setting that he can do interesting things with them. It is an explicitly collaborative type of artwork. So the instant the creator starts pushing a specific *correct* message instead of merely providing interesting messages and setting structure for the player to engage, it stops being an RPG and IMO degenerates into one of those static forms of art. It's still art, sure, but frankly if I wanted to look at art from the other side of one of these: then I would go look at paintings in some cold, snooty museum. So do you only consider RPGs that allow you to direct the tone of the game RPGs? This would exclude many JRPGs, which often carry several explicate messages that the dev would consider "correct" FF7 for example, has a heavy 'let's not destroy our environment' theme, that the game pushes as correct. The Persona games have heavily questioned traditional gender roles, particularly Japanese traditional gender roles. This questioning is the "correct" view in the game. As I think about this more I think that JRPGs tend to have more explicate moralising than Western RPGs which tend to cloak everything in so much allegory that many players miss the point. If an RPG is a collaborative work between the player and the dev, then that still doesn't mean it can't have messages in it. The player can still engage with the message and decide what they think about it and make one of the choices associated with it (even if it's not 100% the choice that they would have made). The effort is still collaborative as you suggest because you can dictate elements of the story and character but the dev is still able to provide the experience that they wanted to provide. Whether or not these elements pull you from a story is entirely a matter of player perspective, something that a game dev can't be expected to 100% account for.
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Post by Raga on Mar 14, 2017 13:09:33 GMT
No, I don't think most JRPGs are the same type of game as WRPGs and I don't really want to get into an argument over precisely what the exact definition of each is because it tends to go nowhere. I think it's sufficient to say that they are very different styles and types of games as your own argument itself demonstrates.
Providing the player with choices regarding the theme is fine and precisely what I'm talking about. In this context of MEA such a choice might look like: I chose to be conscious of native species and not colonize certain areas OR I don't care what they think and I will do it anyway almost certainly making them hostile. This is simplified and many games would offer much more nuanced choice than that. Pushing a message (or more specifically a certain correct action) would be something more like: my choice is to forgo colonizing at all OR I must convince the natives to let me colonize because colonization is wrong. One is merely getting me to think about the theme of the consequences of colonization. The other is explicitly coaching me on what is correct. The most egregious violation would be to simply remove choice altogether and force me to listen to some lecture.
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Post by Ieldra on Mar 14, 2017 13:43:36 GMT
Again I say that player perspective is what causes players to "think" that Bioware failed or is heavy handed and because each player has a different perceptive it is impossible for Bioware to take into account everyone's perspective and as such they should tell the story they wish to tell, give the player the choices they wish to give them and the player can then intern take on board what Bioware wish to say or not. The fact that we are having this debate means that our perspectives are different and due to those different perceptions you think bioware OFTEN sacrifices story cohesion to make a point, where as I don't. I can think of only a handful of times where I thought that happened. Even in this thread people who support your ideas have different concepts of what being 'heavy handed' means. Devs need specific well thought out feedback not vague statements and in this case this feedback can only be provided after playing the game or watching a let's play, because we won't know what social messages are there until we experience the story. Often? I didn't say that. Also, it's not necessarily to make a political point rather than a thematic point. Consider, for instance, Shepard's breakdown after Thessia in ME3. Apparently the writers wanted Shepard to doubt himself, drown in guilt or self-recrimination about something or something similar. OK, let's assume that the writers *can* tell my character how they feel, even though that - in an RPG - should really be the player's domain, but the way this was presented made no sense at all. It made Shepard appear to have the IQ of a child. thinking they could've influenced what was so clearly beyond them. Even if I do respect the writer's desire to control what should be my character. the least I can expect is for things to make sense. I'm firmly convinced that this is a point that can't be shrugged off by "player perspectives are different". You, personally may not care if your character expresses mind-numbing levels of stupidity. but if nothing else in a story that's by necessity limited by what's doable in an economic manner, in an RPG character expression should be the domain of the player. Consider, as a comparison, the Inquisitor's flying into a rage in Trespasser. Maybe it wasn't marked *quite* clearly enough on the wheel, but you could choose to do it or not. Also, if you did it, everything you said, while appropriately exaggerated, made perfect sense. While not all of my Inquisitors went there, I could really imagine being driven into it, and the decision, once I knew what was coming, was exclusively about "Would my character really do this". More to the point, if, for me, that scene hadn't made sense, I could've had an alternative. So yes, I say, quite firmly, that the ME team - or at least the writer responsible - failed at that point in ME3, that they sacrificed the protagonist's integrity and took away the only freedom you can really have in a modern rpg on electronic media, namely the freedom to express your character, in order to drive a thematic point home, and I maintain that this can't be shrugged off by saying "player perspectives differ". Also, to go back to TW3 - Geralt *is* a more defined character, but the game never hid this from me. He's a pre-defined character from a book series, so I knew right from the start I could expect less freedom in character-expression. Yet, in the end I actually had more freedom than in ME3, because the stoic facade could hide any kind of emotion. There were a few quibbles, but as opposed to Shepard, none of them touched the core of the character. It is, of course, perfectly possible to dislike Geralt so much that you can't enjoy the game, this is only to be expected with a predefined character, but I didn't expect this to be a problem with Shepard, advertised as it was as a game where you could shape your character and influence events. Yet, it was a bigger one there. Heh...how did we get from socialism to here?
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Post by dropzofcrimzon on Mar 14, 2017 13:49:27 GMT
it's a limit of the medium, of course that also means that SOME developers manage to overcome it more than others and still maintain story cohesion...Bioware OFTEN failed at it simply because they knew no better way to get the story where they wanted it (case in point, Cerberus in ME2). This is not about full creational freedom of your character, this is about the writers not doing their job correctly as rpg story tellers because of their own political views and agendas, by nice try at redirecting this toward different, unrelated issues. Again I say that player perspective is what causes players to "think" that Bioware failed or is heavy handed and because each player has a different perceptive it is impossible for Bioware to take into account everyone's perspective and as such they should tell the story they wish to tell, give the player the choices they wish to give them and the player can then intern take on board what Bioware wish to say or not. The fact that we are having this debate means that our perspectives are different and due to those different perceptions you think bioware OFTEN sacrifices story cohesion to make a point, where as I don't. I can think of only a handful of times where I thought that happened. Even in this thread people who support your ideas have different concepts of what being 'heavy handed' means. Devs need specific well thought out feedback not vague statements and in this case this feedback can only be provided after playing the game or watching a let's play, because we won't know what social messages are there until we experience the story. I get it, you want to be catered to and have the game exactly as you want it with no themes you view as "unnecessary" but that attitude will just set you up for a disappointment because no game will be able to live up to it, as no dev can know what you view as "unnecessary" at any one time. seriously? Ok, ME2....you are shoehorned into Cerberus cooperation when, lo and behold, the very first freaking thing you can do is go STRAIGHT to the citadel get you spectre status back, get the council and Anderson's blessing.....and wait....why the fuckety fuck are we still working with Cerberus when we could simply turn all the fuckers in, have the alliance raid all the known bases after getting any kind of intel out of Miranda and Jacob we could and continue the operation as we see fit? Because Bioware wanted for us to follow that path even tho anyone playing the game would see the huge hole in it's internal consistency (tho in this case the issue is not shoehorned ideas). Notice that a choice COULD HAVD BEEN GIVEN in that situation that would have allowed us to play the game with minimal variations but it was not afforded to us. And that goes both way....those wanting to completely align with Cerberus were denied the chance. Ashely's reactions? Our inability to call her out on being utterly dumb on the subject with FACTS? Krem? The whole Dorian debacle (to larger or smaller extents), the not so subtle hints at the end of ME3. Different reasons, different silver linings, different goals....same situation And trust me some of the feedback Bioware was given was very VERY specific, detailed, eloquently worded and to the point...but Bioware has certain agendas driven by ideals that we ad players CANNOT REJECT. So far they are not deal breakers but it is a slippery slope.
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Post by Ieldra on Mar 14, 2017 14:56:14 GMT
And trust me some of the feedback Bioware was given was very VERY specific, detailed, eloquently worded and to the point...but Bioware has certain agendas driven by ideals that we ad players CANNOT REJECT. So far they are not deal breakers but it is a slippery slope. Yeah, in ME2 I wasn't given a convincing reason to work with Cerberus, and in ME3 I wasn't given a convincing reason to see them as the enemy. Story and character consistency? Not a chance. It was just fiat of the writers who thought the 2nd act had to be "darker" but Shepard had to see the light again in the final act, because (imagine Dorian's voice) "...that's the way it's always been done. Excellent reasoning". The thing is, I actually didn't mind the idea, but I did mind that the implementation made my protagonist appear to act stupidly or being unable to think for themselves. The latter was quite the theme in ME2 and ME3, unintentionally I'm sure (if only because the alternative would be so much worse to comtemplate).
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