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Michael-5 said:
Egann said:
Michael-5 said:

LOL, but readying that about Zelda and Mass Effect, wow your opinion is far from the normal.

I tend not to like WRPGs because they love to do choice and then do it poorly. With Mass Effect I kept winding up with three choices I hated. Being big into tabletop RPGs, I typically knew exactly what I wanted "my Shepard" to do, it's just Bioware wouldn't let me do that.

EXAMPLE: Beginning of ME1. I'm on the bridge with the Captain and the alien VIP Nihlus. Joker has just impressed this VIP with an astute bit of navigation and now it's my turn. I want to look professional. I want to stand there and say nothing, or, barring that, ask an intelligent question which indicates a deep knowledge of the situation. What options do I get?

Three versions of "What's this about, sir?"

This is not two minutes into the game and I am already convinced Shepard is one incompetent soldier.

For comparison, in FF XIII-2 you have their choice prompts which do basically the same thing, but I regularly wanted to pick ALL of the options instead of none of them. They're written from a pre-built character's point of view, so both the options and the limited freedom makes sense.

As to Zelda, which one doesn't belong: A Link to the Past, Ocarina, Wind Waker. ALttP and WW both have deep mythology and character development. Ocarina does not.

Yea, some of the decisions in Mass Effect 1 really are meaningless. Near the end of the game they become more important, especially the ones end game. One of the biggest critisizms of the Mass Effect series is how all the decisions we made in the game did not effect the ending of the trilogy.

Ocarina of Time does not have character development? That's a first.. What about Princess Zelda becoming Sheik? How can ALttP have more character development then OoT?

Also how can you say you don't like WRPG's, when Fallout 3 is your avatar?

(That's actually not Fallout. That's Spaceman Spiff from Calvin and Hobbes. Besides, there are a few exceptions to the rule.)

I don't really care about decisions and how they relate to the ending. In fact, there's a fair case with as distant and overwhelming enemy as the Reapers that most of them shouldn't matter: only a few probably would, but if you made a decision pop up twice in the game, it would be obvious which choices were relevant to the ending. My problem was that I couldn't role play in an RPG.

Generally, being aware of what's going on and knowing what you want to do next is a good idea. It's called good role-playing because I know what my character wants and how to get it. Mass Effect punishes me for it, though, because what I want to do or say is seldom one of the options. It's not my choice. It's the developer's. I know I'm more sensitive on this note than most, but I hardly call what Mass Effect did "choice." The illusion of it, perhaps, but if it were choice, I could just say no to all of them and do my own thing.

And Zelda becoming Shiek? In Wind Waker's beginning when Link's sister is kidnapped, Link draws his sword, sprints off a cliff. and Tetra grabs him. We always knew Link was like this, but Tetra? She's a pirate...who is willing to risk her life to save a stranger. I'd say that adds a lot more to Tetra's character than Zelda dressing up like a man when thousands of minions were looking for her. And remember, that's ten minutes into Wind Waker. The Zelda/ Shiek reveal isn't until the last dungeon in Ocarina.