Uh, spoilers?
Far Cry 2 has the opposite effect I think. I wanted to keep my best buddies alive because I liked them. I felt like the game was building up to an awesome ending where me and my best buddy would kick ass together. I even reloaded a save from 2 hours ago when I realized I could save her from jail, and she didn't have to die. And then at the end of the game, turns out all your friends want to kill you, including your best friend. What the fuck. I hated that entire ending. So I guess that's not really the opposite, but it's still bullshit.
*spoiler end*
I didn't experience the Wrex paradox. I was really into my character in Mass Effect, and I liked Wrex, so I didn't want him to die. Sure it would have created drama, but in the same way a friend from real life dieing would create drama. I liked most of my team, and I wanted to keep them alive. I was secretly happy when I got to kill Ashly though, even though I picked the nice option for my last words to her.
I think that saying that the ability to have Wrex not die in your second play through makes the game's ending inferior to Dragon Age's ending is a mistake. Redoing the part ruined the ending for you, and in several games the same situation has happened to me. So, recently I have tried to play games through no matter what I do.
(Games I have done this in is ME1/ME2/Farcry 2 (one death delete mode... never played the game either, so i failed hard on it)
I'm not saying that the problem is that you can replay the game again and get a different result for the Wrex thing; I'm saying the problem is that if you prove really like Wrex, the game will save him, and if you prove you don't like him, the game will kill him. If you don't care about him and he dies, you feel nothing; if you do care about him and he lives, you also feel nothing.
My redoing the part was just an incidental thing.
You're misunderstanding. I only reloaded because I *accidentally* chose a path that got Wrex killed (since X, for reasons I will never ever understand, is both the "skip dialogue" and "choose dialogue" button and when trying to skip past a line of dialogue, I hit on a dialogue choice that prompted Ashley to kill Wrex). And beyond that, the ability to reload saves has literally nothing to do with my point: I'm talking about the fact that giving the player what they always want is dramatically uninteresting.
The Wrex paradox is more about how story writing needs to become much more dependent on the choices that are made in a big way than just throwing us choices for the sake of giving us choices.
Dragon Age: Origins's ending has a tangible effect on how things will play out and isn't just there for the sake of being there but actually existing for the sake of the conclusion that occurs.
But given that most people cannot write a story in such a way, Anthony is saying that forcing a death and not caring about what the gamer wants will make a much stronger narrative because, in this case, just walking away and knowing Wrex died ended up not meaning much of anything to the story overall.
As for the rant, well, I still haven't watched it, although I did read Company's blog. As for how I felt, I can't comment, because my son won't get out of my face right now. I cannot even think of a coherent sentence about Mass Effect or anything else right now.
Maybe later.
The only character I'm interested in is Thane the buglike assassin as he is apparently dying from a disease so it'll be nice to see how his story pans out, but i'm hoping the betrayal aspects of dragon age have some aspects on the overall story if you only use the same characters over and over.
In regards to your actual point I'm not sure which way I lean because at the same time ME has a decision shortly after the Wrex event where you had to choose someone to die and someone to live. In that context the Wrex thing is a different mechanic, its rewarding me for boosting my charm and / or talking to him and doing his side quests. I was happy the Wrex survived because the threat of having to kill him seemed real enough.
Yes giving players choices where they have to choose a lesser of two evils is great but also having a character survive because of work you've put in (unknowingly to an extent) is also cool and its not like you can't have both in a game, as ME shows.
Anyway, I see somewhat your point as being the paradox per se is that if you invested hard on a certain character, then the game will still play it safe in terms of rewarding you, whereas if you do not care about him/her/it/ whatever conclusions the game will make will not matter to you as a player.
so all in all, you end up not feeling a sense of accomplishment.
On your past "wrex Paradox" article, you asked if we liked it better if a game gives you a sense of Chaos rather than you seeing the veil, and inside is still an organized, sterile and "safe" environment wherein the game does conclusions based on the: positive + positive = POSITIVE, negative + negative = NEGATIVE formula. Well, I guess, the point of the matter is: game devs need to find a certain BALANCE.
Yes, in your Lord of the Rings analogy, we can all agree that we need Boromir to die, and having a decision there if he dies or not will ruin the story, but as a game platform, as an Interactive experience, well, we still need to find the certain Balance and Formula wherein a chaotic factor can and will be present to promote a sense of unsureness, unpredictability and realistic approach, BUT will still wield a Thought-provoking and rewarding experience.
People die in an unrealistic, untimely and expedient ways all the time. That's reality. If we opt for that, then we might just as well watch the news and not play games.
That is why a Balance in needed in crafting the stories of games we love.
the HOW part, is the one that is still up for debate and criticisms.
Seriously?
It's like you said, games shouldn't go around killing all the characters you like just for creating drama, and that's really what killing Wrex does. The story element was in the stand-down itself, the result is mostly irrelevant. It was about showing how deeply Wrex wanted to help Krogans, to the point where he was willing to consider attacking his friends for the hope of a genophage cure. You either help him realize that what Saren is doing is wrong, and allow Wrex's character to continue to develop, or you kill him and never even mention it for the rest of the game.
combine this with checkpoint/auto save systems doing away with savefiles so your world is always up-to-date and no previous saves.
I think one flaw is that these decisions play out in conversation options too often!! do it with actions, eg in battle if i fail to cover a teammate too often- he dies permanently. let me feel the guilt of my ACTIONS, not of choosing sentences and having time to weigh it all up first. (side-note: time limits on convo response! don't let me weigh it up for five minutes. Take action or have action taken upon. publish or perish.)
Not in 2, Wrex just has a small cameo. Maybe in 3, but I really doubt it will be anything major.

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