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Bioware - anyone really notice something?
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<blockquote data-quote="Lobo Lurker" data-source="post: 2460267" data-attributes="member: 25172"><p>It's quite logical actually. That formula makes the game easy to develop and makes it easier for the player to get into the story. </p><p></p><p>The HERO has amnesia. Great! That means that the HERO can be male or female, be named Barbarisater, Soda, Cloud'sBro, or whatever else the player wants. The Player gets to take ownership of at least a small part of the narrative. This is a good thing, even if it's a bit derivative. This also increases replayability, which is an important factor to some buyers.</p><p></p><p>The BAD guy needs to be established early on as 1) BAD, 2) having our HERO's well-being at the very bottom of his things-to-do list, & 3) having a 'carrot' for the HERO to follow. </p><p></p><p>I think it's much harder (i.e., riskier and more expensive) to come up with a creative story/narrative for the player to unearth. And my 'railroading' the player like this you are actually narrowing your potential market. That sucks as production costs go up and potential revenues go down.</p><p></p><p>Things tend to be formulaic because certain formulas just work.</p></blockquote><p></p>
[QUOTE="Lobo Lurker, post: 2460267, member: 25172"] It's quite logical actually. That formula makes the game easy to develop and makes it easier for the player to get into the story. The HERO has amnesia. Great! That means that the HERO can be male or female, be named Barbarisater, Soda, Cloud'sBro, or whatever else the player wants. The Player gets to take ownership of at least a small part of the narrative. This is a good thing, even if it's a bit derivative. This also increases replayability, which is an important factor to some buyers. The BAD guy needs to be established early on as 1) BAD, 2) having our HERO's well-being at the very bottom of his things-to-do list, & 3) having a 'carrot' for the HERO to follow. I think it's much harder (i.e., riskier and more expensive) to come up with a creative story/narrative for the player to unearth. And my 'railroading' the player like this you are actually narrowing your potential market. That sucks as production costs go up and potential revenues go down. Things tend to be formulaic because certain formulas just work. [/QUOTE]
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