Braescher hat geschrieben:That being said I think Enderal tried to achieve something in the wrong media/genre.
And this is the original point of this thread. At one point the story does not match the engine and mechanics. This is the unique trait of games as a form of art. Each form of art relies on its own mechanics. For music you engineer the sound, for acting you design the feelings, for photography/painting you design the image and every one of those forms of art is coherent with its mechanics. It is the reason why most of times you don't play samba with an accordion or metal with a bongo. You can fit those instruments in those styles but if you might need to adjust the original style of the song to accomodate those instruments.
Games have to be coherent with their engine and mechanics. That is the reason you don't see for example a text based shooter or a real time strategy dating simulator. You could create those games but you would have to adjust the mechanics. The ending is well written. The game story in general is amazing. But I believe the game engine, gameplay mechanics and all the freedom you have in game do not match with the type of story the writter is trying to tell. Such downer ending that strips you of all the power you had during the journey would better fit non interactive media or at least games with that have more restrained mechanics. An open world western rpg (even if the mod is designed to be different the engine still feels like it) that you are free to do whatever you want feels frustrating when it decides at random that you have no power at all.
Take the vanilla game, Skyrim for example. Sure, the story could be deep, emotional, sad and the story could end with Alduin devouring Tamriel while the Dragonborn remains sole survivor to repopulate Nirn. Sure, the writters could do something like that, but what would be the point to do so in an open world RPG? Skyrim engine is built for a power fantasy with happy ending. The engine main selling point it is the infinite radiant quests and that made Skyrim a juggernaut top selling RPG. The engine matches the story in such a way that you can achieve total immersion because you cannot detach the storytelling from the game mechanics and visuals.
Enderal would be much more consistent if we did not have that much freedom to begin with or if it used another game engine. I cannot deny the history the SureAi team has with modding Bethesda games, but something tells me that if they told the Enderal story on another engine, maybe a whole new indie game this dissonance would disappear provided the mechanics were adjusted to the story.
I disagree. Ultimately art is subjective and I don't mean to invalidate your experience, but I thought the contrast between power fantasy and futility was one of the most striking and poignant things about Enderal.
Skyrim is obviously a power fantasy, and there are points where (largely due to mechanics
but also due to writing) Enderal is, too. Characters remark on how incredible the PC's abilities are, and on the fact that they save the day more often than anyone would reasonably expect.
And yet, despite that, there are things the PC cannot do.
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- You can't control your nightmares, or prevent yourself from being manipulated, or solve your friends' trauma. You can be the greatest rogue in the world and still get caught sneaking around an enemy camp, and your friends can die when you saw them less than 5 minutes ago.
No matter how powerful you are, there are things you can't change. Enderal isn't a power fantasy overall, but it's clearly about a person who is (and perceives themself as) quite powerful, and both the mechanics AND the writing reflect this. There is a lot of dissonance between feeling powerful and powerless, but for me that felt like a feature (and a very well-crafted one), not an accident.
If the game mechanics gave you less freedom or power, less control, then the player wouldn't be as affected by the loss of control, and in my opinion that would not make as much sense with the story and would make the experience much less powerful.
But then, I've always liked dissonance (I'm a musician, too
).