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Why is everyone so obsesed with "options?"


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#176
the_one_54321

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mopotter wrote...
And in DA I was that mage who loved Alistair and BioWare does such a great job with their characters that I was totally furious when the endings were not as logical as they should have been.

Any time a story can raise such strong emotion in you, even if it's anger or hate, you know it's well written. I've read some books where I absolutely hated the main character. That person was so well presented with so many characteristics that I loathed, that I couldn't help but hate that person. What excellent writng. (even if I hated the book as a result of the character, lol)
And this is what happens when writers are allowed to take liberties. You are not allowed to have a rainbows-and-sunshine happy ending in DA:O. That ending doesn't exist unless you fit with the political expectations of the world inside the game. And even then, it's very easy to turn it into a bittersweet or even sour ending. And the way those are presented is fantastic. You can see that in all the crestfallen and furious men and women who didn't get to have the happy romantic ending they were edging for through the second half of the game. Those are stories that stay with you. That you remember for a long time, or forever. And it came up because the ending was not something that had as many available options as some people would have wanted.

#177
gingerbill

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GreenSoda wrote...

Indeed. Option-free straight as a line linear storytelling / gameplay is already well covered by JRPGs.

If I wanted that I would buy FF-CCCV (Spoiler: Your main character is an angsty teenager. The story deals with "growing up")


hehe so true.

CRPG's for me are all about the illusion of choice , great story and intresting party members i care about . Without choice's they just seem like adventure games not RPG's . I love making diffrent characters so its a shame having no race to choose but i can live with that as long as they dont take away the rest.

#178
the_one_54321

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Why do people associate the differences to JRPGs at all? JRPGs don't have anything to do with this.

#179
AlanC9

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grieferbastard wrote...
 The truth is though that for some of us what we really, really want is a Bethesda-style sandbox game (a la Oblivion, or even better Morrowind) but with BioWare quality story and writing. In fact I'd sacrifice a bit of precise story detail in order to have less 'do A so you can get to B' and let me just go do my own thing in the amazing world that's been created. 


This sounds to me like you want two completely incompatible things. I suppose you could have better writing in a sandbox game -- couldn't get much worse than some of Bethesda's stuff -- but I don't see how you implement a good story and total freedom. BG1 came about as close as I can think of a game doing, and I don't think I'd find it adequate if someone used that (non)structure now.

Modifié par AlanC9, 09 juillet 2010 - 11:22 .


#180
mopotter

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the_one_54321 wrote...

mopotter wrote...
And in DA I was that mage who loved Alistair and BioWare does such a great job with their characters that I was totally furious when the endings were not as logical as they should have been.

Any time a story can raise such strong emotion in you, even if it's anger or hate, you know it's well written. I've read some books where I absolutely hated the main character. That person was so well presented with so many characteristics that I loathed, that I couldn't help but hate that person. What excellent writng. (even if I hated the book as a result of the character, lol)
And this is what happens when writers are allowed to take liberties. You are not allowed to have a rainbows-and-sunshine happy ending in DA:O. That ending doesn't exist unless you fit with the political expectations of the world inside the game. And even then, it's very easy to turn it into a bittersweet or even sour ending. And the way those are presented is fantastic. You can see that in all the crestfallen and furious men and women who didn't get to have the happy romantic ending they were edging for through the second half of the game. Those are stories that stay with you. That you remember for a long time, or forever. And it came up because the ending was not something that had as many available options as some people would have wanted.


I agree.   The writers did a great job with the characters in DA  and I'm sure they will do an equally great job in DA2. however, another Morrigan/Alistair type ending as the only choice for both of you to survive, will irritate me to no end.   :innocent:

#181
mopotter

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AlanC9 wrote...

grieferbastard wrote...
 The truth is though that for some of us what we really, really want is a Bethesda-style sandbox game (a la Oblivion, or even better Morrowind) but with BioWare quality story and writing. In fact I'd sacrifice a bit of precise story detail in order to have less 'do A so you can get to B' and let me just go do my own thing in the amazing world that's been created. 


This sounds to me like you want two completely incompatible things. I suppose you could have better writing in a sandbox game -- couldn't get much worse than some of Bethesda's stuff -- but I don't see how you implement a good story and total freedom. BG1 came about as close as I can think of a game doing, and I don't think I'd find it adequate if someone used that (non)structure now.


Well they may be incompatible now, but someday I have faith and hope that someone will be able to develop this type of game.    I enjoy wondering and exploring a lot.  I enjoyed Fallout 3 and Morrowind and even parts of Oblivion. Making potions, fighting, throwing spells and exploring some more.  But I love the NPC interaction with my character even more,  so someday in the future, hopefully before I can't hold a controller or hit the keyboard anymore, someone will develop this game and I will be very happy.