For those of us freaking about about player choice in DA2, and to a lesser extent, BioWare's other recent RPGs, I bring you this rather strange statement: rails are a GOOD THING. Without rails, the plot would have no direction at all. It would meander wildly like any sandbox game. Rails are essential in any RPG that wants to have something resembling a coherent plot.
Here's the catch--in a good WRPG, the rails have to be invisible.
In tabletop RPGs, good DMs who care about story and roleplaying pride themselves on being able to construct invisible rails for their PCs. They have to give them direction. They can't just let the PCs wander about constructing lemonade stands and swatting rats in an endless sandbox landscape. The difference between a good DM and a novice DM is the good DM's ability to obscure the rails--to give the illusion of player choice and allow for a lot of roleplaying room while holding steady to a core plot.
BioWare faces the same challenge, magnified tenfold. There is no human DM who can make on the spot decisions about how to handle the challenge of invisible rails. There's just a computer, some dialogue trees, and coded decision points. And this has to give the illusion of an immersive world in which every action impacts the world. Think about all the BioWare RPGs we know and love. For each and every one of them, the central plot was entirely on rails with no player choice whatsoever. The Bhaalspawn defeats Sarevok, faces Irenicus, then tackles the prophecy. The Warden, regardless of origin, becomes a Warden and saves Ferelden from the Blight. Shepard undertakes various tasks--largely thankless--to defeat the Reapers and their proxy villains. The amount of player choice in the key plot amounts to just about zero, same as any other kind of video game.
The illusion of player choice comes in secondary choices: what order to tackle the tasks, which NPCs to befriend or antagonize, whom to romance, PC customization and dialogue choices, etc. I know you can make decisions that feel big in BioWare games, but even choices like Morrigan's ritual or the Council in ME1, which are highly significant in-universe, have no bearing whatsoever on the plot rails. They're there to obfuscate the rails, to give the player lots of roleplaying room and the illusion of meaningful choice while maintaining the essential plot. But again, this is NOT A BAD THING. Unless you adore sandbox games
For DA2, the amount of character customization that BioWare does or does not give us as far as Hawke is concerned has no impact on the plot rails. Our choices in DA:O will probably come up again, but they too cannot fundamentally change the plot rails. As much as we might like, BioWare can't tailor-make games for every Warden. All they can do is construct a set of plot rails to take us through, then hide the rails so the Warden's actions have an in-universe impact without a critical in-game impact.
Having strong rails is what distinguishes a sandbox from a BioWare RPG. Having the skill to hide the rails is what distinguishes a BioWare RPG from, say, Final Fantasy XIII





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