Leinadi wrote...
As I said
above: no VO has to do with this premise that role-playing has to be a
mental fantasy that has to be completely excluded from the game. They
make things ambiguous enough so you can pretend that what youwant about a
character is true. VO cuts down on ambiguity to make you more part of
the world.
Not quite. I think a good roleplaying
game provides enough options for character creation and choices to
*enocourage* a player to come up with character concepts for their
playthroughs. Now, this will swing either way depending on what type of
game we're dealing with. Dragon Age is, true to Bioware's style, a very
story-driven game. Even so, Bioware managed to fuel the idea of
different characters with the Origins and plenty of options to take
in-game. I played my Dwarf Commoner vastly different from my Human Noble
for example, and many times the game can respond fairly well to the
concepts.
Arcanum is a different type of game which also provides
excellent roleplaying options. Not as driven by the story, it instead
features much freer reins when it comes to characters. Playing a Dwarven
Thief Technologist vs an Elven Mage vs a low INT Ogre all makes for
different playthroughs.
What you're describing is more akin to
what I've come to call the "Oblivion style of roleplaying", where the
player basically has to imagine everything in his head because the game
doesn't respond well to the characters you create aside from which way
you want to kill your enemies.
A good roleplaying game will
encourage the player to come up with character concepts and then will
*react* to those concepts and choices in the best way possible. DA was
not amazing in this regard but the Origins were a great step in the
right direction for story-based RPGs in that the player still had some
"power". While I'm sure DA2 will still have in-game choices to make,
it's still disappointing to see them going more towards a style that
constricts the player in favor of telling a story instead of encouraging
the player to "make his own path" as it were.
Very good
post.
Judging by the information we have now it seems DA2 will
focus on the Hawke persona rising from lowly beginnings to become the
most important character in Thedas.
That will probably make for a
very epic game but at the same time it will limit what we players will
be able to do with Hawke unless Bioware succeeds in making choices that
matter enough to keep us interested and make for really different
playthroughs (my fingers are crossed and hopefully they'll be able to
pull it off).
Regarding voice overs, IMO that doesn't improve
immersion as most of us can read and don't need an actor to speak the
words. It will also make all characters sound the same whether Hawke is a
good guy or a real bastard.
Besides it's been said before, voice
over is a costly feature. I for one would have preferred the option of
playing a non human character and have specific dialogue options and
choices for such characters instead of extensive voice over.
After
all, there will be different dialogue options depending on classes
(hopefully). A rogue, a warrior or a mage shouldn't say the same things
and if it is not for budget constraints I can't see why designers chose
to drop non humans (too complicated? Probably, but that would have made DA2 a sequel offering as many opportunities as the first DA game).
Merci357 wrote...
A good roleplaying game will encourage the player to come up with character concepts and then will *react* to those concepts and choices in the best way possible. DA was not amazing in this regard but the Origins were a great step in the right direction for story-based RPGs in that the player still had some "power". While I'm sure DA2 will still have in-game choices to make, it's still disappointing to see them going more towards a style that constricts the player in favor of telling a story instead of encouraging the player to "make his own path" as it were.
I still don't see how a character concept is limiting you choices - it's the game that does or does not allow freedom. The prime example is Planescape: Torment, for me. There, fixed character, fixed background, fixed looks even. However, I'm still amazed how many options and choices you had to go on from.
For me, a story matters as much as "choices" - and maybe a fixed background lacks the diversity given in DA:O, however it might improve the narrative.
Planescape Torment is not in the same league as the story is presented in a very unique way. Your protagonist is not just an ordinary character. It's a very good example but it's also an extreme example and setting. Old IE games worked very well with few lines being spoken by the way.
The problem with CRPGs is that the limits are huge (compared to pnp RPGs) and that is something that we have to accept (at least until game developers come up with AI that will be able to generate dialogue and game options tailored for your character concept -but that is wishful thinking right now).
At times in DAO I was frustrated by the fact that none of the options really worked for some of my characters. So real choices are great but dialogue options that result in the same reply by an NPC no matter what do not help with immersion.
By limiting the game to the Hawke persona Bioware will have opportunities to improve immersion but that is not without risks. For one these choices will have to be really good for the game to be interesting (and I believe they can pull it off if they manage to give players the impression that player-made choices do matter indeed). Nevertheless, if the voice over doesn't work for you then you won't be able to enjoy the game... Or at least half the game.