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Question about the narrative style and side quests


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#1
Narreneth

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From what I read in the GI article, the narrative style of DA 2 is going to mimic the kind of progression in the movie The Usual Suspects in that we'll have a narrator telling one person part of the story of Hawke.  Fade to Hawke, gameplay time.  A number of events unfold, back to narrator A or new narrator B, brief interlude for talking, new story, back to Hawke and gameplay time again. 

My question is fairly multi-faceted, and, if it doesn't get answered no biggie, I'm just curious.

Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay.  Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore.  My question is:  Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable?  Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story. 

#2
iTomes

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what im much more curious about is: how will they make the leveling system: in one or two years many things happen, so logically we'd level up during that one or two years...

#3
AntiChri5

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I dont like how sidequests were implemented in Origins.

#4
Narreneth

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That's a good question too. I'd assume it won't make you jump forward at all, but it would be nice (and pretty logical) that if there was a break of say, 2 years, that they could give you an ability and an attribute point like happens on occasion in DA:O. I think that would be fairly cool.

#5
Narreneth

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AntiChri5 wrote...

I dont like how sidequests were implemented in Origins.


Could you elaborate, please?

#6
highcastle

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It sounds a bit like what Alpha Protocol did. The narrative jumped between an interrogation session between two characters and the events of the actual game. It was an effective narrative choice, especially since not everything uncovered in the interrogation was the absolute truth, as we discovered through gameplay.

Also, The Usual Suspects is my favorite movie. Any attempts to follow in its particular narrative style are always appreciated. :)

#7
Thomas9321

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The one thing from Fable 2 this game needs is time dependent side quests. For example, in Fable 2 you could invest gold in a town, come back in 10 years and it would be a thriving community. Thats the sort of thing DA2 needs.

#8
Narreneth

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Thomas9321 wrote...

The one thing from Fable 2 this game needs is time dependent side quests. For example, in Fable 2 you could invest gold in a town, come back in 10 years and it would be a thriving community. Thats the sort of thing DA2 needs.


Yeah, I'm hoping there are things like that too.  What I'm concerned about though is having something happen like in Awakening where at one point you just simply get thrown into the next part of the story without being able to finish all your side quests; and, if this is going to happen it'd be nice to at least have some kind of mechanic to tell you it's coming so you can finish what you want.

#9
Sneelonz

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Narreneth wrote...

AntiChri5 wrote...

I dont like how sidequests were implemented in Origins.


Could you elaborate, please?


I didn't like them either. The problem was that they all could be done along with the main quest, if you know what I mean. None of them had you going out of your way. (Except maybe the early ones in Lothering) There should definetly be more exploration in DA2's side quests. Image IPB

#10
AntiChri5

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Narreneth wrote...

AntiChri5 wrote...

I dont like how sidequests were implemented in Origins.


Could you elaborate, please?


Lets use the example of the quest for the Denerim bartender where you go to the Bracellian Forest and fire an arrow.

Like many quests, this is great if you get it before you go to that area but really really hurts if you get it afterwards.

How many weeks would it take to travel to and from the forest? We are expected to justify that when we are faced with an urgent problem (stopping the Blight/Loghain) which is supposed to be time sensitive?

#11
Narreneth

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AntiChri5 wrote...

Narreneth wrote...

AntiChri5 wrote...

I dont like how sidequests were implemented in Origins.


Could you elaborate, please?


Lets use the example of the quest for the Denerim bartender where you go to the Bracellian Forest and fire an arrow.

Like many quests, this is great if you get it before you go to that area but really really hurts if you get it afterwards.

How many weeks would it take to travel to and from the forest? We are expected to justify that when we are faced with an urgent problem (stopping the Blight/Loghain) which is supposed to be time sensitive?


I see what you're saying.  I'm not sure if there's really a way to avoid getting a quest like that out of synch, but since we aren't dealing with a Blight and we're not saving the world from an ancient evil in this one, maybe side quests like "I need this taken here" will be more justifiable.

#12
Narreneth

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Sneelonz wrote...

Narreneth wrote...

AntiChri5 wrote...

I dont like how sidequests were implemented in Origins.


Could you elaborate, please?


I didn't like them either. The problem was that they all could be done along with the main quest, if you know what I mean. None of them had you going out of your way. (Except maybe the early ones in Lothering) There should definetly be more exploration in DA2's side quests. Image IPB


Yeah, I'd like to see some out-of-the-way quests too.  Exploration is one of my favorite parts of large games.

#13
Gegenlicht

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For me, the worst part were the job boards, and corresponding quests. For one, I thought it was a really lazy implementation, and more often than not, the fluff text on the board would simply trigger an encounter on the road that immediately turned into a fight. How boring.

#14
Narreneth

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It might also be cool to have "scout out such and such area" type things to do as well to facilitate more exploration.

#15
Narreneth

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Gegenlicht wrote...

For me, the worst part were the job boards, and corresponding quests. For one, I thought it was a really lazy implementation, and more often than not, the fluff text on the board would simply trigger an encounter on the road that immediately turned into a fight. How boring.


Yeah it did get monotonous after awhile.  Though some of the quests (like Topsider's Honor) that weren't delivered through Job Boards were fun to discover.

#16
Mary Kirby

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Narreneth wrote...

Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay.  Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore.  My question is:  Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable?  Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story. 


Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time.  And there are sidequests that span several years.

#17
GraciousCat

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Mary Kirby wrote...

Narreneth wrote...

Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay.  Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore.  My question is:  Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable?  Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story. 


Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time.  And there are sidequests that span several years.

Kinda like how in Fable II the game told you to finish your side quests before you went to the spire?
(sorry if this has been mentioned before, I only clicked the "Read Dev Responses" button, so I haven't seen any of the other posts)

#18
kraidy1117

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Mary Kirby wrote...

Narreneth wrote...

Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay.  Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore.  My question is:  Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable?  Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story. 


Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time.  And there are sidequests that span several years.


Mary.,.. you are the best. Continue the fantastic work!

#19
Grommash94

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Mary Kirby wrote...

Narreneth wrote...

Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay.  Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore.  My question is:  Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable?  Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story. 


Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time.  And there are sidequests that span several years.


That is awesome =] :happy: :D :o

#20
Narreneth

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Mary Kirby wrote...

Narreneth wrote...

Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay.  Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore.  My question is:  Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable?  Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story. 


Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time.  And there are sidequests that span several years.


Thanks for the response!  Sounds like all bases are covered :wizard:

#21
Kaiser Shepard

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I'm curious as to why they chose this sort of narrative, seems like the story's headed to that one awesome but inevitable plottwist, which would probably either be like the one in The Usual Suspects or the one in Splinter Cell Conviction (the last one, in the ending cinematic).

Oh well, knowing the team it will be one to remember for years.

Modifié par Kaiser Shepard, 16 juillet 2010 - 01:42 .


#22
Narreneth

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Since the story takes place over a decade long period I think it's necessary to have jumps in time, and I think the narrators are there because it adds a bit of immersion in terms of making the game feel more like a story; and, I'm sure there's a reason for them to be telling the story to begin with. I'm interested to see.

#23
Bryy_Miller

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Mary Kirby wrote...

 And there are sidequests that span several years.


SWEET.

#24
Brockololly

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I'm wondering how the narrative structure will affect exploration, travelling and camp. In the GI article its mentioned that one of the reasons they're trying this method is that it allows them to just skip from action packed event to action packed event. So, I'm just kind of envisioning the whole game as being a series of flashbacks focused on a very specific action packed moments in a fixed location before switching back to the narrator in present day.

Just seems like this might cut back on travelling and the random encounters on the road. And if we're only keying in on very specific moments in the flashbacks, would this mean cutting out the slower, camp moments?

#25
KennethAFTopp

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Mary Kirby wrote...

Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time.  And there are sidequests that span several years.


So basically, and I am meaning this in the most basic sense, we're going back to the Chapter or Act structure of BG and NWN?Image IPB