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Question about the narrative style and side quests


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#26
Narreneth

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Brockololly wrote...

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?


That's not what I was getting from it.  I think what it means is that there are going to be fewer points in the game where the actual storyline stagnates into run around from point A to point B back to point A out to point C then back to point A again.

#27
Brockololly

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My impression was that basically the shift to the narrator kind of eliminates the need to travel. So if you had this system in Origins it would be like having the present time at say the landsmeet or something, have Eamon narrate then basically have Ostagar one flashback, switch to present, Lothering, switch to present, Brecilian forest, switch to present, Redcliffe, switch to present and so on until the flashbacks catch up to the present.



It sounds interesting, even though it seems like it will make the whole game a bit more linear than most BioWare games.

#28
Mary Kirby

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Brockololly wrote...

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?


The focus on the events isn't super-ultra tight.

Example: You have the narrator saying, "Then, of course, the Champion arm-wrestled the disembodied Beard of Duncan on the roof of the chantry!"  And Cassandra saying, "What? How did that happen?" And the narrator declares, "It's kind of crazy, but I think it all started when..."

And then the game jumps to a playable point and the player can explore to see what's changed over the years, chats with followers, rescues kittens from trees, etc. at their leisure. All the stuff that you'd normally do. It's just that as you're doing that, you maybe get a quest now and then to investigate reports of an extremely aggressive beard skulking around at night.

And eventually, you reach a point where someone shouts, "Maker's breath! Someone come quick! There's a glorious beard up on the chantry roof threatening to destroy the town!" And you can probably guess that once you go up there, there's no coming back...

#29
SDNcN

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Mary Kirby wrote...

Brockololly wrote...

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?


The focus on the events isn't super-ultra tight.

Example: You have the narrator saying, "Then, of course, the Champion arm-wrestled the disembodied Beard of Duncan on the roof of the chantry!"  And Cassandra saying, "What? How did that happen?" And the narrator declares, "It's kind of crazy, but I think it all started when..."

And then the game jumps to a playable point and the player can explore to see what's changed over the years, chats with followers, rescues kittens from trees, etc. at their leisure. All the stuff that you'd normally do. It's just that as you're doing that, you maybe get a quest now and then to investigate reports of an extremely aggressive beard skulking around at night.

And eventually, you reach a point where someone shouts, "Maker's breath! Someone come quick! There's a glorious beard up on the chantry roof threatening to destroy the town!" And you can probably guess that once you go up there, there's no coming back...


If this isn't in game I will cry.

#30
Brockololly

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Mary Kirby wrote...

The focus on the events isn't super-ultra tight.

Example: You have the narrator saying, "Then, of course, the Champion arm-wrestled the disembodied Beard of Duncan on the roof of the chantry!"  And Cassandra saying, "What? How did that happen?" And the narrator declares, "It's kind of crazy, but I think it all started when..."

And then the game jumps to a playable point and the player can explore to see what's changed over the years, chats with followers, rescues kittens from trees, etc. at their leisure. All the stuff that you'd normally do. It's just that as you're doing that, you maybe get a quest now and then to investigate reports of an extremely aggressive beard skulking around at night.

And eventually, you reach a point where someone shouts, "Maker's breath! Someone come quick! There's a glorious beard up on the chantry roof threatening to destroy the town!" And you can probably guess that once you go up there, there's no coming back...


Ahhhh... I see. So Duncan didn't die at Ostagar - Duncan has overcome death itself and has returned to his faithful in a form more radiant than anyone could imagine? 
/Kolgrim'd:wizard:

#31
Deviija

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Mary Kirby wrote...

And eventually, you reach a point where someone shouts, "Maker's breath! Someone come quick! There's a glorious beard up on the chantry roof threatening to destroy the town!" And you can probably guess that once you go up there, there's no coming back...


Come quick, Ma!  There's a beard in the belfry!

#32
Narreneth

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Mary Kirby wrote...

Brockololly wrote...

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?


The focus on the events isn't super-ultra tight.

Example: You have the narrator saying, "Then, of course, the Champion arm-wrestled the disembodied Beard of Duncan on the roof of the chantry!"  And Cassandra saying, "What? How did that happen?" And the narrator declares, "It's kind of crazy, but I think it all started when..."

And then the game jumps to a playable point and the player can explore to see what's changed over the years, chats with followers, rescues kittens from trees, etc. at their leisure. All the stuff that you'd normally do. It's just that as you're doing that, you maybe get a quest now and then to investigate reports of an extremely aggressive beard skulking around at night.

And eventually, you reach a point where someone shouts, "Maker's breath! Someone come quick! There's a glorious beard up on the chantry roof threatening to destroy the town!" And you can probably guess that once you go up there, there's no coming back...


This should be the first DLC after release.  See to it, please.

#33
Dave of Canada

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Mary Kirby wrote...


Example: You have the narrator saying, "Then, of course, the Champion arm-wrestled the disembodied Beard of Duncan on the roof of the chantry!"  And Cassandra saying, "What? How did that happen?" And the narrator declares, "It's kind of crazy, but I think it all started when..."

And then the game jumps to a playable point and the player can explore to see what's changed over the years, chats with followers, rescues kittens from trees, etc. at their leisure. All the stuff that you'd normally do. It's just that as you're doing that, you maybe get a quest now and then to investigate reports of an extremely aggressive beard skulking around at night.

And eventually, you reach a point where someone shouts, "Maker's breath! Someone come quick! There's a glorious beard up on the chantry roof threatening to destroy the town!" And you can probably guess that once you go up there, there's no coming back...


Can the narrator get drunk when he's telling the storyline? Having this as even a side quest would be amazing.

#34
GodWood

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Having the narrator get drunk in one part is a fricking brilliant idea!

Think of the possibilities!

#35
SDNcN

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Dave of Canada wrote...

Can the narrator get drunk when he's telling the storyline? Having this as even a side quest would be amazing.


This.


#36
Narreneth

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Makes me miss Oghren just thinking about it.

#37
Ladybright

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I wonder, will we ever play as Hawke straight, not through a narrator's eyes?

#38
Narreneth

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Ladybright wrote...

I wonder, will we ever play as Hawke straight, not through a narrator's eyes?


I think technically that's probably up to you.  Is the narrator telling the truth, or no?

I'm going to just say they are.

#39
Ladybright

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But I mean, will Hawke ever enter onscreen in the present? So that it isn't a narrator talking about Hawke, but Hawke herself actively doing things?