Aller au contenu

Photo

No good deed.


2 réponses à ce sujet

#1
aberdash

aberdash
  • Members
  • 483 messages
Bioware has never been in the habit of punishing a good deed and to me this is what made DA:O just another fantasy game. They advertised it as a "dark heroic fantasy" but in reality every decision you make had a very clear good or evil choice. This just reeks of typical fantasy and does nothing to set itself apart from DnD or other fantasy settings.

I'd like to see bioware included choices that while they may seem good or evil have the opposite outcome. Such as coming across an apostate being hunted by templar. The apostate has done nothing wrong so it would seem to be the good choice to help them escape. However if you do help the apostate escape they later become an abomination and wreak havoc on a nearby town killing 10s of people. Sure this may seem like a "gotcha" moment but it shows that the chantry does what it does for a good reason.

Modifié par aberdash, 20 juillet 2010 - 03:40 .


#2
David Gaider

David Gaider
  • BioWare Employees
  • 4 514 messages

Shiroukai wrote...
Bioware should be aware of the Wizard's Second Rule: The greatest harm can result from the best intentions.
And I would really like to see some of it in DA2 as well, which would make it a dark fantasy game and not a fairy tale. Everything has consequences, and good deeds don't always lead to a good aftermath.


I don't disagree. From a game perspective, however, you do want to avoid the "gotcha!" situation-- if you present a situation to the player where they have no way of knowing that the solution they're offered will have an unintended effect you run the risk of having the player feel like they're being punished rather than rewarded with an interesting story.

And by "no way of knowing" I don't necessarily mean they need to be told-- just "is it reasonable to assume that this might happen?" It's the events that come out of left field, that pull the rug out from under the player, that you need to be careful of. In small doses it might work, or perhaps even in a situation where the player can at least do something to address their reversal of fortune, but otherwise I consider it to be something that sounds good in theory but doesn't work well in practice-- at least, not in a game where the player and the designer are working under an implied understanding that a degree of agency is required even though the designer is the one calling all the shots.

But thematically? "The road to hell is paved with good intentions" could make for a great part of a story or a quest.

Modifié par David Gaider, 20 juillet 2010 - 05:48 .


#3
David Gaider

David Gaider
  • BioWare Employees
  • 4 514 messages

MoSa09 wrote...
Now when i think about a situation where something like that has happened, why does the Dark Ritual almost instantly comes to mind?


I'll have to assume you don't understand what I'm referring to by the "gotcha!".

A "gotcha!" would be everything in the game telling you the results of your action will be X but then Y happens instead. It could be an interesting plot twist or a frustrating one depending on how involved in the outcome the player feels. If they don't feel involved in what happened, they've lost agency.

The Dark Ritual was offered to your character and you made a decision-- and the outcome of your decision was exactly as advertised. Not a "gotcha!" moment in the slightest, unless you intend to extend the definition to "I didn't like it."

Modifié par David Gaider, 20 juillet 2010 - 06:22 .