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No good deed.


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#51
Quercus

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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.

Modifié par Shiroukai, 20 juillet 2010 - 12:33 .


#52
Captain Jazz

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Randy1083 wrote...

Captain Jazz wrote...

youjik33 wrote...

They DIDN'T call Bhelen a tyrant. They said that some dwarves thought he was a tyrant... while others thought he was amazingly progressive.

He dissolves the assembly and rules Orzammar alone... with Lord Blader by his side to do his bidding! (Second part may be fabrication.)

The Assembly also abused their positions of power and forced the Common Dwarves to endure brutal lives of poverty, disease, and squalor. Maybe Bhelen was the Julius Caesar to the Assembly's Roman Senate.


There are definitely some political similarities between Bhelen and Julius Caesar, but that doesn't make him less of a tyrant. The abuses of the previous government are irrelevant in regards to the question of his tyranny - King Charles the 1st of England was a terrible ruler whose reign saw many abuses of power... but Oliver Cromwell was still a dictator despite being the next to rule after him.

#53
rabidhanar

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No Good Deed goes unpunished.



I would enjoy having a great thing, you believe at the time, bite me in the *** for once in gaming history. Developers never understand that some gamers enjoy having a problem for helping others. I want my reasonings to matter, but the result, relistically, should not always be sunshine and rainbows. Give me a moral problem, (enemy found injured, enemy of my enemy situation, delving into a teamates problems) and have it lead to more issues. Ex. Teamate A is found to have a problem with his/her personal life. Player trys to help Teamate A, but his/her help leads to the problem not being dealt with; moreover, it leads to the problem escalating.

#54
Guest_SirShreK_*

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I think good deed are punished and bad deed indeed rewarded in the game...



If you do not kill a guy (neutral good) you don't get his gear. Avernus is an example.



Bad things are rewarded too... As an example: If you decided to strike a deal with the Desire demon possessing Connor, she DOES offer a reward....



It's just that the Game is better in that it offers other choices as well which sometimes cover a large portion of the alignment spectrum...

#55
FDrage

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The problem I have is the people wanting some sort of true "Dark Fantasy" is that the sort of good choice should result in consequences that the good character should suffer. After all we are in a dark fantasy setting.



However:

1) If it is an RPG you can always decided, as a player, not to chose a certain response because it wouldn't fit with your characters nature and not let outside information (meta gaming) decide on your in-game choices.



2) What consequence (in-game) would be appropriate for a character that is either "evil" or "self-interested" or "ruthless" to achieve the overall goal of saving Thedas from the Blight. Consequences that such a character actually cares about?



If someone wants to be a "good" hero shouldn't there be, at least on some occasions, a "good" outcome possible even if you don't realise it. Or should the only outcomes are "dark" and "darker", even if you don't realize that in the first place?


#56
Gaxhung

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@OP
Bioshock had a twist like that, you were lead to believe doing something bad is actually good, so you do it, then you feel really really guilty at the end.

[Edited so as to not be rediculed. See post below for example]

Modifié par Gaxhung, 20 juillet 2010 - 03:31 .


#57
Guest_SirShreK_*

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Gaxhung wrote...

@OP
Bioshock was not an rpg but there is a twist like that, you were lead to believe doing something bad is actually good, so you do it, then you feel really really guilty at the end.



err.. And I played it thinking it was an RPG! How silly of me.....

#58
rabidhanar

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FDrage wrote...

The problem I have is the people wanting some sort of true "Dark Fantasy" is that the sort of good choice should result in consequences that the good character should suffer. After all we are in a dark fantasy setting.

However:
1) If it is an RPG you can always decided, as a player, not to chose a certain response because it wouldn't fit with your characters nature and not let outside information (meta gaming) decide on your in-game choices.

2) What consequence (in-game) would be appropriate for a character that is either "evil" or "self-interested" or "ruthless" to achieve the overall goal of saving Thedas from the Blight. Consequences that such a character actually cares about?

If someone wants to be a "good" hero shouldn't there be, at least on some occasions, a "good" outcome possible even if you don't realise it. Or should the only outcomes are "dark" and "darker", even if you don't realize that in the first place?

I'm not saying that all "Good" decisions should have consequences. That's just as unrealistic as the good decisions always having advantages/good consequences.

They should balance them out, of course people who play for godmode will not choose those examples that lead to problems, but it allows roleplayers like me to have a change of pace. Would I like some "bad" decisions to have advantages, heck yes! Would I like some "good" decisions to have advantages, heck yes! What I do not want is for every situation to lead to advantages if you choose one alignment. I super roleplay my characters, as in I plan them in advance, spend a long time creating them (1+ hour on 1 Elvish Mage for example), and choose the decisions that as their role would indicate. (I.E. I choose to side with the elves, they are my people and they are being attacked, unacceptable.) No one alignment should be superior to the other.

#59
Arrtis

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Give the kid some bread options.
GIve the kid the bread and the kid does not want to share when other kids ask for some so he gets beaten by other hungry kids and left in a gutter.More kids get some food but the kid is hurt.
Refuse to give the kid any food and He finds out his parents have food and decide to leave.Many kids go without any food...
Which would you pick?
Would this be a good grey option?
eh nevermind I need some sleep my mind is getting scrambled...

Modifié par Arrtis, 20 juillet 2010 - 03:10 .


#60
Majin Paul

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I didn't mind the fact that some quests had some 'perfect' endings to them but it was interesting when each ending had good points and bad points, the only choices I had to think about were the Orzammer leadership, Redcliffe (I read about the circle of magi though before I made the choice) and the fate of Loghain.

If DA2 had more difficult choices, the game would definitely be a lot better for it.

#61
Aulis Vaara

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Captain Jazz wrote...

How else do you interpret the dissolution of a democractic, if flawed, government in favour of the rule of a single person? Every time that has been done in human history it has been called tyranny, why would it not be so when the tyrant is a dwarf?


Emperor Augustus. As a counter argument, of course, not every sole ruler ever has been a tyrant. Many have been, of course, but the difference is that the dwarves are at war, politicians tend to forget this while bickering among themselves, while a good king might not. Bhelen is ruthless, no doubt of that, but he's not a tyrant, he sees what needs to be done and makes sure it happens.

#62
Riona45

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Wyndham711 wrote...
For example, the Ferelden society is very much akin to a modern society with modern values in the way genders are considered equal. Female warriors are commonplace, the Chantry is lead by women etc. To me these kinds of modern values feel out of place for anything that could be considered dark fantasy, even if they are very much appreciated by many modern gamers.


Well, Thedas is on a different planet--is there a rule that dark fantasy must copy all the values of Europe during the Middle Ages?  Besides, I'd hardly call Ferelden (or apparently, any other place in Thedas) a bastion of modern freedoms and social justice.

#63
The Edge

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I found the Dark Ritual to be a particularly difficult choice. After developing the relationship with Morrigan, the query she posed really took me off guard. The Alistar/Loghain thing was another decision that had me questioning myself.


#64
Riona45

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filaminstrel wrote...

Hm, that's weird, I figured the village being destroyed would have destroyed his army as well. I suppose he draws from the surrounding lands... makes sense, I guess. I'd prefer that if you left them to fend for themselves, his arling would be destroyed and you would lose his support in any meaningful form resultantly, even if you do end up curing him. Rather than having his support either way and getting penalized for helping them out.


In the case of Redcliffe, it makes sense--the army wasn't *in* the village.  If I recall correctly, all of Arl Eamon's knights had been sent questing for the Sacred Ashes (by Isolde, I think).  That is the reason why the village was in such bad shape and needed you in order to survive.  It's the reason why the villagers were stuck having to fend for themselves, and were forming a makeshift militia.

Modifié par Riona45, 20 juillet 2010 - 05:48 .


#65
Onyx Jaguar

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Captain Jazz wrote...

Every decision has a clear good or evil choice?
Kill the werewolves who suffer from a curse cast by the elven elder in response to a crime that none of the werewolves committed or kill the elves who have done no wrong as revenge for the curse?
Risk abominations loose in the world or slaughter innocent mages?
Leave Orzammar to wither and die in isolation in the hands of a good king or allow it a chance to flourish in the hands of a brutal dicatator?
Is it really so clear cut?

You want a choice that seems good but gives an evil outcome? Introducing the chantry into Orzammar resulting in an exalted march doesn't count? Granted, introducing anyone to religion is evil, but not everyone thinks so...


Considering that there is a mega happy third option to the first two and I disregard the Orzammar decision because it is over the top, silly, out of place, and told in epilogue text.

#66
Riona45

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Chairon de Celeste wrote...

It is not really clear if funding caravan passages to Denerim (good deed)
is without negative consequences, just like in real life.
Who can tell if Kathlyn, Bevin and Bella  ever made it to Denerim alive...


Well, the epilogues say they made it.  If you're talking about whether or not helping them is a good idea at the time, I get that.

#67
David Gaider

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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 .


#68
Riona45

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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.


classic fairy tales were hardly light and frothy.  The idea of them being primarily for children is fairly recent.

Modifié par Riona45, 20 juillet 2010 - 05:55 .


#69
The Edge

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David Gaider wrote...

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.


Agree, otherwise any major decision could turn into a slap in the face of the gamer. Unexpected results are great, but "WTF?" moments need to be handled carefully.

#70
MoSa09

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David Gaider wrote...

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.


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

#71
tybbiesniffer

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MoSa09 wrote...

David Gaider wrote...

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.


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


I think they gave us some forewarning that this wasn't necessarily a "good" choice.  Morrigan tells you herself that it's blood magic, I believe.  Don't get me wrong, I like Morrigan and her cynicism.  She's a good moral compass; if she disapproves I know I've done something right.  But would I trust her?  Never.

Modifié par tybbiesniffer, 20 juillet 2010 - 06:17 .


#72
MoSa09

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tybbiesniffer wrote...

I think they gave us some forewarning that this wasn't necessarily a "good" choice.  Morrigan tells you herself that it's blood magic, I believe.  Don't get me wrong, I like Morrigan and her cynicsim.  She's a good moral compass; if she disapproves I know I've done something right.  But would I trust her?  Never.


That was not what i had in mind, i wasn't talking about the consequences. The whole ritual itself just came out of nowhere, and there was nothing you could do about it, she would leave either way.

#73
tybbiesniffer

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MoSa09 wrote...

tybbiesniffer wrote...

I think they gave us some forewarning that this wasn't necessarily a "good" choice.  Morrigan tells you herself that it's blood magic, I believe.  Don't get me wrong, I like Morrigan and her cynicsim.  She's a good moral compass; if she disapproves I know I've done something right.  But would I trust her?  Never.


That was not what i had in mind, i wasn't talking about the consequences. The whole ritual itself just came out of nowhere, and there was nothing you could do about it, she would leave either way.


Fair enough.  My apologies for misunderstanding.

#74
David Gaider

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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 .


#75
MoSa09

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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."


Well, then its my turn to give my apologies, as i indeed misunderstood you. Apologies then :innocent: