I know true choice in gaming can be a difficult beast to wrestle with. Let me give a quick rundown of how I see/saw choices implemented in DAO(past Bioware games and rpgs in general) and then ask if DA2 will follow suit. In DAO we were definitly given a lot of choices. In fact at nearly every turn we were given options -kill conner, kill isolde, save everyone. And I thought the DAO dev team did an outstanding job recognizing our choices through dialog and other events throughout the game, truly. However from a replay perspective, since I generally like to play a nice guy, or the "Hero" I usually enjoy a replay in the say way I enjoy rewatching a movie that I loved. I usually don't find that I choose much differently than before -I could never bring myself to kill conner, or leave that poor dwarven women with the baby to her own devices in dustown.
What I think would be a nice evolution in choice would be to have more than one "ideal" solution, or more than one "evil" solution (for folks who like that sort of thing, God help them.) Note this is not a request for good choices going badly -there's already a thread for that- but a request for solutions to a quest where we may have 4 options, options 1&2 may have equally positive effects on everyone involved but are entirely different solutions. I know that giving us the choices we have already is quite a feat, so I guess this is more an iquirey to see if this is a scheme the devs have considered, or if the community out there has considered it as well.
Although not a one-to-one comparrison, the closest implentation to what I described above is perhaps the old Quest For Glory games. Granted those games were a lot simpler than your average Bioware RPG and the nature of how you solved quests was dictated directly by your class choice. Still the games (to me anyhow) felt a good bit different on the different playthroughs. This may be a purely academic question for Bioware and the community but one I'm curious enough about to ask.
DA2 Choices and replayability.... (DAO Spoilers)
Débuté par
CarlSpackler
, juil. 21 2010 07:10
#1
Posté 21 juillet 2010 - 07:10
#2
Posté 21 juillet 2010 - 07:36
well, i would sure like it if you have a REAL different ending.
in DA:O you had choices but all of them ended in killing the archdemon.
and then we get a new king or something like that.
but what if you could do something like you get possessed by the archdemon and then you try to get on the throne or something else(your not the archdemon, only what it wanted).
THAT would be a different ending.
i hope something like that could be done in DA2. always the same ending isnt really interesting in my opinion
in DA:O you had choices but all of them ended in killing the archdemon.
and then we get a new king or something like that.
but what if you could do something like you get possessed by the archdemon and then you try to get on the throne or something else(your not the archdemon, only what it wanted).
THAT would be a different ending.
i hope something like that could be done in DA2. always the same ending isnt really interesting in my opinion
#3
Posté 21 juillet 2010 - 08:18
While I agree having wildly different endings based on choices made throughout would be spectacular, I have a feeling that kind of scenario could be very expensive in terms of dev time. The wider the branch in story the more difficult to implement I would think. I guess I'm more interested to see if they can vary the choices within the framwork they are currently using. Of course if they wanted to develop a game along the route you're suggesting in terms of vastly different approaches to things, well then, cheers!
Modifié par CarlSpackler, 21 juillet 2010 - 08:19 .





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