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what would be the point of keeping the Warden in every game?


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#126
filetemo

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In Exile wrote...



Who cares whether or not its epic? You are forcing a particular character interpretation on me: someone who cares about dying in an epic way instead of a desperate, selfish person who does not want to die and hates Duncan for forcing him into a crippling chronic illness to fight the darkspawn.

Now, for some of my characters, a calling ending makes perfect sense. But not for every character, which is the probem with these sequels - they basically tell you to take any character that doesn't fit the motivation and shove it.




if your warden didn't care about helping Jarrek find Amgarrak, it would have never happened in your story right? then do not buy the DLC and pretend amgarrak never happened to your warden.
The same with the calling, do noy buy the dlc if you want to believe your warden kept avernus research

What's the point of Leliana's DLC if you can kill her? because the dlc assumes the most probable outcome is NOT killing her, that's what most people did, thus making it a reasonable dlc, like a calling dlc would be.

Modifié par filetemo, 14 août 2010 - 12:21 .


#127
In Exile

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filetemo wrote...

if your warden didn't care about hjelping Jarrek find Amgarrak, it would have never happened in your story right? then do not buy the DLC and pretend amgarrak never happened to your warden.
The same with the calling, do noy buy the dlc if you want to believe your warden kept avernus research


Right, so it isn't continuing the Warden's story. It's Bioware giving your particular fan-fiction an avenue for gameplay.

This is the entire problem with nerd-rage and highly customizable characters. Your plot hook has to be something forced against your will.

Look at, well, every RPG Bioware has made (short of Mass Effect, actually). In BG/BGII, you are forced against your will into the main plot. It does not matter what you want after Candlekeep - your bhaalspawn state makes you a target. In BGII, it does not matter what you did after defeating dark-and-scary-armour-dude; Irenicus is forced onto you. In KoTOR, it does not matter what you want to do; you are forced by the Sith into crash-landing on Taris and then railroaded into becoming a Jedi. In DA:O, if you did not want to become a Grey Warden, tough luck: Right of Conscription on you.

What's the point of Leliana's DLC if you can kill her? because the dlc assumes the most probable outcome is NOT killing her, that's what most people did, thus making it a reasonable dlc, like a calling dlc would be.


I thought Leliana's DLC was backstory?

#128
In Exile

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double post, Sorry.

Modifié par In Exile, 14 août 2010 - 12:24 .


#129
filetemo

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In Exile wrote...



I thought Leliana's DLC was backstory?


why should I care about a character I killed?

A calling DLC is not my personal fanfic, it's the most reasonable outcome for 99% of players who didn't became "a renegade blood mage who flips the bird to the warden organization and refuses his calling to continue avernus research."

#130
faction699

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..and when you import your save to DA2 and get to the point where your warden makes a cameo, you can avert your eyes and pretend he died in the deep roads.  We don't need your DLC for that :)

#131
In Exile

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filetemo wrote...

why should I care about a character I killed?


Lots of reasons, actually.

A calling DLC is not my personal fanfic, it's the most reasonable outcome for 99% of players who didn't became "a renegade blood mage who flips the bird to the warden organization and refuses his calling to continue avernus research."


Ah, so you know the playing habits of 99% of players? Well, could you relate them to me? It'd be really interested to know what percentages made every decision, and then what their logical 30 year endgame was that culminated in this Orzammar calling.

#132
Nerevar-as

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The actual cameo will probably be Lothering.

#133
Apollo Starflare

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Don't have time to read the whole thread, but I agree with the OP. I'm glad Bioware are going in the direction they have with the series, I always presumed DAO and it's DLC/Exspansion would be it for our Warden. Not only do true Grey Warden's eventually feel the call and go to the Deep Roads to die (admitedly something that could be done well as DLC maybe) but the world they have created in Thedas is far too rich and broad to restrict the themselves to creating stories based around one character and ideology (regardless of your choices in DAO you -almost- always are a complete supporter of Grey Warden ideals).



Time will tell what Hawke will be like, but in my opinion it is definitely the right way forward for the series.

#134
dheer

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Akka le Vil wrote...
you consider it ok that people have to undo their choices (which is PRECISELY "having other's choices forced on them")

The point is you don't have to undo your choice at all. You don't have to play that character. He/She is dead. That's the whole point that you don't seem to get. I've tried to get it across to you a hundred times but all you do is try to insult me and use all caps.

You don't get one Warden per copy of the game.

#135
Telum101

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I haven't read much of this thread, so sorry if any of this has been said before.



A lot of people seem to be missing the point that the Warden (assuming they didn't make the ultimate sacrifice) still has 30 years to live, and do anything they want. It's not just restricted to killing darkspawn or commanding the Grey Wardens. The Warden stopped a blight, ended a civil war, and saved a country in just one year, and it just sounds stupid if they want us to think it stops there with the Warden just 'living happily ever after'.



Of course, I realize DA2 can't feature the Warden due to the ultimate sacrifice, and that the main 'character' is supposed to be Thedas and the Dragon Age anyway, but considering that the Warden's achievements should be some of the most major elements to the history of Thedas, and even to a point that they are most important moments of the Dragon Age, I feel as though no effort has been made to really give that effect. It's like Bioware is just treating the blight like some everyday occurrence only worthy of an honorable mention.



Overall, I'm just generally disappointed that the sequel doesn't seem to have been handled as well as it should (based on the information we've been provided), in that the Warden will not receive the acknowledgment they deserve, and it seems the purpose of DA2 isn't to carry on with the franchise, rather than overshadow Origins to a point where it almost ignores it and just rewrites the universe from scratch.

#136
filetemo

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faction699 wrote...

..and when you import your save to DA2 and get to the point where your warden makes a cameo, you can avert your eyes and pretend he died in the deep roads.  We don't need your DLC for that :)

the calling will happen many years in the future, but since nobody, not even bioware will care about the warden after DA2, the moment to finish his story is now, if not, it will never get finished

#137
Jimmy Fury

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dheer wrote...
The point is you don't have to undo your choice at all. You don't have to play that character. He/She is dead. That's the whole point that you don't seem to get. I've tried to get it across to you a hundred times but all you do is try to insult me and use all caps.

You don't get one Warden per copy of the game.


As Sir JK pointed out, in order to have a feasible and coherent sequel starring The Warden, they would have to undo some choices.
There are just too many possible paths by the end of Origins to make a single, logical, sequel. That doesn't even include the addition of an Awakenings ending and a Golems of Amgarrok ending (or endings. Haven't gotten around to DLing it yet).

A game sequel needs a few key elements in order to work. Elements that won't work with The Warden as the protagonist.
1: A singular plot. Every story needs a plot that's just how stories work.
With the variety provided in Origins this is impossible if our Warden is the protag. There are just too many variations of the ending. Is the Warden King/Queen/Consort of Denerim? Did he/she go back to the circle? Returned to Orzamar? Rejoined the Dalish? Went looking for Morrigan? Rode off into the sunset with Alistair to return Duncan's remains? Go off to rebuild the Warden's Order in Ferelden? Back to Highever to rebuild? Just wandered off on his/her own? Dead?
Was he/she in a romance with Leliana? Morrigan? Alistair? Zevran? Nobody?
Did He/she ever experience the events of Awakenings? It's an expansion so there are people who never bothered to play it. Are it's events canonized or ignored despite whether or not people actually played it? Depending on the plot of GoA the same applies there.
Awakening was small enough that it managed to skim over all of that.
Some people thought that was a cheap way to ignore their choices, others didn't. But a sequel, an entire new  game, would have to acknowledge those choices or flat out change/undo them.

With that much variety, with the potential for your warden to be in Ferelden (Denerim, Orzamar, Highever, Circle Tower, etc),  Orlais (hunting Morrigan), the Anderfels (with Al), or anywhere else (isn't there an epilogue where you go to antiva with Zev to help run the crows?)  there's just no way to logically start the game in a single location without hijacking people's characters and undoing those epilogues that the players chose when they decided what they wanted to do now that the Arch Demon was dead.

2: It Needs to be open to new players
New players exist. As much as certain people hate the idea of anyone new joining the DA fold, it will happen. You can't base an entire sequel on the save-game transfer from Origins because it won't exist for plenty of people.
Which means you need a fresh story. This also applies to everyone who self-canonized the US ending (not Bio-Canon mind you, self-canon.) they have no warden to transfer over so they too would need a new character with a fresh story.
A fresh new story on top of the multitude of possible endings to Origins and you have a big giant mess that would be nigh impossible to squish together into a single game.

3: Base stats

Starting an expansion at peak stats and adding a few more levels is one thing. Starting an entire game at peak stats and adding 20+ new levels is just absurd. Not to mention that this is also a requirement in terms of those people needing a completely new character. Existing Wardens would have to be depowered at the start of the game and have the specializations stripped since Bioware is adding new ones. (plus they're changing the existing ones for better balance).

4: Room for improvement

Origins wasn't perfect. Some things do need to be changed to improve the overall quality of the game. classes need to be balanced better, Specializations needed to be tweaked to make them more useful, Ai needed a kick in the pants, Combat had various issues to various people, body-models had some problems, etc.
Some of these changes wouldn't have any impact on what happened in origins but others would. The first two, as mentioned above, would require The Warden to be stripped of all skills and rebuilt from scratch.
Other potential changes, like new armor/weapon models, new facial morph system, etc, would inevitably result in wonky continuity. Look at what happened in ME2 with the heat sinks.
The only way to pull everything over to a new game without fudging something would be to make it exactly the same and ignoring the problems that existed in the first game.


So it's not even a matter of what people would prefer, it's a matter of what is feasible and possible in terms of a RPG sequel. A RPG is not a movie, a comic, a book, a TV show, or even a normal game. The player's-choice aspect introduces a whole new range of issues that must be acknowledged when creating a sequel.
For a game like DA:O, which such a wide variety of epilogues for it's wide variety of Wardens, the best option is to start fresh with a new character.
Actually, no, not even "best option" it's the only logical option.
Bioware can continue the Warden's story in DA:O DLC (which they're doing...). We don't know what else is in store in terms of DLC so there's every chance that we will get an proper send-off for our surviving wardens. Heck, it's been explained numerous times that individual projects have their own production teams. For all we know they're already working on another Expansion similar to the one Filetemo described (which I quite like sound of personally. Actually I had hoped GoA was going to be just that...).

Modifié par Jimmy Fury, 14 août 2010 - 03:44 .


#138
dheer

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Jimmy Fury wrote...
1: A singular plot. Every story needs a plot that's just how stories work.

You're right, there does need to be a central focus for a new game / expansion. At the end of Awakening no matter our choices before, we disappear and our adventures continue according to the end panels. I don't think you can just throw away a whole expansion's story because some people didn't buy it. There are ways to continue a story that acknowledges what happened before without having to be in the same area or continue all the same plotlines. You might travel to a different land, have a new something to fight and so on.

2: It Needs to be open to new players

Completely agreed that it needs to be open to new players. They handled it pretty well in Baldur's Gate II. You can start fresh with a new character and a new story but what happened in the first game still took place.

3: Base stats

This has been done many times before in other games. They can use a plot device like usual.

4: Room for improvement

There's always room for improvement. I don't see that as any kind of impediment at all. There would still be a cosmetic way to change your character to how you want, etc.


The devs went in a different direction with the series. I understand. It's much easier to just start over every few years. I just don't find a tale focused on a location, city or world that continues as engaging as one that follows your adventures.

It wasn't the only logical choice though. They could have continued if they wanted to but chose differently.

Modifié par dheer, 14 août 2010 - 05:37 .


#139
BlackyBlack

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Nerevar-as wrote...

These usually don´t involve leaving several plots the main character is directly involved in unresolved, as DA:O&A did. A proper closure to the possible paths for the Warden would deal with many unhappy people.

What unresolved paths ? He went on living, it doesn't matter what happened afterwards. Just like in EVERY story that has ever existed the EXACT future of the protagonist is never revealed (well except if the protagonist died at the end of that story)

If you're talking about Morrigan devs said they aren't done with her story

Modifié par BlackyBlack, 14 août 2010 - 06:09 .


#140
faction699

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BlackyBlack wrote...

Nerevar-as wrote...

These usually don´t involve leaving several plots the main character is directly involved in unresolved, as DA:O&A did. A proper closure to the possible paths for the Warden would deal with many unhappy people.

What unresolved paths ? He went on living, it doesn't matter what happened afterwards. Just like in EVERY story that has ever existed the EXACT future of the protagonist is never revealed.

If you're talking about Morrigan devs said they aren't done with her story


So... the whole "but many say  the Wardens story is not over" implied in every ending you didn't die in... that didn't happen!

#141
BlackyBlack

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faction699 wrote...

So... the whole "but many say  the Wardens story is not over" implied in every ending you didn't die in... that didn't happen!

What on earth makes you think changing the protagonist suddenly keeps you from knowing what happened to the Warden ?

It didn't happen in KOTOR2, Fable series, Metal Gear Solid series, Devil May Cry 4, Star  Wars: Jedi Knight: Jedi Academy, Resident Evil series, Soul Reaver or many sequels that have a different protagonist. You still learned what happened to the protagonist of the previous game

Modifié par BlackyBlack, 14 août 2010 - 06:09 .


#142
gotthammer

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BlackyBlack wrote...

What on earth makes you think changing the protagonist suddenly keeps you from knowing what happened to the Warden ?


I guess it's not just the 'knowing': some of us would want to continue 'playing' as the warden.
Definitely not in DA2, as that's gone the way of Hawke, but further down the road.

I mean, there's a clear difference from controlling/playing how the 'future' resolves itself, from, say, being told about via lines of text or dialogue.
If they didn't want any of "this" kind of reaction/desire/appeal in wanting a continuation of the Warden's story, then perhaps it would've been better if they killed him/her at DA:O's end (i.e., no other option but death....they could always resurrect him/her if they suddenly had a need for the Warden. Think Shepard. :lol: ).
But since they went w/ the 'your Warden could live if he does X', it's only natural that some people would want to continue, regardless of whether others believe that the 'Warden's story is done' or not. ;)

#143
faction699

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BlackyBlack wrote...

faction699 wrote...

So... the whole "but many say  the Wardens story is not over" implied in every ending you didn't die in... that didn't happen!

What on earth makes you think changing the protagonist suddenly keeps you from knowing what happened to the Warden ?

It didn't happen in KOTOR2, Fable series, Metal Gear Solid series, Devil May Cry 4, Star  Wars: Jedi Knight: Jedi Academy, Resident Evil series, Soul Reaver or many sequels that have a different protagonist. You still learned what happened to the protagonist of the previous game


I'm sorry, I quite clearly quoted you saying that "it doesn't matter what happened afterwards".  It matters to alot of people, especially since it's not implied that the DA:O Warden's story is over in many endings.  Infact, the opposite is implied.

#144
Saibh

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What's the point? What's the point?!

FOR MY FEELINGS, THAT'S WHAT.

:P

#145
In Exile

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faction699 wrote...

So... the whole "but many say  the Wardens story is not over" implied in every ending you didn't die in... that didn't happen!


They say that in absolutely every game. NWN, HoTU, KoTOR, etc. The idea is to leave the ending ambiguous so that it's open to the imagination of the player, and they maintain the illusion of choice by not telling you what your ending is, unless you specifically chose that.

So this is why, for example, you go off looking for Morrigan (if you said you did) or go to Antiva, or whatever. Because that was exactly the same ending you got in DA, and they're basically saying, now that the expansion is over, back to your regularly scheduled ending you already picked.

#146
faction699

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In Exile wrote...

faction699 wrote...

So... the whole "but many say  the Wardens story is not over" implied in every ending you didn't die in... that didn't happen!


They say that in absolutely every game. NWN, HoTU, KoTOR, etc. The idea is to leave the ending ambiguous so that it's open to the imagination of the player, and they maintain the illusion of choice by not telling you what your ending is, unless you specifically chose that.

So this is why, for example, you go off looking for Morrigan (if you said you did) or go to Antiva, or whatever. Because that was exactly the same ending you got in DA, and they're basically saying, now that the expansion is over, back to your regularly scheduled ending you already picked.


I wouldn't really say that's what they say in every other game.  It's never implied in either KOTOR games ending that there is any chance of either character returning - no one ever sees them again.  Ever.  I havn't played NWN but in NWN2 the character is presumed dead and in the first expansion you pretty much have 100% closure about what happened to your character with the ending (that I got anyway, I havn't seen the other one)

Modifié par faction699, 14 août 2010 - 06:42 .


#147
AlexXIV

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faction699 wrote...

In Exile wrote...

faction699 wrote...

So... the whole "but many say  the Wardens story is not over" implied in every ending you didn't die in... that didn't happen!


They say that in absolutely every game. NWN, HoTU, KoTOR, etc. The idea is to leave the ending ambiguous so that it's open to the imagination of the player, and they maintain the illusion of choice by not telling you what your ending is, unless you specifically chose that.

So this is why, for example, you go off looking for Morrigan (if you said you did) or go to Antiva, or whatever. Because that was exactly the same ending you got in DA, and they're basically saying, now that the expansion is over, back to your regularly scheduled ending you already picked.


I wouldn't really say that's what they say in every other game.  It's never implied in either KOTOR games ending that there is any chance of either character returning - no one ever sees them again.  Ever.  I havn't played NWN but in NWN2 the character is presumed dead and in the first expansion you pretty much have 100% closure about what happened to your character with the ending (that I got anyway, I havn't seen the other one)




Why are we talking about other games anyway, it's not like that's a justification or good reason at all.

#148
Merced256

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burrito wrote...

well figuring the morrigan story will not have the warden in it and shes prolly warming some chevaliers bed.


don't say that you bastard

#149
In Exile

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faction699 wrote...

I wouldn't really say that's what they say in every other game.  It's never implied in either KOTOR games ending that there is any chance of either character returning - no one ever sees them again.  Ever.  I havn't played NWN but in NWN2 the character is presumed dead and in the first expansion you pretty much have 100% closure about what happened to your character with the ending (that I got anyway, I havn't seen the other one)


The lightside ending speech for KoTOR is:

'' ... But you must remain ever vigilant, for one day you may be called upon yet again to defend the glory of the Republic against the tyranny of the dark side for this is the destiny of the Jedi.''

Cue fade to black. Does not sound very much like a fixed ending where they leave absolutely no room for future adventures at all and as good as the epilogue where you have many future adventures.

KoTOR II ran with continuity however they did, but in that game, they clearly leave room for a sequel, flavour ending of the conquering the Republic aside.

Hordes of the Underdark uses the same language.

In NWN2 you got ''Rocks fall, everyone dies'' which is just a terrible ending. MoTB gives you a variety of epilogues, however, and they all leave room for your epic-level behind to go on more epic-level adventures.

#150
In Exile

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AlexXIV wrote...
Why are we talking about other games anyway, it's not like that's a justification or good reason at all.


It's not about justification. We can debate the relative merits of whether or not it's worth returning to the Warden independent of any game, but if someone is going to say, ''They have to continue the story! They said the adventure is not over!'' then it is absolutely fair game to bring up other Bioware games where they said the same with no sequel.