Hanz54321 wrote...
So it seems an apple's n oranges comparison.
Oh sure - there's fan fiction and Gaider's long discussions where he expounds on his ideas, changing them as he changes. But they don't count. What is in the actual game counts. It's really not a lot of time when compared to the decades that comic book characters have to develop.
^^This.
It seems a bit unfair to compare a video game character as presented with any other type of character (movie, comic book, etc) because a video game character (at least, the ones we talk about) can do something that those characters can't: have different paths.
Video game characters are written for a completely different purpose than a comic book/movie/etc character. Whereas comic books, movies, and books set out to expand and show a character, video game characters are given (by good writers, anyway) a good back story, good dialogue, but then are set loose into a world where most of the writing may never be seen, and the back story never even touched upon.
To whit: in Dragon Age alone, you may never even get to interact/see Zevran, Leliana, Sten, or Dog (or only see 1-2 lines with them) unless you happen to go to the right place, and even then you have to do the right thing. A lot of people were surprised you could recruit Wynne because they just thought she was an NPC you had to kill to get into the tower. The only ones forced on you are Alistair and Morrigan (and possibly Oghren). Loghain is *still* called the 'Secret Companion' on the Dragon Age wiki.
Also, even though the characters are written statically just as movie/comic book/book characters are, they are encountered and interacted with *dynamically*, which is completely different from any other medium. Whether or not you like Alistair seems (for most people) to be determined entirely by whether you talked to him more than twice, and either decided to keep trying or whether you wrote him off as a whiny complainer. Wynne can be either a kindly grandmother or a lecturing old biddy. Morrigan can be either a disdainful sarcastic bundle of negativity, or a sultry yet practical goddess of the divine.
It's why I love video games like this so da** much. It ain't perfect, but it's got hooks!
Anyway...
The strength of writing in a video game doesn't necessarily lie in the dialogue or the overall sweep of the story, but in how it works into making the player experience work. Judging by how many of us keep coming back and arguing about the motivations and decisions of why our PC did this, or what should our PC do in case of that, I think the writing team succeeded marvelously at its purpose for DA:O. (can't speak for DA2 yet, haven't played it).
And, for (belated) OT: Loghain is a *perfect* example of what I was talking about: a character who can be either 2-dimensional mwahaha bad/evil character, or an evolving, changing companion with surprising depth.
Ummm... my 2 cents?

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edited for correction
Modifié par tklivory, 15 octobre 2011 - 07:54 .