The Edge wrote...
tpryan01 wrote...
Dave of Canada wrote...
meaning you were never interested in the game based off what was advertised
bingo
So is that because they didn't show a female option, or that the gameplay was advertised in a way that didn't appeal to you (more actiony than it really was=Sacred Ashes trailer)? Or was it both? 
both. It looked like a fighting game to me. and it looked like I had to play as the crew cut warden
I never picked up on the rich character interaction from the ads
frankly I have played a ton of RPGs but the character interaction in DAO is in a new league.
here is the text of the article from Comics Alliance
"Dragon Age: Origins" broke my heart.
by Colleen Coover
ComicsAlliance editor Laura Hudson asked me to write this post because I
nearly burst into tears at a party while trying to explain how
crazy-excited I was about the storytelling in this video game. "Dragon
Age" seemed, at first, to be a pretty basic, well-made fantasy
adventure: you play as a male or female character with one of about six
different background stories, tragedy strikes, battle to save the world
must be waged blah blah blah.
But when I began to assemble my
requisite team of misfits and set out to defeat the evil Archdemon, I
found myself unraveling a story told in a complex web of choices and
consequences. Each of the game's quests had multiple difficult
resolutions to choose from, ranging from tragic to immoral. My actions
affected the attitudes of my band of adventurers. I could make them
pleased or angry; I could persuade them to fall in love with my
character or pursue sexual trysts with them. (And you know I totally
did.)
This, I began to realize, was Something! I was sucked into
the narrative completely, because it was a story I was telling myself.
Dozens of wrinkles in the overarching plot were the result of my own
decisions. I was not merely walking my character through the events of
the game; I was culpable. And when in the end I reached my ultimate goal
to face the Archdemon, all those choices -- all the little threads I
had been responsible for -- came together to win the day, beat the game,
and break my heart.
I won't say here what upset me so. It was
one of I-don't-know-how-many possible endings. But it was unexpected; it
was not the outcome I had wanted; it left me watching the credits
through tears of regret for the choices I had made and IT WAS AWESOME.
This is first-person storytelling to a degree I have never encountered
before. I can't think of it existing in any other medium. A great book
or film can transport us, inspire us, make us feel any range of emotion.
But no matter how intimate the writing or performance, we are
uninvolved; the experience is vicarious. In "Dragon Age," it is virtual.
I did not feel empathy for my character, I just felt.
As a
comic book creator, I think about storytelling pretty much all the time.
The idea of a story built on so many branches -- one that must be
simple enough to remain a clear narrative while being flexible enough to
allow for a multitude of variations -- boggles my mind. I wonder if the
writers and directors and voice actors, with their godlike knowledge of
all the alternative plot turns, can even have the perspective to
understand how compelling their own work is? It excites me to know that
this game exists. It makes me envious of its architects, and glad that I
am not one of them so that I may enjoy their creation. It makes me hope
for more games that can make me feel joy, lust, outrage, guilt-- and
break my heart."
http://www.comicsall...colleen-coover/I subscribe to the authors twitter feed.
Modifié par tpryan01, 25 août 2010 - 05:06 .