CoS Sarah Jinstar wrote...
The question is do you really need a voiced protagonist to somehow make the game "better" and why?
I addressed this at different points in this thread, but essentially for the following reasons:
(1) If we have voiced NPCs, then a silent PC is neccesarily in the background for any cut-scene or dramatically salient interaction (e.g. the introduction to Cailain from the Human Noble origin I mentioned previously).
(2) Written dialogue already
neccesarily has an assigned tone. Making it explicit or implicit has no impact on the degree of control I have over the character. With regard to control over my character, this is a push.
(3) Unlike many advocates of silent VO (this is a personal reason, as opposed to a general design argument like the other two) I do not have an active reading voice. I don't know any other way to describe it. When I read, I read wit a single "narrator" tone that is identical when reading a novel or a grocery list. This voice never changes for characters (i.e. when I read, my women sound like men, who all sound like me reading aloud).
I really don't see how a game that was marketed as a spirital successor to baldur's gate, which also didn't have a voiced protagonist, needs to follow the development path of Mass Effect in that the player now just sits back and watches, occasonally makes an arbitrary canned guess at a response here and there to slightly change a quest or one of the "outcome slides" at the end of the game.
Okay, with regard to choice,
DA:O absolutely did this same thing. There are like 6 barely meaningful choices in game, plus DR & US. And let's not pretend games prior to ME/DA even
had anything an outcome choice beside the engame (and BG didn't even have that).
It's really no different than what you have without a voiced protagonist except the player is allowed to fill in the blanks should he/she choose to do so.
But "spiritual successor" is an empty phrase. We had this debate back with DA:O, when people were criticizing it for not having the following: (i) inventory tetris; (ii) companion death versus injury; (iii) ability to attack/kill ALL NPCs; (iv) explorate interconnected areas instead of the general map, etc.
DA:O did not implement many features from BG. Arguably these are not all bad choices, but they were choices that were made while Bioware also maintaiend they were producing a spiritual successor (and you seem to grant DA:O was a spiritual succesor).
So based on this reasoning alone, why is VO any more integral to BG than companion death, inventory tetris or non-invicible NPCs?
In effect it's removal sacrafices roleplaying choice for that big buget cinematic feel. If I want to watch a movie, I'll watch a movie.
I disagree. I have always disagreed with this, and maintained that depending on the circumstance, VO can allow more roleplaying than non-VO. At the very least, it is
always the case (I argue) that VO will at least provide the same opportunity to roleplay as non-VO.
I perfer my rpg's to at least allow a tiny bit of that table top experience that I've grown accustomed to over the years.
I have never played a PnP game. In fact, I don't think I've ever met a person who is into RPGs, either cRPG or PnP.
Trust me I do understand there are those that want that sort of thing, what saddens me is those of us who would like to see at least one developer continue to make titles that capture the feel of badur's gate with current technology and without sacraficing the ability to rp without getting force fed a written script, apparently get left out in the long run.
But we're right back at the problem I brought up. What
are the core features of BG? Your protagonist was much more fixed in BG than in DA:O. There, you were a Bhalspawn. You had a particular divine destiny. You had living relatives. You were brought up in Candlekeep. In the old DA:O forum, we had people arguing that the Origins, which are now loaded as this incredible achievement in roleplay, as something that fundamentally betrayed and restricted the vision of BG and that Bioware could
not call DA:O a spiritual successor in good faith.
So what was the
feel of BG? To me, it was the epic and engrossing personal story. If anything, DA2 captures
this aspect better than DA:O ever did.
Because for as many people that do welcome the whole voice over direction, there's no doubt an equal number who don't understand why its considered such a huge improvement, or even think its any sort of improvement at all. Which puts Bioware in a spot of either pleasing the older fanbase, or trying to please the main stream fans they've aquired from titles like Mass Effect and there's noway they can please both camps.
This is one issue I have. I have been playing Bioware games since NWN. Yet since NWN, I thought it would be
really awesome to have VO (and an audible in-game name). There must have been someone at Bioaware who had the same idea, otherwise why would they have produced Mass Effect in the first place?
There are many features Bioware is arguably introducing (and has introduced) to appeal to a mainstream audience. These predate Mass Effect and EA (think, for example, of how JE was
exclusively a console action-RPG to capture on the success of KoTOR on the Xbox). I disagree that VO for the sake of roleplaying is a mainstream feature, however. We are just a different kind of niche, since the entire RPG genre (whatever you want to consider an RPG) pales in popularity to truly mainstream games like you can find on the Wii, or to FPS and sports titles.
Modifié par In Exile, 09 octobre 2010 - 06:57 .