SgtElias wrote...
Thank you very much for that. I clicked on it, and then my husband walked up behind me to see what I was up to, looked over my shoulder, and gave me a dirty look.
Tell him it's for research.
SgtElias wrote...
Thank you very much for that. I clicked on it, and then my husband walked up behind me to see what I was up to, looked over my shoulder, and gave me a dirty look.
Dave of Canada wrote...
FieryDove wrote...
If I had my wishes on things getting cut, I would have much rather had Morrigan's "walk scene" for the DR cut rather than the DR scene that coulda, shoulda, woulda been better.
I disagree. Without the walk, we wouldn't have had this.
Modifié par Rogue Unit, 24 octobre 2010 - 07:56 .
Dave of Canada wrote...
SgtElias wrote...
Thank you very much for that. I clicked on it, and then my husband walked up behind me to see what I was up to, looked over my shoulder, and gave me a dirty look.
Tell him it's for research.
Holy giant assumptions, Batman!asaiasai wrote...
I understand that taking the example from above that the ending is small percentage of the over all total endings that a player might choose from, but i would be willing to bet that just about every player here has that ending at least once.
asaiasai wrote...
but i would be willing to bet that just about every player here has that ending at least once. What that means is that while the percentage of that ending is small in relation to the possible endings, it is still a signifigant portion of your over all fan base that will have that ending at least once, therefore that percentage is not so small.
Asai
Dave of Canada wrote...
Faz432 wrote...
Really?? quantify 'large'.
Can't find the DA:O statistics but for Mass Efffect 2 (for example), only around 50% of people finished the game.
KLUME777 wrote...
Dave of Canada wrote...
Faz432 wrote...
Really?? quantify 'large'.
Can't find the DA:O statistics but for Mass Efffect 2 (for example), only around 50% of people finished the game.
But that counts every single playthrough, even ones that were for show.
For e.g. i started a game without import to see who was the default LI from ME1, then quite out, then i started a game to show my grandma the awesome beggining (shes awesome!), then i showed my friend the awesome beginning to try and get him into the game. Ive finished the game twice.
So 3/5 of my playthroghs didnt get past the lazurus cell base at the beggining. And they count.
The metrics are taken from games which have "allow to gather feedback" switch enabled, similar to the one in DAO i suspect. And yes it may look silly but the game is just a dumb piece of software, it has no way to determine why the player never finished a playthrough. It can only record that one was started, what the last save point (if any) was, how long the player spent playing it, and (if) they eventually finished it, stuff like that. And they do record/take into account these details for unfinished games, since it can be somewhat helpful in figuring out why the player quit. Obviously, key word being somewhat.Herr Uhl wrote...
I thought it was per sold copy and finished game, and it is pretty high. Where did you pull that one from? Because if it was measured as you describe it, that would be a dumb way of doing it.
Modifié par tmp7704, 24 octobre 2010 - 10:40 .
Extrapolating this way of thinking though, don't you arrive at the point where any sort of branching in the story and allowing the player to make choices with some actual impact on it becomes unwelcome, because it cuts the number of people who potentially view the resulting option by half ... so just two choices down you're reducing audience to 25% per combination , and that means effort put into making each branch would be "better spent" on making something 100% of players can see instead?Mike Laidlaw wrote...
We absolutely could do it.
We just chose not to, because we have X amount of time to make an entire game, and for everything you do, something else doesn't get done.
In an example like this, a scene that can only be viewed by human noble females who have successfully had a romance with alistair AND who chose the ritual represents a reasonably small portion of the audience. Therefore, the effort could be better spent on a scene that, say, 90% of people will see instead of 10%.
Modifié par tmp7704, 24 octobre 2010 - 11:14 .
ankuu wrote...
That is simply great! Beauitful! But i can surely understand that they can't do everything...i remember that scene they've cut out, with Morrigan talking to Alistair b4 coming to the fem Warden to tell her about the DR. I've read the comic and i just wanted to see that i movement....maybe a mod will recover that as well?
Ulous wrote...
Call me strange but I for one have "never" played as a female char in an RPG unless I have been forced to by the game.
With the above said and as likable as Alistair is, he is not romance/marriage material, any woman with even only half a brain wouldn't marry him unless they were going to get something out of it, and seeing as the warden is drenched in fame anyway it doesn't really make sense.
Just my two pence.
Modifié par Upsettingshorts, 24 octobre 2010 - 11:51 .
Upsettingshorts wrote...
If the choice comes down to:
A) More variety of choice in the game itself, resulting in a DA:O type epilogueLess variety of choice within the game itself, resulting in a cinematic epilogue
I'm taking A every time. No question. An ending doesn't become less significant just becase it's text.
Modifié par Upsettingshorts, 24 octobre 2010 - 11:57 .
Upsettingshorts wrote...
If the choice comes down to:
A) More variety of choice in the game itself, resulting in a DA:O type epilogueLess variety of choice in the game itself, resulting in a cinematic epilogue
I'm taking A every time. No question. An ending doesn't become less significant just becase it's text.
Modifié par Anarya, 24 octobre 2010 - 12:02 .
Seb Hanlon wrote...
Faz432 wrote...
Seb Hanlon wrote...
Kaiser Shepard wrote...
Mr. Laidlaw, could you kindly tell us why there wasn't a story-justified reason for allowing to import an Ultimate Sacrifice Warden into Awakening? I know the amount of players that actually went with the US path can be considered a minority, only being around 20% of the player base. But this group, minority or not, was the result of the making of a single large choice -quite possibly the largest- in the game, not some combination of multiple decisions such as a Human Noble Female marrying Alistair at the end.
I truly love the series so far, but this little fact has been irking for quite some time now.
I'm not a writer, but I suspect an Ultimate Sacrifice warden being deceased at the time the events of Awakening take place may play a large part in this.
I think he's asking why you were allowed to import a dead warden into Awakenings and there not being a real reason explaining it.
e.g. Wynne did something to resurrect you.
Sorry, I was too quick on the Send earlier -- I've patched my earlier response. As I said in my edit, I suspect we just made the metagame decision of allowing people to continue playing with their Warden regardless of how they ended DAO. If the player wants to knowingly cheat the timeline, in this case, we chose to allow it. I wasn't in the meeting(s) where it was decided, though.
Anarya wrote...
Sure, if it's a choice between A and B I'd take A.
But in a perfect world I want to have my cake and eat it too, dammit.
Upsettingshorts wrote...
Anarya wrote...
Sure, if it's a choice between A and B I'd take A.
But in a perfect world I want to have my cake and eat it too, dammit.
And I think Bioware would have no problem providing that opportunity, if it was a perfect world. My reading of their posts is simply them saying that ain't the case, and they made a choice.
Seems like the right one to me, that's all.
Problem with DA2 is, the results of your choices are supposed to be seen in the game itself rather than at the very end. So it may mean amount of work that needs to be put into these variations is closer to the B rather than A. Unless they go with "text approach" which going by the ME2/Awakening/Witch Hunt boils down to getting a letter or bit of flavour text on the map. Which isn't bad per se but... well, it does make the choices feel rather pointless after the 3rd letter you get or so (if all choice outcomes get reduced to that)Upsettingshorts wrote...
If the choice comes down to:
A) More variety of choice in the game itself, resulting in a DA:O type epilogueLess variety of choice in the game itself, resulting in a cinematic epilogue
I'm taking A every time. No question. An ending doesn't become less significant just becase it's text.
Modifié par tmp7704, 24 octobre 2010 - 12:59 .
Lord_Anthonior wrote...
ankuu wrote...
That is simply great! Beauitful! But i can surely understand that they can't do everything...i remember that scene they've cut out, with Morrigan talking to Alistair b4 coming to the fem Warden to tell her about the DR. I've read the comic and i just wanted to see that i movement....maybe a mod will recover that as well?
I suppose you are refering to this scene? http://www.dragonage...ile.php?id=1611 it was made from bits and parts of other conversations but fairly interesting in movement.
Guest_vilnii_*
tuppence95 wrote...
As one of the testers on DahliaLynn's team, I'd like to emphasize what a time-intensive project this was for her. She had spent months on it by the time the testers joined her. The mod works so smoothly now that it's hard to imagine how much work it was. Little things like the shots of the guests were quite a chore. They had to be arranged in a way that wouldn't leave obvious holes in the crowd if many of those people had been killed or sent away in a warden's story.
I agree that doing scenes like this, that would appeal to only a small percentage of the players, wouldn't be a smart use of Bioware's time. But I'd like to add my voice to the hope that a toolset will eventually be made available for DA2. I love DA:O. It's at the top of my list of favorite games. But I doubt it would still be in that position after almost a year if it wasn't for the modders.
Modifié par Saibh, 24 octobre 2010 - 03:25 .