FedericoV wrote...
Piecake wrote...
Well, like I said, the game is split up into 5 or 6 chapters. You do that whole play the 3 characters in any order and move onto the next chapter until the end of chapter 3 or 4 (forget which). At that time, Your 3 PC characters finally meet at the place where the True Rune is located.
(True Rune - powerful magic item that is tied to local history and legend because it was once formally used to beat back a much stronger, technologically superior organized force. The area the game is set in is nomadic pasturelands with people that are looked on as barbarians/nomands/mongals, etc.)
There is only one, so you are presented with a choice of which of your three characters get that item, and whoever you decide becomes your main character for the rest of the game. The other two characters become members of your party so cease to be PCs, but still remain very important story characters. for example, I believe the end boss dungeon you have to split your forces into 3 groups and the 3 original PC characters are the ones who lead the three groups. So, the 2 non-chosen characters become PC once again for that dungeon.
Brilliant! I would love a DA game with that kind of narrative.
I was just thinking about this some more and I think the choice/consequence dynamic of bioware games would be really quite interesting if a future DA title used this narrative structure. I am mostly talking about the first three chapters where you got to play 3 characters in any order.
In Suikoden 3 there was no choice/consequence system besides the major True Rune choice after chapter 3, so the order you played your characters in did not change the game at all, it just changed what persepctive you saw first.
With choice/consequence though, the order that you choose to play your characters could radically alter your game. The first character you choose would have to be the baseline, but what if a choice you made early in that character's 'act' -- say you had a choice between helping a local tyrant get rid of some bandits or depose him and try to do it on your own (which might lead to more town damage) -- greatly altered the story and the options available for the second character you choose, like if he visits that town near the middle or end of his character's 'act'(will the tyrant be there or not). And then that character's choices(as well as the first's) could greatly alter the third characters story 'act'. And the whole process would repeat itself in the next chapter when you are again free to play the 3 characters in any order.
Now, I can imagine that this would get rather complicated, especially since the 3 characters are doing these things roughly simultaenously, but just think of the possibilities. I mean, if you selected all of the goody-two shoes choices for all of your characters on the first play through, you could still select all of the goody-two shoes choices on your next playthrough and still get a different experience so long as you play the characters in a different order.
Besides the framed narrative, I think this would would be another narrative structure that will really let the players feel that the choices they make have meaningful consequences. I dont care if you all get a colossal collective headache trying to work it out, make it happen bioware!
Modifié par Piecake, 13 décembre 2010 - 10:18 .