Sylvius the Mad wrote...
No. Isabella should decide. She is her own person, after all.
If I'm in control of Isabela, those two options are both the same thing.
And if I'm not in control of Isabela, what is her purpose within the game?
She is a central character to the narrative; her interactions define the "story" part of your experience in the game. As to whether or not you control her, the answer is that you do both depending on which metaphysical state the game is in.
Sylvius the Mad wrote...
I also hated this about KotOR2.
Either
I wasn't in control of my character (I didn't know his past, and I
didn't know his personality), or I was (Kreia was an unreliable
narrator) but then the entire plot made zero sense.
KotOR2 was a
profoundly bad game.
KoTOR II was the writing team going to down and producing the story they wanted with little regard to the fact that it was a game. It just felt to me that they wanted to write a novel
so bad, but for whatever reason they had to settle and make a game. Writing a good story and writing a good game are not the same thing.
Sylvius the Mad wrote...
I have to say, this is one of the
areas where your lack of tabletop experience badly harms your impression
of a mechanic.
HP made more sense in tabletop games because
there was a lot more going on in a combat round that was represented
statistically. It made even more sense if you created an
endurance/fatigue mechanic to go with it (allowing diminishing combat
performance as the encounter progressed).
It is not about whether or not HP makes sense. It is about the fact that HP is only a property of the world in a set number of states. The physical reality of the game literally changes depending on whether or not you are involved in the game as a matter of "story" or the game as a matter of "gameplay".
In "story" the laws of nature are the laws of our world, more or less. Characters act as if the same kinds of ills that befall us befall them in the same sort of ways. Swords are dangerous because they can cut flesh as they do here; fire is dangerous because it can burn; they feel cold and fatigue as any other person. Insofar as characters can
speak about their world, or insofar as they can
make plans in it, they act as if their world corresponding largely to the same physical rules our world did with some exceptions for magic.
Vaeliorin wrote...
Dark and tragic was your description, not
mine. [smilie]../../../images/forum/emoticons/smile.png[/smilie]
Right, okay, I see the issue. I wasn't clear in my initial post. I feel that is what the writers
wanted their game to be; I don't think that is what the game was, and for whatever reason from one post to the other I just lost sight of whether I was talking about my impression of KoTOR II or what I believed the writers wanted to get at with KoTOR II.
I didn't really think it was hitting you over the head with the
"reinvention" of the setting, so much as it was trying to tell a story
that wasn't really typical for the setting. I'd be willing to bet that
the writers at Obsidian didn't really want to make a Star Wars game, but
when given the opportunity to make a Star Wars game, you don't say no,
because even if it sucks it's going to be a cash cow (or at least that
was the case before the prequels.)
Here is the thing: the setting is not amenable to complex moral quandries, deep philosophical inquiry, or complicated villain-protagonist. In fact, the entire
medium isn't very amenable to this because the protagonist is in essence a set piece the player is supposed to have creative freedom over, but by making the hidden history of that character central to the story, you create a problem.
Whereas look at how DA2 is handling this. It's the same
principle for the story, insofar as the driving force of the narrative is how did the character get to this point? The difference is that as the player you are experiencing the story as it occurs; you
make these choices yourself and then can see their impact in the present. This is one thing Alpha Protocol did well, even if the game was broken.
It isn't, really, though. It's another instance of an RPG glossing over
your character's reaction to something that would probably be somewhat
controversial to include in a mass-market game. Honestly, the idea that
something like that could happen to a person, and they wouldn't have
some sort of breakdown upon finding out about it is a little bit beyond
my comprehension.
I can't believe I'm saying this, but even this nature of the reaction should be left up to your character. Which is to say, you could have a complete nervous breakdown, but that's like not wanting to save Ferelden in DA:O. You just need that buy-in.
Though I appreciate your feeling. This was what I felt re: the forceful push to have you adopt the identity of a Grey Warden in DA:O. I think the origins did the opposite that they were intended to for me; instead of giving me a background prior to being a Warden, they gave me a story and character wholly incompatible with ever being or seeing myself as a Grey Warden.
Just because she argues that doesn't mean she's right. Regardless,
I'm not arguing that KOTOR2 is perfect, simply that I think that the
story that it tells is a much more compelling one (to me) than the story
of KOTOR1.
Usually, we would say this is impossible because she cannot read minds.
But this is Star Wars. This is actually something people can do.
Personally, I think that that distinction is a failure on the part of
the developers. The world shouldn't change based on whether you're in
combat or a cutscene. The cutscenes, story and gameplay should all be
based upon the rules of the world that are determined beforehand. So
yes, I don't think Cailan should have died so easily. Perhaps the ogre
should have hurled him into a cluster of darkspawn who would all swarm
him under. Or they should have done like they did with Duncan and cut
away.
The problem with this is that if you argue that the game mechanism are something that are actually true of "reality" in DA:O, then nothing makes sense.
They Grey Wardens should be an order that farms and grinds for levels in the Deep Roads. Every single of the 40 or whatever Wardens in Ferelden ought to have been level 25+. Duncan and Cailan should have been unkillable since conceivably they could have have 99 healing pots on the front line.
Duncan still does not make sense; fatigue in the game
is impossible. There is no amount of time you can fight for and not be completely identical in capacity to how you were at the start of the fight, minus some % closer to incapacitation that in no way affects your ability.
Seriously, if the game is supposed to be how the characters in-game believe their world works, the entire plot just breaks down and everyone is acting out an MMO, because that is what it's like.
If the rules of the world actually were an RPG, then everyone in the world would act as if they lived in an MMO. On a non-RP server.
The fact of the matter is, I don't really care about the appearance of
the companions. They could pull a JRPG and have them always look the
same regardless of equipment and it wouldn't particularly bother me.
I care about the functionality, and where in a case like Isabella it
might make sense to restrict her (after all, she is the
duelist) in other cases, it makes no sense whatsoever (take a character
like Sighrun, who I had dressed in armor ranging from light to massive
on different playthroughs, none of which in any way contradicted her
character. Or restricting Leliana to archery, which only makes sense
based on a single item in the game and is, in fact, contradicted by her
prequel story.)
I think we should have as much discretion to alter the characters as is reasonable with respect to having a functional "story". To me, gameplay is entirely divorced from this. So long as the "gameplay" part of the game is fun, that's all I care about.
Modifié par In Exile, 12 novembre 2010 - 04:58 .