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Would You Like a Third Option?


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#101
AlanC9

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Lotion Soronnar wrote...

Yes, that's what I was talking about..but the calculation should be tied to what you do.

If you don't go directly to the Mage Tower, chance of something bad happeing increases. You completed Broken Circle before Redcliffe? Chance of something bad decreases.

And something bad is not just "Redcliffe destroyed". no..It can range from a few NPC's dying to destruction of Redcliffe.


Works for me, as long as anything that the game bills as being risky actually is risky. Redcliffe plays properly only the first time, when the player doesn't know if he'll get back in time or not.

A range of outcomes would be good. Need a little more dialog for it, but not much. I think it actually might be possible to mod in total destruction of Redcliffe without additional dialog, since the town can be destroyed if you blow off the defense quest. I'd have to take another look at Teagan's lines to see if that would work

#102
Ziggeh

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PsychoBlonde wrote...

[If they'd offered up VALENA for this option, this would have been GREAT, especially if you promised her dad you'd bring her back.  Actually, this would have been great if they'd let you go try to hustle ANY of the named NPC's from the town into it.

Haha, yeah, that would really work, and be a great quest for a morally deviant Warden.

#103
Maria Caliban

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Seagloom wrote...

Origins dropped the ball big time by allowing the Warden to jaunt off to the circle tower for an ultimate heroic solution, as even if the player cleared it earlier, the days long travel time meant there were no incidents in Redcliffe castle for an extended period.


I'd argue that if I've already fixed the tower, I ought to just be able to send a messenger to the Tower with a request from the PC. There's no reason why the PC should need to go herself and that explains why the town wasn't overrun again.

#104
Helena Tylena

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Been thinking about the Connor example. It would've been nice if that option was only available if your character either knew, or had some way of finding out that with Lyrium and enough mage-magic, a mage can enter the fade. So either if your character was a mage themselves, or if you already did Broken Circle and picked up some codex-pieces mentioning this, or if Wynne is in your party (which would also require having completed Broken Circle).



This would make the option 'available', but far less obvious.

#105
PsychoBlonde

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----9----- wrote...

PsychoBlonde wrote...

I always want to have a third option, but I'm happiest if it involves some crazy amount of work or doing some ridiculous stuff to pull off. (You must have godlike persuade/intimidate, you must do EVERY SINGLE SIDE QUEST in the area first IN A CERTAIN WAY), stuff like that.

What I'd like to see is more like this.

1. Side with Group/Person A. The situation is out of your control and group/person B attacks you. A bloody battle ensues.
2. Side with Group/Person B. The situation is out of your control and group/person B attacks you. A bloody battle ensues.
3. Side with neither, but try to get them to work out their differences without fulfilling the requirements for the "third way" solution. The FANATICAL ones on both sides try to get at each other, a bloody battle ensues, the fanatics are killed off, the non-fanatics are unhappy and, at best, an armed truce without real resolution results.
4. Side with neither, but try to get them to work out their differences AFTER fulfilling the requirements for the "third way" solution (by, say, empowering various non-fanatics on both sides to have more authority than the foaming-at-the-mouth crazies). The fanatics still want to go at it, but the non-fanatics manage to talk/force them down and reach a degree of common ground that is not perfect but looks as though it may head in a positive direction.
5. The Apathy option--a bloody battle ensues killing most everyone on both sides, you pick up the pieces.
6. Side with both and play them off each other--bloody battle ensues, you are left in control.


These would have been good options for the Behlen/Harrowmount conflict or similar power stuggles. It would offer a lot of variety. Those who like a fast conflict type of play-through can take the simpler routes and chose sides. It would also work to reinforce good/evil alignment playthrough. The completionist type gets to delve into all the posibilites. Plus, a larger variety of ways this could come to aid you or back stab you later in the game.


It would have worked for any of the 3 "main plot" line quests.  Here are some sample layouts (note that these may not be perfectly true to the game as I didn't finish this quest as the dwarf noble so I didn't see if there were other options from that):

Bhelen vs. Harrowmont options:
1.  Vanilla Bhelen.  Plays out as normal Bhelen choice.
2. Vanilla Harrowmont.  Plays out as normal Harrowmont choice.
3.  You put forward your own claimant (my favorite would be that chick whose family records you go dig up and find she's actually a noble).  Bhelen and Harrowmont refuse to accept this and there's a bloody melee where both are killed.
4.  You put forward your own claimant after having gotten a Paragon's support AND the support of the rogues in Dust Town.  The leader of the Dust Town rogues (I forget her name and I'm too lazy to look it up right now) threatens to expose Bhelen and Harrowmont's background double-dealing if they don't go along with it.  Reluctantly, they do.  Later on Harrowmont dies in honored old age and your claimant marries Bhelen, giving him the power he wants while mitigating his excesses.  This arrangement turns out to suit everyone quite well.
5.  You tell the Assembly that the paragon (Caradin or Branka) really doesn't give a hoot over who sits on the throne.  Bhelen and Harrowmont attack each other.  (The game could have it  be random who survives.)  The survivor boots you out of the city with all of the other person's supporters, saying "those are the troops you wanted you worthless twit.  Now get the eff out."
6.  You talk with the rogues in dust town instead of just slaughtering them all, and they agree to help you consolidate power by undermining both claimants' support.  At the end, no one gets the throne, the assembly is dissolved, and the rogues take over the city with you as their (largely absentee) boss.

Werewolves vs. Dalish options:

1.  Vanilla Werewolves.  The elves are slaughtered.
2.  Vanilla Elves.  The werewolves are slaughtered.
3.  You try to make Zarithian talk to the wolves, but he finally gets pissed and attacks (basically, the third way option from the game.)
4.  You try to make Zarithian talk to the wolves after having completed all the various elven side-quests along the way so the elves trust you, so several of them have come along to see what the heck is actually going on in the forest.  With his own people as witnesses and supporting you, Zarithian capitulates.
5.  You tell them to solve their own problems without your interference.  Almost all the elves are turned into werewolves before Zarithian finally enters the forest to try and kill the Lady himself.  He is killed, the lady dies, and the backlash of their violent, catastrophic death turns the werewolves mad, causing them to flee deep into the forest.  The few remaining elves join your army because they cannot defend themselves alone.
6.  Much like 3, but you discover a way to take magical control over the curse Zarithian created and thus, the werewolves, so you let Zarithian and the Lady kill each other, then use your magical control over the werewolves to terrorize the elves and make them join your army.

Mages vs. Templars options:

1.  You kill off the templars and the mages are (temporarily) free.  (Can't recall if this is actually an option or not.)
2.  Vanilla templars.  The mages are killed.
3.  You leave the mages alive but agree with Cullen that they may be dangerous.  Greagoir orders the tower annulled just to be safe.  Irving and the survivors fight back.  In the end only a few templars and mages survive, and most of the mages flee the tower and become apostates.
4.  You leave the mages alive and have convinced Cullen that you've cleaned out the mages tainted with blood magic.  Greagoir agrees that the evil mages were a small faction and the survivors have earned some autonomy--the right to police themselves.  The Templars will now restrict themselves to guarding the gates/bridge and leave internal matters to Irving.
5.  You tell them you don't care.  The Right of Annullment arrives, but the blood mages have completely taken over the tower and there are not enough Templars to deal with them, so you wind up fighting a massive wave of abominations, demons, and blood mages.  The few templars that survive join your army after the tower is completely wiped out.
6.  You spare some of the blood mages (those not totally possessed by demons) and help them convert the remaining mages (perhaps killing off Wynne and Irving, definitely killing off UIdred and the abominations.) You assist them in mind-controlling the remaining templars and hiding the fact that the inmates are now running the asylum.  In gratitude, you get some very nasty blood-mage allies for the final battle.

Definitely some interesting potential outcomes there.

#106
PsychoBlonde

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Helena Tylena wrote...

Been thinking about the Connor example. It would've been nice if that option was only available if your character either knew, or had some way of finding out that with Lyrium and enough mage-magic, a mage can enter the fade. So either if your character was a mage themselves, or if you already did Broken Circle and picked up some codex-pieces mentioning this, or if Wynne is in your party (which would also require having completed Broken Circle).

This would make the option 'available', but far less obvious.


If you go back to the party camp, you can ask Morrigan (or Wynne) about this and they'll tell you about the lyrium option.  It really does only appear as an option if you are either a mage or you ask a mage about it--either Jowan, Wynne, or Morrigan.

#107
FedericoV

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I'm generally against the third option if not as a very special reward for a previous sub-optimal choice in the game (or sub-optimal but very stylish charchter design).

Modifié par FedericoV, 11 novembre 2010 - 07:59 .


#108
Guest_Dalira Montanti_*

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If your of a relistic mind normally 3rd option in real life dose not always exist,

Maria-sempai although I see the point your making I personally like the idea of killing people being the good guy all the time is boring and I have played to many games over the years that force the "Hero" role upon the player, I like to see something diffrent from options 1,2,3, because I feel restricted somehow


#109
nightcobra

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Dalira Montanti wrote...

If your of a relistic mind normally 3rd option in real life dose not always exist,
Maria-sempai although I see the point your making I personally like the idea of killing people being the good guy all the time is boring and I have played to many games over the years that force the "Hero" role upon the player, I like to see something diffrent from options 1,2,3, because I feel restricted somehow


i'm ok with more different options as long as that doesn't restrict people who still want to be the hero.

Modifié par nightcobra8928, 11 novembre 2010 - 08:06 .


#110
Ortaya Alevli

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Dalira Montanti wrote...

I personally like the idea of killing people being the good guy all the time is boring

Is it normal that I somehow felt disturbed reading this?

#111
Helena Tylena

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Ortaya Alevli wrote...

Dalira Montanti wrote...

I personally like the idea of killing people being the good guy all the time is boring

Is it normal that I somehow felt disturbed reading this?


If she were talking about real life, yeah. I doubt she was, though.

#112
Guest_PurebredCorn_*

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I have never liked the "third option" for a couple of reasons. Once I know it's there and it solves everyone's problems without hurting anyone then I have a very difficult time choosing any other choice unless I'm bored and want to try something different for a change. I prefer the kind of choices where there is no good answer. For example the Rachni Queen in ME, in my opinion given what Shepard knows at the time, neither choice was a positive one. Those are the best kind of decisions to have to make and possibly being able to see how they pan out in the same game (10 year span) it could be very interesting.

#113
Ziggeh

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PurebredCorn wrote...
possibly being able to see how they pan out in the same game (10 year span) it could be very interesting.

Ooh, I hadn't thought of that. Cunning plot device is cunning.

#114
Helena Tylena

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PurebredCorn wrote...

I have never liked the "third option" for a couple of reasons. Once I know it's there and it solves everyone's problems without hurting anyone then I have a very difficult time choosing any other choice unless I'm bored and want to try something different for a change. I prefer the kind of choices where there is no good answer. For example the Rachni Queen in ME, in my opinion given what Shepard knows at the time, neither choice was a positive one. Those are the best kind of decisions to have to make and possibly being able to see how they pan out in the same game (10 year span) it could be very interesting.


Mass Effect had a few really good ones. Legion's option of genocide or mass-brainwashing was interesting.

#115
Ortaya Alevli

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Helena Tylena wrote...

Ortaya Alevli wrote...

Dalira Montanti wrote...

I personally like the idea of killing people being the good guy all the time is boring

Is it normal that I somehow felt disturbed reading this?


If she were talking about real life, yeah. I doubt she was, though.

Uh, I guess. You know, if I thought she was serious, I wouldn't even bother joking on it anyway.

#116
Ziggeh

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The Golem Anvil is the more solid one in DA:O, that's definitely binary. Though I would have liked to place it in the hands of the Legion, the fact that you don't have that level of influence over their chaotic political system makes that a problem.

#117
PsychoBlonde

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PurebredCorn wrote...

I have never liked the "third option" for a couple of reasons. Once I know it's there and it solves everyone's problems without hurting anyone then I have a very difficult time choosing any other choice unless I'm bored and want to try something different for a change. I prefer the kind of choices where there is no good answer. For example the Rachni Queen in ME, in my opinion given what Shepard knows at the time, neither choice was a positive one. Those are the best kind of decisions to have to make and possibly being able to see how they pan out in the same game (10 year span) it could be very interesting.


The best third option choices are ones where you feel like you're taking a HUGE risk, because this is the way it generally feels in real life.  That way you can have a very tense interaction even though this is the good way to go, and those of us who want to do the right thing can be happy with some hard-work option we can go along with.

More variety is always a good thing, and nobody said that EVERYTHING has to offer you 3 or 4 or whatever number of options.  Or that your risks can't come back later to bite you in the butt.  But generally doing the right thing pays off in the end--otherwise it wouldn't be the right thing to do.  The right thing IS the right thing precisely BECAUSE it pays off.

#118
PsychoBlonde

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ziggehunderslash wrote...

The Golem Anvil is the more solid one in DA:O, that's definitely binary. Though I would have liked to place it in the hands of the Legion, the fact that you don't have that level of influence over their chaotic political system makes that a problem.


I would have liked to have the option to keep the anvil but solicit a promise that it will only be used on VOLUNTEERS, maybe with Caradin staying alive (even though he doesn't want to) to make sure this is carried out.

#119
AlanC9

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Maria Caliban wrote...
I'd argue that if I've already fixed the tower, I ought to just be able to send a messenger to the Tower with a request from the PC. There's no reason why the PC should need to go herself and that explains why the town wasn't overrun again.


Note that the player then has a risk-free path to completion if he's willing to metagame and fix the tower first. I don't suppose metagaming can be avoided if sequence is going to matter, though.

#120
Crimson Invictus

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PsychoBlonde wrote...

I would have liked to have the option to keep the anvil but solicit a promise that it will only be used on VOLUNTEERS, maybe with Caradin staying alive (even though he doesn't want to) to make sure this is carried out.


Seriously? I get the feeling Optimus Caradin would have never gone along with that, it would have simply been history repeating itself.

#121
Ziggeh

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PsychoBlonde wrote...

I would have liked to have the option to keep the anvil but solicit a promise that it will only be used on VOLUNTEERS, maybe with Caradin staying alive (even though he doesn't want to) to make sure this is carried out.

Aye, that's why I figured the Legion of the Dead were the best people to have it. They're the ones who're already giving their lives, so I figure they'd be the first volunteers and the ones best placed to understand the dangers. the problem is, I don't think any force or faction could stop them from capitalising on a weapon of that magnitude sooner or later.

#122
upsettingshorts

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AlanC9 wrote...

Note that the player then has a risk-free
path to completion if he's willing to metagame and fix the tower first. I
don't suppose metagaming can be avoided if sequence is going to matter,
though.


I always fixed the Tower first because it struck me - based on information available to the Warden at Lothering - as the one requiring the most immediate intervention.

Circle Tower: The Rite of Annulment aka the "exterminate all the mages I'm trying to recruit authorization form" has been sought in Denerim. I kind of need to deal with that situation, like now.

Redcliff: Arl Eamon is sick, but he apparently has been for some time with no expectation of either immediate death or recovery. He can wait.

Orzammar: I don't think I had any knowledge of the dwarves and their situation when I left Lothering, but I could be wrong.

Elves: See dwarves.

So it would be possible to do an "ideal Connor situation" Tower-first path without metagaming. But we all probably knew that. And I'm not entirely sure "we need to write this so the player can't effectively metagame" actually works.

Modifié par Upsettingshorts, 11 novembre 2010 - 08:39 .


#123
maxernst

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Upsettingshorts wrote...

AlanC9 wrote...

Note that the player then has a risk-free
path to completion if he's willing to metagame and fix the tower first. I
don't suppose metagaming can be avoided if sequence is going to matter,
though.


I always fixed the Tower first because it struck me - based on information available to the Warden at Lothering - as the one requiring the most immediate intervention.

Circle Tower: The Rite of Annulment aka the "exterminate all the mages I'm trying to recruit authorization form" has been sought in Denerim. I kind of need to deal with that situation, like now.

Redcliff: Arl Eamon is sick, but he apparently has been for some time with no expectation of either immediate death or recovery. He can wait.

Orzammar: I don't think I had any knowledge of the dwarves and their situation when I left Lothering, but I could be wrong.

Elves: See dwarves.

So it would be possible to do an "ideal Connor situation" Tower-first path without metagaming. But we all probably knew that. And I'm not entirely sure "we need to write this so the player can't effectively metagame" actually works.


It's pretty easy to justify going to the tower first if you're a mage or if you just think the Circle is the most powerful of the three allies you can get.  Besides, going to Redcliffe is just as suggestion from Alistair, who hasn't talked to Eamon in ten years.  You don't have any treaties guaranteeing that Eamon will hep you.

#124
upsettingshorts

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maxernst wrote...
It's pretty easy to justify going to the tower first if you're a mage or if you just think the Circle is the most powerful of the three allies you can get.  Besides, going to Redcliffe is just as suggestion from Alistair, who hasn't talked to Eamon in ten years.  You don't have any treaties guaranteeing that Eamon will hep you.


Alistair also seems to grasp the urgency of a Rite of Annulment provided he is in your party when the Templar talks about it with you, as well.

#125
Nighteye2

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Third options are great, but they should have their own downside. For example, if you have to buy something expensive for the third option.