TheMadCat wrote...
Or they could do what Obsidian did with Alpha Protocol and you know, actually do the work and make the events from one area be reflected in the next areas you venture, making the impact and choices from your past areas felt throughout the game.
I played
AP and
The Witcher, and the latter was
much more reactive. I expect
DA2 to surpass
Alpha Protocol as well in that regard, though its glaring lack of Scarlett Lake is a huge problem for me.
AP had stuff like "Oh, so this guys disapproves of the fact I met some mercenary chick and I took a -1 hit to my approval." Or "that guy I didn't kill in the prologue might have more to say to me at the end of the game."
The impact of the choices in the Moscow, Rome, and Taipei missions relative to each other in
AP was... subtle at best, and that was fine - but let's not make them out to be more than they were. Though I don't want to do that with
The Witcher either. Let's just say that when Bioware folk say that
DA2's framed narrative and fixed protagonist will allow for a more personal and reactive story, I've seen it done in other games well enough to believe them. But we'll see.
TheMadCat wrote...
Framed narrative and restriction seems more the lazy way to pull it off the exact same thing.
I hate the way "lazy" is used on these forums. It reads like "seems like something I don't like is being used to do something I don't like or don't appreciate." But hey, I'm sure you are a game developer or author in real life so you make these kinds of decisions all the time, and probably recognize laziness in your own field.
Modifié par Upsettingshorts, 04 janvier 2011 - 05:39 .