Upsettingshorts wrote...
Oh keep the choice, but fix the order so the player can witness and interact with the consequences. Otherwise you're stuck with epilogue cards.
Leave the free roaming stuff for open world games.
I don't feel that I have a great deal to add (I'll try anyway), but this is my sentiment absolutely. In my admittedly subjective opinion (redundant I know, but perhaps necessarily so) Bioware's most significant miscalculation in recent years has been the broadening (and as a consequence, shortening) of their plots. I feel that ME1, ME2 and DA:O, while still being fantastic games, all suffered in this regard.
Bioware has many strengths, but storytelling is perhaps their finest. I believe they attempted a philosophical shift in the direction of player choice (simultaneously available co-requisite steps required for the advancement of the central plot) that ultimately diminished this asset. I can't help but feel that a longer, more linear central story would have improved all of these games. In particular, DA:O and ME2 emphasized the subplot over the main plot to the detriment of the primary tale (Although in ME2 this was perhaps a good thing as the Collectors plot felt rather manufactored (Still an awesome game)). The objective in DA:O was clear, to introduce the various races and political flashpoints of Thedas, and while the subplots of Elves and Dwarves, Templars and Mages, were admirably developed, the overarching story of Loghain and the Blight felt rather neglected in comparison. I think this was somewhat of a mistake, and in my respectful opinion ME1 managed a superior approach to conveying a *cough* more alien universe within the construct of its story.
I will note that I believe that the writers of DA:O (who I hold in high regard) had intended a more intensive plot than was ultimately realized. Loghain was jumping at less than shadows (The non-existent Orlesians), which I don't believe was the desired outcome. (Also, quick pet-peeve: Why did we go from Denerim to redcliffe and then back to Denerim? Something more significant must have been intended to fit between. Also, I maintain that Haven was designed to be far more interactive and convoluted, but I digress.)
I rather hesitate to make the comparison, but while Chapter 2 in BG2 was fantastic, it was ultimately Chapters 3-7 that provided the momentum that made the game the crowning achievement that I still hold it to be. Side-plots are an opportunity to explore interesting stories within the framework of the central tale (Although faceless Chanters' Boards made me sad (perhaps the stongest case against the cinematic approach)), but given too much importance (and gameplay hours) they begin to detract from what should be the priority (developing the central conflict and storyline).
Upsettingshorts wrote...
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.
I may not have quoted the best example (and I have no real desire to be a semantic ******), but I think I've noticed you using two terms synonymously that I would recommend distinguishing between "framed narrative" and "linear storytelling", one is but one means of achieving the other (Just for my peace of mind. I realize you know the difference).
Modifié par The Gentle Ben, 04 janvier 2011 - 07:40 .