The goal was the Arl, the reason you go there in the first place. The undead were an obstacle, but removing them was an ancillary objective. When you reach Connor, who plays much the same role as the Lady of the Forest, you still haven't met your goal. Dealing with him should be the point where tension is relieved.Maria Caliban wrote...
Having destroyed the undead horrors in the town and castle, and the demon having fled from me, the narrative tension for that section is gone. I now come across a choice 'What to do with Connor?' but there are no goals or obstacles. It's a question of values. It might inspire reflection but not tension.
You have a choice that you have to address, one that admittedly would have been better served with a sense of urgency. You need to deal with Connor to save your best hope to take down Loghain, and you're proposed a moral dilemma.
Weighing life and death, in my opinion, is fundamental to tension.
The third option takes the threat of death away, and by that, robs the moment of its impact entirely.
I personally would have loved to see the warning of 'hurry, we don't know how long Conner will remain dormant' to bear fruit, to preserve that tension with an impending threat.
Being a hero is entirely a matter of perspective. Loghain doesn't view you a hero, nor does whatever dwarf you decide against, and so forth. You're saving Eamon. You may be saving Connor. It's not necessary, nor should it even be encouraged to have everything go the way you want it to define heroism, or there is significantly less weight behind your choices.That said, what you're suggesting could quickly destroy narrative tension for me. My meta-question is 'Can I be a hero?' A selection of no win scenarios quickly tells me 'no.'
What use is choice without consequence?
In what world is there something unequivocally right?At no point, with no amount of work, does the player get to feel as though they've unequivocally done the right thing.
Modifié par pitchblaq, 05 janvier 2011 - 05:47 .





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