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New Dev Diary - The Story


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#1026
Rawgrim

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RavenStorm wrote...

Is it out in North America yet?


No idea. Its out in Europe though. Very good game, allthough quite linear I`m afraid. Kind of a mix between Neverwinter nights 2, and dragon age.

#1027
Nadia

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adembroski11 wrote...

I like... rather, I love the fact that not every female is a picture of idealistic beauty. Reminds me a bit of 24... Jack's love interests were always very "real" looking. It's hard to be impressed with a character model based on it looking like the idealized feminine form, but when you add character too it you can start imagining her as a real person. Much more immersive for the love interests to be "above average" (to put the objective in subjective terms) just for the sake of feeling like someone you may know.


You make a very good point I think (but I don't know if I have a right to judge it cause I'm a woman ;) )

#1028
AlanC9

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Rawgrim wrote...

Just a side note for the developers: The narrative they are using in DA2...Varric telling Cassandra what happened and such, has allready been used. Drakensang 2 uses almost the exact same narrative. Only the dwarf companion is telling the story to one of the companions from Drakensang 1. If you die in the game, the dwarf goes "ohh no, thats not what happened. What really happened was..." Then you get asked to reload the game etc.


And it was used in a shooter years and years ago. It's not a new concept in games. The devs are saying that what's new is the interactivity of it.

How variable is the plot in Drakensang 2?

#1029
hexaligned

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AlanC9 wrote...

Rawgrim wrote...

Just a side note for the developers: The narrative they are using in DA2...Varric telling Cassandra what happened and such, has allready been used. Drakensang 2 uses almost the exact same narrative. Only the dwarf companion is telling the story to one of the companions from Drakensang 1. If you die in the game, the dwarf goes "ohh no, thats not what happened. What really happened was..." Then you get asked to reload the game etc.


And it was used in a shooter years and years ago. It's not a new concept in games. The devs are saying that what's new is the interactivity of it.

How variable is the plot in Drakensang 2?


There are a few variances, (only one I can think of off the top of my head, but I'll assume there are others I have forgotten about too.)  They don't affect the narrative at all though.  The game is highly linear, and while you have tons of superficial choices to make, you don't really have the freedom to change the larger story arc of the game. 

Modifié par relhart, 15 janvier 2011 - 06:55 .


#1030
Atakuma

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relhart wrote...

AlanC9 wrote...

And it was used in a shooter years and years ago. It's not a new concept in games. The devs are saying that what's new is the interactivity of it.

How variable is the plot in Drakensang 2?


There are a few variances, (only one I can think of off the top of my head, but I'l assume there are others I have forgotten about too.)  They don't affect the narative at all though.  The game is highly linear, and while you have tons of superficial choices to make, you don't really have the freedom to change the larger story arc of the game. 


Sounds like DA2 :whistle:

#1031
bluewolv1970

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Atakuma wrote...

relhart wrote...

AlanC9 wrote...

And it was used in a shooter years and years ago. It's not a new concept in games. The devs are saying that what's new is the interactivity of it.

How variable is the plot in Drakensang 2?


There are a few variances, (only one I can think of off the top of my head, but I'l assume there are others I have forgotten about too.)  They don't affect the narative at all though.  The game is highly linear, and while you have tons of superficial choices to make, you don't really have the freedom to change the larger story arc of the game. 


Sounds like DA2 :whistle:


actaully the framed narrative was usedi n alpha protocol...and that that had wildly different scenarios play out

#1032
The Night Haunter

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bluewolv1970 wrote...

Atakuma wrote...

relhart wrote...

AlanC9 wrote...

And it was used in a shooter years and years ago. It's not a new concept in games. The devs are saying that what's new is the interactivity of it.

How variable is the plot in Drakensang 2?


There are a few variances, (only one I can think of off the top of my head, but I'l assume there are others I have forgotten about too.)  They don't affect the narative at all though.  The game is highly linear, and while you have tons of superficial choices to make, you don't really have the freedom to change the larger story arc of the game. 


Sounds like DA2 :whistle:


actaully the framed narrative was usedi n alpha protocol...and that that had wildly different scenarios play out


Except Alpha protocol was awful... so it doesnt count. My faith in Obsidian Studios has been all used up, they can't seem to make a game that isn't covered in bugs and rushed like hell. It makes me sad that they made KotOR 2 :(

#1033
upsettingshorts

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Alpha Protocol's flaws had nothing to do with its story or narrative style. So yes, in a thread with "The Story" in the title it absolutely counts.

Modifié par Upsettingshorts, 15 janvier 2011 - 10:05 .


#1034
Atakuma

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I was just making a joke about how DA2 might have a bunch of choices to make, but they wouldn't affect the main story at all. I don't know how Alpha Protocol got brought up.

#1035
Maria Caliban

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Alpha Protocol is a recent example of a role-playing game that told an interactive story through a framed narrative.



I love BioWare but its marketing department consistently makes me sigh.

#1036
nightcobra

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Maria Caliban wrote...

Alpha Protocol is a recent example of a role-playing game that told an interactive story through a framed narrative.

I love BioWare but its marketing department consistently makes me sigh.


well they did say they were one of the first and not the first to do it, so i guess it's still correct.

#1037
thehistorysage

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Atakuma wrote...

I was just making a joke about how DA2 might have a bunch of choices to make, but they wouldn't affect the main story at all. I don't know how Alpha Protocol got brought up.



According to the Devs, the DA2 main story is highly malleable. Yes, you are destined to become the Champion of Kirkwall, but how and what "Champion of Kirkwall" means is up to you. The same could be said of the original DA. You were destined to become the Hero of Ferelden, it's the hows, whats and whys that are given agency.

#1038
Maria Caliban

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thehistorysage wrote...

According to the Devs, the DA2 main story is highly malleable.


That's like saying the game is 'long.' How long? According to whom? How is long defined?

Dragon Age is dark fantasy. The Witcher has complex moral problems. Oblivion gives you an infinite number of possibilities for your character.

#1039
bluewolv1970

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ghostmessiah202 wrote...

bluewolv1970 wrote...

Atakuma wrote...

relhart wrote...

AlanC9 wrote...

And it was used in a shooter years and years ago. It's not a new concept in games. The devs are saying that what's new is the interactivity of it.

How variable is the plot in Drakensang 2?


There are a few variances, (only one I can think of off the top of my head, but I'l assume there are others I have forgotten about too.)  They don't affect the narative at all though.  The game is highly linear, and while you have tons of superficial choices to make, you don't really have the freedom to change the larger story arc of the game. 


Sounds like DA2 :whistle:


actaully the framed narrative was usedi n alpha protocol...and that that had wildly different scenarios play out


Except Alpha protocol was awful... so it doesnt count. My faith in Obsidian Studios has been all used up, they can't seem to make a game that isn't covered in bugs and rushed like hell. It makes me sad that they made KotOR 2 :(


it counts smart ass - in that NONE of its flaws were related to the story - branching choices and framed narrative - quite the opposite, it had a stellar story that went in wildly varying ways...

#1040
bluewolv1970

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Maria Caliban wrote...

Alpha Protocol is a recent example of a role-playing game that told an interactive story through a framed narrative.

I love BioWare but its marketing department consistently makes me sigh.


not only told through a framed narrative - but could literally change in a branching way. rather than simply the good path or bad path, make one choice and it affected every choice after it...and it should be noted that eventually the framed narrative caught up to the present and then the story went forward with its endgame...also romances were NOT mentioned during the framed narrative but were in the game itself...while AP was flawed from a game mechanics standpoint it was EXCEPTIONAL from a branching story standpoint that used a framed narrative IMO...if DA2 is similar then we are in for a treat...

Modifié par bluewolv1970, 15 janvier 2011 - 11:53 .


#1041
thehistorysage

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Maria Caliban wrote...

thehistorysage wrote...

According to the Devs, the DA2 main story is highly malleable.


That's like saying the game is 'long.' How long? According to whom? How is long defined?

Dragon Age is dark fantasy. The Witcher has complex moral problems. Oblivion gives you an infinite number of possibilities for your character.



It is subjective I agree, but given its predecessor I think we have a good benchmark. My point was that in a DA story your changes are unlikely to be merely superficial. They generally affect the larger story and the game world to a high degree.

#1042
Emmab

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I'm really interested to see how this framed narrative way of storytelling plays out - they've said the story will be more reactive to your choices than DA:O.

#1043
Riosred

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Me too,DAO did not disappoint me and I think 2 will be really great also

#1044
koshiee

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I'm interested with to know why they feel like they have to use gimmicky narratives. Why not just tell a straight forward story well? DAO's gimmick imo was kind of a flop.
I'm afraid with this sort of stopping and starting the game will feel too much like fetch a quest and the narrative will get so chopped up that it'll feel like you're playing an old school side scroller where you had a level, a boss then a cutscene. I wonder if the organic feeling of discovering the story as you wander will get lost. I'm still getting the game but I'm starting to doubt the developer's ability to tell a good story.

Modifié par koshiee, 16 janvier 2011 - 08:30 .


#1045
thehistorysage

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Story is Bioware's specialty. They rarely, if ever, disapoint on that front.

#1046
upsettingshorts

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koshiee wrote...

I'm interested with to know why they feel like they have to use gimmicky narratives. Why not just tell a straight forward story well? DAO's gimmick imo was kind of a flop.
I'm afraid with this sort of stopping and starting the game will feel too much like fetch a quest and the narrative will get so chopped up that it'll feel like you're playing an old school side scroller where you had a level, a boss then a cutscene. I wonder if the organic feeling of discovering the story as you wander will get lost. I'm still getting the game but I'm starting to doubt the developer's ability to tell a good story.


Have you played The Witcher or Alpha Protocol?  

The Witcher had Chapters, Dragon Age 2 will have acts.  And Alpha Protocol's narrative is framed by an interrogation, and the story itself "catches up" to that interrogation by the end level.

I genuinely expect that the combination of those two factors will allow Dragon Age 2's story to be as reactive as they claim it will be, being able to participate in the world we've created through our decisions (like The Witcher) and with a story that is personal and follows the interesting parts of our character's life (like Alpha Protocol.)

It's not really a "gimmick" as it serves a very real purpose.  I don't think there will be a problem with "discovering the story" as you put it, if it works even a little bit like Alpha Protocol and I expect that it would, the characters in AP's interrogation know what happens next, conceptually, but since you havent played the part they're talking about yet they can only be really vague and refer to things you have no idea about.  In essence, they're talking like two people who know each other about some inside information you don't have.  If you're paying attention there might be some foreshadowing, there might not be, it depended on the scene - but it really didn't give anything away. 

#1047
Nic-V

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Awesome dev diary is awesome!

#1048
ReD BaKen9

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http://www.gamereact.../Dragon Age II/





interesting quote:



"I did meet a charmer named Varric though, who had some of the best dialogue I witnessed in the game; luckily he also became my first companion. Bodahn and Sandal ("Enchantment?") can be found in Kirkwall, where they reside, but perhaps a lust for adventure will make them leave their home at some point?"


#1049
nightcobra

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ReD BaKen9 wrote...

http://www.gamereact.../Dragon Age II/


interesting quote:

"I did meet a charmer named Varric though, who had some of the best dialogue I witnessed in the game; luckily he also became my first companion. Bodahn and Sandal ("Enchantment?") can be found in Kirkwall, where they reside, but perhaps a lust for adventure will make them leave their home at some point?"


copying my posts are we?:lol::P

#1050
Blessed Silence

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Sheryl Chee wrote...

Oh, has the obsessive picking apart of female character appearances started already? How nice.


For me it is less of being obsessive in picking apart things than how it looks to my eye.

From seeing Merrill before to the look she has now, to me not pleasant to my eye.

Skinnier than before, akward and not as graceful looking.

But as others have said only our first look at her, maybe it could even be the akward screenshot angle too.

Just giving my opinion.