Il Divo wrote...
If I am the 'master player' and all characters are effectively made equal with regards to playing capacity, then in terms of the story, I should have a choice at all times in terms of who I control which isn't the case.
Ideally, sure, but they can't build that much content that people won't see.
It's a limitation of the medium.
Black_Warden wrote...
if i understand what you are suggesting here Sylvius, it's that you accept the bioware-defined version of the character, in this case isabella, but you would prefer if you had the option to go against that definiton, say, by giving her a bow.
see, to me, (and this is entirely subjective) that defeats the purpose. what i know of isabella is that she, for whatever reasons (both meta and in-game) refuses to use bows. she is trained and proficient in the use of daggers and that is all she will use. if you toss in the option to ignore that, and give her a bow anyway, even if she'll never be particularly effective with it, that weakens the character. again, in my opinion. just having that option to go against the character that is presented to me, a character which i had absolutely zero hand in creating or defining (unlike Hawke), would show me that the personalities and quirks etc given to isabella were absolutely pointless.
She's a fictional character. You 9the player) already know that, so she's necessarily already pointless. She's a construct designed to entertain you.
But within the game, that's not true. Within the game she's a person, and if you think that she's a stronger character within the game if you (the player) don't change her, then don't change her. If you want to experiment with something else, or change her design such that you think it works better (by whatever criteria you deem relevant), then I see no reason why you shouldn't be allowed to do so.
Not having the option to change the default doesn't change what the default is, or what it's like in the game, or even its effect on the other characters within the game. And it doesn't change that, from the player's point of view, she is, ultimately, a toy.
Harid wrote...
I dunno what Sylvius is hoping to accomplish here, though. Even if you call Bioware out on their bull****, they aren't going to fix the problems they introduced into their sequel on your account because of it. The game is pretty much gold at this point.
This game is.
The next game isn't.
the_one_54321 wrote...
If you're still wondering where the benefit is in the particular mechanical choices made for this game let me numerate them for you again.
1. The strict mechanical limitations force the player to approach the game in a particular manner that is consistant with the vision the developers have for gameplay in this game. Again, think of the sense of franticness created in FPS games. That franticness is not what they are going for here, but they have their own vision of gameplay and their own mechanics to force this style.
2. Limitations on the narrative freedom of the player force the player to participate with the story as it was envisioned by the writers. Similarly this is intended create a certain reaction in the player, not unlike the sense of franticness creaeted in an FPS by its mechanics. But in this case, the purpose is to create an emotional response in the player and for many this style of narrative presentation accomplishes this quite well.
I don't buy it. Here's why:
That franticness that I experience in FPS games (and I really dislike it, so I don't play shooters if I can help it) isn't experienced by experienced FPS players. Watch them. They're calm. They know what they have to do, and they're used to doing it.
And second, why does it matter to the developers whether the players experience the game as they intended it? As long as the bulk of the players do, that produces a predictable market. Forcing all of them to do it - going out of their way to require that of players - that benefits no one. What you're saying would produce the result you describe, but there's no reason for the developers to desire that result.
Finally, desiring to elicit specific emotions in the players runs entirely contrary to roleplaying. I can think of one time in a BioWare game that I, the player, experienced an emotion other than general excitement. My characters experience emotion all the time - it's often what motivates their behaviour - but only once did I, the player, experience a relevant emotion (it was righteous indignation, inspired by the big reveal in KotOR). I just don't think RPGs are good at this sort of thing, and trying to communicate with the player through the game would just get in the way of letting the player act through his character.
Nozybidaj wrote...
Or, just wait for TES:V to come out.
If there were ever an Elder Scrolls game without action combat, I'd probably love it.
As they are, though, they're really not fun.
This is just the kind of game BW makes.
They have. They can again.
Nighteye2 wrote...
People are mainly argueing the difference between a good game and a great game. They want the game to be great, but are afraid some of the changes will downgrade the experience to merely good.
If some of these ideas are taken too far, the game can go quite a bit below "good".
I'd place Mass Effect no higher than "fair".
Beerfish wrote...
To force her to use a bow when she is a duelist and that is where all her training is is to portray her as a mindless moron who should grow up.
I'm saying we should be allowed to give her relevant training. She is, after all, a Rogue. And the game's rules require that Rogue's have access to bow talents.
If she can't learn bow talents, then either she's not a Rogue, or the setting is broken.
Nozybidaj wrote...
Actually seems like pretty good business to me. They are playing to their strengths. BW does an excellent job in cinematic presentation and scripting out the journey for you.
And in doing so, they eliminate player agency and remove and any reason for actually playing the game.
That cinematic presentation, on its own, is a problem that needs to be addressed. If nothing else, these games need to allow us to turn off things like Depth of Field effects to prevent us from being separated from the in-game action by a virtual camera lens (lens flare also needs to go).