[quote]Il Divo wrote...
Which contradicts the notion of Morrigan being a separate character.[/quote]
It prevents her from being entirely separate from the party's group will, but that's by design. She's voluntarily part of the party. Until she leaves the party, she's subservient to the party.
[quote]Morrigan speaking on behalf of the party is still Morrigan speaking. Sten speaking on behalf of the party is still Sten speaking.[/quote]
Yes, but they're not saying what they want to say. They're saying what the party wants to say, to which they've given tacit approval by being in the party.
And if you think the party dialogue needs to be different because Morrigan or Sten is the one saying it, then it's trivial to view the player's dialogue options as abstractions of the words actually spoken. Just like keyword dialogue systems.
[quote]Both acting in place of party leader should have substantial differences in how every character reacts.[/quote]
Stop assuming the PC, or anyone, is the party leader. The party could well be a group of equals with no leader.
[quote]Imagine taking Morrigan into the Circle of Magi as party lead and as party's voice decides to aid the Circle Mages. It's not sensible by any stretch. Even taking into account that Morrigan must represent the party's voice, not her own, it's illogical to think that she wouldn't provide her own spin/perspective on dialogue, to the point of refusing to lead the party in that instance. Hence why I say Bioware would now be forced to write different scenarios to account for each character as party leader. [/quote]
They've already written interjections from each character when it's necessary for that character to speak to the rest of the party with her own voice. They could just keep those. Amidst Morrigan's speech on behalf of the party, Morrigan could complain to the party about what it was having her say (just as she currently complains about what the Warden says now) in a last ditch effort to change the party's mind.
The Circle Tower is a terrific example of how this would already work just as it does in DAO, except some other party member would be the party spokesperson. DAO would require very little change for this to work.
[quote]As I said, Morrigan (voice of the party) is still Morrigan. What benefit is there to having her as party leader if there is no distinction within the game world?[/quote]
Roleplaying veracity. If Morrigan's the best choice to speak in those circumstances, then not having her speak damages the game's narrative. The party becomes less believable, because they're doing something incredibly dumb by using the wrong spokesperson.
[quote]If Shale walks around Orzammar talking to people, a reaction is necessary.[/quote]
Some people in Orzammar do react to Shale. Keep those in.
[quote]If I have Oghren the drunk lead the landsmeet with Eamon, a reaction is necessary. [/quote]
Oghren isn't always drunk. And regardless, he's speaking on behalf of the party that contains all of the Grey Wardens in Ferelden.
This is not to say that I think the game shouldn't contain a lot more persuade checks, and with mutliple party spokespeople the game could allow all sorts of scenario-specific modifiers on those checks. That would expand the gameplay.
[quote]Or continue to limit starting conversations to the PC, as they do now. [/quote]
But as I've pointed out, that introduces all sorts of problems.
[quote]This is illogical and defies the purpose of having a 'party face'. The very reason why there is a party face is that the person occupies a speaking position, not your PC. Conversations do not 'flow' when I'm busy imagining these character interactions but when I can view them happening on screen.[/quote]
DAO, designed as I've described, wouldn't change at all from a gameplay perspective when in conversation. It would just use someone else's stats for the math under the hood. Nothing about what I'm saying would imapct the game's flow. You'd still choose silent dialogue options, and NPCs would still speak to you.
What are you talking about?
[quote]The exception is made for the PC because it's purposely intended that you attach in your own voice. But the effect is lacking with Morrigan, who already has a VA, to suddenly have lines without dialogue.[/quote]
That should make it easier, though, as we know how Morrigan talks and what her voice sounds like.
I don't see the problem.
[quote][quote]I've given this a lot more thought than you have. [/quote]
Yes, I know. That's part of the problem.[/quote]
More thought is never part of the problem.
Allow me to quote Isaac Asimov:
[quote]Anti-intellectualism has been a constant thread winding its way through our polticial and cultural life, nurtured by the false notion that democracy means that "my ignorance is as good as your knowledge".[/quote]
[quote]Il Divo wrote...
And it's a contradiction I'm willing to endure for the time being. I'm not fully confident in the AI Bioware could ever give us, which is why I accept partial control over these characters but I fail to see why your conclusion (total party control) should be desired only because it must be 'all or nothing'. I do not see how because I can move Isabella about that I must also be given the option to speak as her in addition. [/quote]
I'd like to point out that the option to speak as her costs you nothing. If you don't want to speak as her - if you think it damages her character - then don't do it.
You don't have to do things you don't want to do. But that doesn't mean that you have to force everyone else to do it your way.
[quote]But the goal is to build actual unity between gameplay and narrative, when it's possible.[/quote]
Sure, but if th player wants to break that, why stop him? What does it cost you if I play the game differently from how you would?
[quote]But you are not playing everyone, which is your error. For you to be playing everyone, you'd have to choose all their interactions, from when they first join the party to when they die. Alistair mocking the Mages? Alistair reminiscing about Duncan? Alistair telling us he is a King's bastard? I can say I don't want this, since I'm 'playing' Alistair.
In full effect, for me to play everyone I have to have the same degree of control over Alistair's lines as I do over my own PC's. [/quote]
Playing each character is different from playing every character.
It's like the anyone/everyone distinction.
[quote]Whether from a tabletop or a gaming perspective, this is rarely possible, which is my entire argument against you wanting a PC afraid to be party lead. In a tabletop, to forge a coherent party, the DM requires that you create a character willing to endure working with others.[/quote]
But not necessarily leading others.
[quote]In Jade Empire, to forge a coherent narrative, the game requires that your character wishes to save Master Li.[/quote]
No it doesn't. It requires only that you take actions consistent with the desire to save Master Li. Why your character is actually doing it is up to you.
[quote]In role-playing video games, for your character to be the party face, they require that you do not play a character afraid to lead the party. Do you see where I'm going with this?[/quote]
Yes. You're trying to justify one porrly supported conclusion with a bunch of other poorly supported conclusions.
Why you think that will work, I have no idea.
[quote]But you're still missing the point; the game must always
limit some factor of your role-playing potential.[/quote]
No, it doesn't, and that's our disagreement. And many BioWare games haven't limited your roleplaying at all.
In KotOR, your PC starts on the Endar Spire. Why he thinks he's there, what he thinks he's doing, how long he thinks he's been there, what he remembers doing on the ship, and what his immediate and long-term goals are, is entirely up to you. He can be anyone you can imagine.
In BG, when you leave Candlekeep, you can go wherever you like. You can follow Gorion's advice, or yuo can ignore it, or you can decide it was bad advice and specifically do the opposite. And why you do those things is up to you. You could even decide that the entire episode was a figment of your imagination and stand in the field next to Xzar and Montaron forever.
Really, only the voiced PC games have limited our roleplaying.
[quote]But how would this change the game experience at all? Seeing Leliana stand at the forefront of the party instead of your PC? Leliana offering to aid people, Leliana threatening to kill people,etc? [/quote]
If by "game experience" you mean the things happening on your screen, not at all. Nothing would change. Only the roleplaying - which happens in your head - would be different. But since the roleplaying always happens in your head, that's not different either. It just gives that roleplaying greater flexibility.
[quote]But my point is that the game is striving towards making that journey and has gone a little bit further in Dragon Age 2. I'm one of those players who spends who can spend countless hours customizing my PC but I don't really give a crap when it comes to my party. That was the great thing about Jade Empire's system in that you had no control over your party member's abilities, although I was disappointed by my own lack of customization options.
I'm willing to accept control over my party when my PC dies or at odd moments because the AI may not be able to keep up with my preferred playstyle, but otherwise I always restrict myself to the PC's actions.[/quote]
And I'm the opposite. My point here is that the game can accommodate us both without extensive extra resources, and without limiting your playstyle at all.
[quote]Which
should be addressed. Offering an off-screen explanation is not an explanation unfortunately. If Isabella's hatred of bows is an aspect of her personality and I change that aspect, the narrative should account for this.[/quote]
But is it an aspect of her personality? In the example you gave, the game doesn't actually tell us this (I don't really see how it could in your game model). All the game told us is what Isabela said, not what her thoughts actually are.
You're assuming that her testimony was truthful. Stop assuming that, and the problem goes away.
[quote]I refer you back to the example of how people were disappointed with the Blood Mage narrative. Isabella is a character. If that character does something odd, there should be exposition on it. [/quote]
Would that Blood Mage example has been improved by not having Blood Mage powers available? Because that's basically what you're advocating. you're saying that possible discrepancies should be prevented by removing player options, even though the players have the ability to avoid those discrepancies already.
And the advantage here is that the players will have a better idea of when they're risking those discprepancies, so, unlike the Blood Mage example, they can actually avoid them.
[quote]On the whole? No, but it does result in character inconcistencies which should be avoided.[/quote]
No it doesn't. This is my point. There's no need for character inconsistencies at all, and having mutable personalities even serves to reduce the risk of them (like if Isabela uses a bow).
[quote]I understand that some people are willing to endure them, but it's the equivalent of arguing that Bioware should let the player start at level 20[/quote]
I think BioWare should let us do that.
[quote]or start the game by battling the Archdemon[/quote]
This is even something they've already done. NWN let you start in any chapter of the campaign.
[quote]This is why I view the question of 'Whose game is it' as loaded; it's Bioware's game, they told the story. They designed Dragon Age to be played start to finish, they designed Varric to employ a bow and nothing else, etc. [/quote]
And that would, under some circumstances, seem to be true, but then along comes Mike saying
"Go ahead! It's your game, after all."
[quote]Actually it's a terrible example. The very point of my Kotor example is that without the central protagonist there is no experience, which was my point with Baldur's Gate. If Revan dies, the game would have to rewrite the story so that Carth, Mission, Canderous, etc, is now the main protagonist depending on when you die, provide new situations, etc. The same with Planescape Torment in which without the Nameless One there actually is no story being told; it's all about how he became Immortal. There is no evil guy coming to destroy the world whom we can defer to for that story. If Morte, Ignus, etc, ditches the Nameless One, where is the plot? [/quote]
Your mistake here is in requiring that the game's authors provide the plot and all of the plot's details.
They can't do that, and if they ever do then the gme can no longer accommodate any roleplaying at all. The authored narrative is only part of the story. The player's contribution, the emergent narrative, is at least as important.
[quote]It's actually ironic because the jailbreak sequence represents exactly what I don't want from my gaming experiences.[/quote]
Whereas, it's exactly what I do want.
And we got another one in DAO, so clearly they're not actively moving away from it.
[quote]Again, it's not the same thing. In a movie, a director will hire multiple actors to fill multiple roles. In a book, an author is not improvising responses on the spot.[/quote]
When I'm roleplaying, I'm never just making things up as I go. I routinely refer back to my character design to ensure that I'm not deviating from it. So with multiple characters, each character's response is based on his character design, with no knowledge of the other character's design, and then the next character responds similarly.
[quote]This is why you saying you can role-play multiple characters while they interact
with each other effectively is difficult to believe.[/quote]
For that to make any sense, you'll have to define what you mean by "effective". Don't make Stephen Covey's mistake.
[quote]The effect is very lacking watching one person attempt multiple personalities with himself[/quote]
Good thing no one's watching, then.
[quote]Role-playing requires an action-reaction relationship.
DM performs an action, your character reacts. Your character performs an action, DM's character reacts.[/quote]
I don't think I agree. Roleplaying requires only the player's action or reaction to game stimulus. That's where the roleplaying is. The game's reaction to that, or lack thereof, is simply the next piece of stimulus to which the player can react.
Modifié par Sylvius the Mad, 20 janvier 2011 - 07:13 .