Gongsun Zan wrote...
I don't get why people are saying that Anders blew up the middle ground.
He blew up the Chantry. It was an act of terrorism. Nowhere does it follow that the only two immediate outcomes are: kill all Mages, or let all the Mages go.
This is like saying: a Mexican blew up a courthouse in America, because he is unhappy with immigration laws. Therefore we must either kill all Mexicans, or let all Mexicans into America without any form of border control. (No offense to Mexicans, I'm just using a random example here)
IF Anders had say, blown up a wall in the gallows, allowing all the mages to escape, I can see how he might have been said to blow up the middle ground, but he didn't.
Essentially, without a third option, the final decision doesn't matter. No matter who you support, Anders gets the Mage/Templar war he wants.
By not letting you take a moderate approach, the game forces you to let the terrorist win.
Well done, game. Nothing like making a player feel his actions were all for nothing.
Thats the biggest problem with DA2. Look every RPG usually has only 1 ending, and thats some big boss you gotta take out. No matter what decisions you make in the game you have to fight this guy/gal/thing. It's the choices we make leading up to that battle that gives the game the illusion of choice.
In DA:O we had several choices that affected the story of the game but in the end didn't really affect the end battle.
- Choose your Origin
- Save the Tower or Annul the Tower
- Side with the Dalish or the Werewolves (or deal with the real problem)
- Keep or destroy the Urn
- Save or doom Connor and his mom
- Side with Belen or Harrowmont
- Keep or destroy the Anvil
- Sleep with Morrigan and live but create a god-baby or die.
In the end none of those choices matter because we still have to fight with a dragon atop Fort Drakon. But DA:O does an excellent job at making you
feel like you made meaningful decisions along the way. Each time I played the game, even though the end battle was always the same, the story felt different. While some decisions leaned towards "good" or "evil" the whole game left morality in your hands. It's a grey world.
DA2 doesn't do that. We get some decisions, but they mostly pertain to our companions and there only affect is wether they stay with or leave you. Nothing we do really affects Kirkwall that isn't already scripted.
- No matter what we're going to the deep roads. The only decision there is will you bring your surviving sibling and Anders.
- No matter what you're going to deal with the Arishok. The only choice is if Isabella even comes back and if so maybe you hand her over.
- No matter what Anders will blow up the Chantry.
- No matter who you side with you still have to fight Orsino and Meredith and no one is grateful for your help. Orsino turning on you is so poorly handled it's mind boggling. Meredith is never given enough time to develop for us to even care for this obviously crazy b*tch.
- You either flee or become viscount, either way you disappear in 3 years.
Now there are some cool decisions when it comes to your companions and their stories. I don't think many people complain about those choices. But they never feel like they matter when it comes to Kirkwall. Hell we probably change Starkhaven more than we do Kirkwall just by Friend/Rivalry with Sebastian and then killing or letting Anders go AND WE NEVER GO TO STARKHAVEN!
DA2 isn't a grey world. It's very black or white. There is barely any illusion of choice in DA2. Thats were most folks are upset with the story. An option at the end to help Aveline and the guards protect the people then go save your sibling or someone important which still results in having to fight abominations, templars, Orsino, and Meredith would have helped make it feel like your Hawke actually has choices. Or perhaps the writers could come up with another option. Maybe even clean up the quests so that the final choosing sides decision doesn't feel like you've been completely railroaded.