One of the senior managers at Bioware did say that the wanted to reach out to Call of Duty's audience, not Mike Laidlaw. It could well be that Mike L. agrees with this to a certain extent. Decisions on how the game was made were not entirely up to Laidlaw. I can understand that people wanted more Origins after DA: Origins. However, I'm all for not giving people what they want and to 'kick over the sandcastle' like Laidlaw explains it here:
And specifically, what we wanted to do was, as lead writer David Gaider comments, "kick over the sandcastle." The endstate of Origins was that the world had been saved: "good job, we stopped the Blight, and we're good now, right? Everything good, right?" And that state is not one that inherently interesting -- it's not one that creates a sense of drama or tension or expectation of what's coming next. It did a great job of encapsulating that story, and it certainly left enough danglers for the future, but what we wanted to do was to take conventions and elements of the Dragon Age world that people knew and understood, and let people know that our intent is to change and evolve this world.
If we've been told this before the launch of the game, some people might have been more content with the info they got on DA2. I, for one is glad and happy

to see and learn that this game does not suffer from the 'it is written-bug' or
'it has been foretold-bug'. [I always think that maybe people should really stop writing so much, then

]. The story, as I understand it, is a story about a man or woman's rise to power, how he or she becomes the champion of (the people) of Kirkwall. Told through the eyes and mouth of an unreliable narrator, Varric. This point is easily forgotten, it seems, when people play the game....
Story - if Bioware wanted to have the game play out a certain way, then please,
do not give the gamers, the players,
the illusion of choice. Let the game's ending be the game's ending. Even if this means that you only play as Hawke, a human noble, (why should a mage or a rogue have an Estate in Kirkwall?), but please keep the choice to play as a man or a woman, though. If this was done, I feel that the story would have been much better told. And would probably have freed the artists, designers, cinematic designers, writers so that they were able to create more quests, maybe polishing the game more. I mean, a mage is taken away at an early age to train in a Circle, a rogue is, well a rogue, that wanders around, and has no real home. Why would a mage or a rogue ever be in Lothering...
And talking about story here's another though for your - why if nothing is real or if only 10% is real. It is Varric after all that tells the story. Mike L. has, among other things, this to say about the story:
The other thing that I think is a very big success, and I'm very happy with, is seeing people start think about it, and start to ask themselves, "what does it mean, if this entire narration, isn't real." Well, for the most part, we're trying to make sure the player's agency isn't undercut. But it adds a layer of meta-storytelling; are there other elements that Varric [the narrator] is exaggerating that we don't get called out on? It creates a layer of thought that lingers with you after it's done, and makes you go, "well, what's next? How much of that was real?"
As for the followers and their armours, maybe you, Bioware could do what a poster suggested, have belts, rings, gloves, shields, weapons, be gift for the followers in the game. Or maybe have Aveline keep her shield as a signature armour (if that's the correct term?) And do the same for all the followers e.g. if you need to change something, then do it wholeheartedly.
And while we're talking about followers, maybe Bioware could make them join us temporarily. I guess this would mean having forced companions for a time, and then other forced companions for other times But this could work, especially if the story dictates it. At pivotal story points, the followers could change. I'm not sure how this could be done, though, but it is a suggestion, nonetheless. What I'm saying is this. If you, Bioware need to tell a story, and the story needs a certain outcome, then take it all the way - and then some. And most importantly, be honest about it.
And please do not call Oblivion an adventure game. Adventure games are games like Grim Fandango, Syberia and Black Mirror III. The games' focus are about the character and the character's story. And guess what: they've all have a voiced protagonist, even old games like King's Quest 1 and Legend of Kyrandia 2: The hand of fate. And I have played my fair share of them, including a FMV game called Urban Runner (which I sadly seem not to have anymore

). Maybe that's why I like the idea of having a voiced Hawke?.
Speaking of adventure games, I've often frequent places like [url=. Here we often talk about the same thing rpg players talk about e.g. what is an adventure game. Are they detective games, like the FBI Confidential games, are they puzzle games, or are they character and story driven games. We also sometimes discuss whether The Longest Journey: Dreamfall or Heavy Rain are adventure games. We tend to agree that they are, they're just cinematic adventure games
I like character and story driven games, both in my adventure games and in my rpgs. That's why I like Bioware games. They deliver a great story, great characters, great dialogues. Bioware's strength have never ever been combat or gameplay; delivering a great story, memorable characters and yes, a character-driven story I see as Bioware's strength. And it has always been this way, all the way back to Baldur's Gate. In the BG games, you're a character that's nobody - during the game, you discover your true heritage. In the DA:O game, you're always a Grey Warden, your fate (destiny) is to defeat The Archdemon, to assemble the allies, to combat the ancient evil that has arisen to threathen to land. Interestingly, enough, this is also the main plot for TESV: Skyrim. (and yes, it haven has a dragon, too...)
In light of this, I'd rather play a game like DA2, that dares to do something new; to tell a different story than the one we've played a million times (or so) before...
Modifié par aries1001, 21 mars 2011 - 10:08 .