Now this is my personal take, but a little bit of spin and I think I could have been invested in my Hawke's journey. Instead of putting Hawke through the paces until the end - give Hawke clear goals for the whole act.
- Act 1 - Why not have it be the year of 'servitude' - I have some can't control quests (curtesy of my 'employer'), and learn about friends and people who might help me out of my mercenary/smuggler debts. Hawke's goal would be get self and sibling out of indentured servitude. That's a goal I can get behind much more than I want to live in a big house so that mommy is happy. Keeps the story pretty much the same - Hawke has to get out into the Deep Roads and make the coin to get out of Hawke's 'contract'.
- Act 2 - Hawke's out of servitude, and the Qunari are a big threat to Hawke's new home Kirkwall (write more Q threat up to the beginning of the act). So make Hawke really the only one who has a chance to talk down or stop the Q threat (due to Arishok respect earned act I). Hawke might not like being forced into this too much, but has to overcome the situation. Hawke's goal would be make things safe in Kirkwall (i.e. deal with Qunari) for mom/sibling/friends.
- Act 3 - Make this the save (or reject) the sibling act. (So the story wouldn't allow sibling shouldn't die in deep roads - rather have joined Templar/Mages) Hawke's sibling is caught in the center of the storm, Hawke, if mage, is caught at center of storm - and rather than meaningless companion missions like Isabella's - make 3rd act companion missions more central to Templar/Mage tensions. Hawke's initial goal would be save self/sibling stuck in middle of Templar/Mage mess - until Hawke was so mired in the thick of it Hawke ends up exactly where the game currently does.





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