Is anyone else 90% certain you were originally supposed to be able to save Leandra?
#1
Posté 28 mars 2011 - 12:46
I think one of two things, or possibly both of them, happened. Either they just didn't have the time and so the sealed Leandra's fate to cut corners or they wanted to drive home the fact that mages are in fact a danger if left unchecked. A lot of people seem to see the game in a black and white mages=good, templars=bad sort of way so I could understand the latter moreso then the former.
#2
Posté 28 mars 2011 - 12:47
#3
Posté 28 mars 2011 - 12:47
#4
Posté 28 mars 2011 - 12:49
However, that sort of things implies that decisions you make mean something. So it'd have to have been cut.
#5
Guest_thurmanator692_*
Posté 28 mars 2011 - 12:50
Guest_thurmanator692_*
#6
Posté 28 mars 2011 - 12:51
#7
Posté 28 mars 2011 - 12:51
#8
Posté 28 mars 2011 - 12:52
So the quest as it stands is absolutely bloody perfect.
#9
Posté 28 mars 2011 - 12:53
#10
Posté 28 mars 2011 - 12:54
TheBlackBaron wrote...
It's a good way to build cheap support for the Templars, get an emotional response from shock value, and get the last family member out of there so they don't have to do anything more with them.
So the quest as it stands is absolutely bloody perfect.
While that's all true, it's also one of the key moments, that make hawke a person, as opposed to another vaguely human shaped plotdevice.
#11
Posté 28 mars 2011 - 12:54
Lithuasil wrote...
Didn't Gaider confirm they had an optional ending, but decided against it? (For the record, if it was a conscious decision, I agree with it)
From what I recall, they did, but in the testing EVERYONE went back, loaded and played it until they saved her.
So the thought that since everyone was going to go that path, better to have something impactful that could later be used as a key part of the story later on.
Yeah. I thought it was a dumb move on their part.
#12
Posté 28 mars 2011 - 12:56
#13
Guest_Guest12345_*
Posté 28 mars 2011 - 12:58
Guest_Guest12345_*
#14
Posté 28 mars 2011 - 01:00
scyphozoa wrote...
I just roleplayed it away. In my Thedas, Leandra isn't stupid enough to approach bloody strangers. LOL
It's implied Quentin had been courting her for some time.
Which makes the whole luring her with the injured guy routine somewhat redundant in retrospect.
#15
Posté 28 mars 2011 - 01:00
Icinix wrote...
From what I recall, they did, but in the testing EVERYONE went back, loaded and played it until they saved her.
So the thought that since everyone was going to go that path, better to have something impactful that could later be used as a key part of the story later on.
Yeah. I thought it was a dumb move on their part.
Gee, I wonder why, Bioware?
...Seriously, I NEED an eye-rolling smilie on these forums.
#16
Posté 28 mars 2011 - 01:00
When the hero fails, when he loses something of value to him, it has an impact. Obviously the story can't be wholly about loss or the player will just feel cheated. But peppering tragedy amidst the success makes those moments of glory so much more powerful. And Leandra's death was one of the most moving experiences in the game for me.
I really don't understand all the grief over this. You can't save everybody. You're not invincible. You're one guy trying to do something extraordinary and sometimes you fail.
#17
Posté 28 mars 2011 - 01:01
Yes.Lithuasil wrote...
Didn't Gaider confirm they had an optional ending, but decided against it? (For the record, if it was a conscious decision, I agree with it)
#18
Posté 28 mars 2011 - 01:03
#19
Posté 28 mars 2011 - 01:05
#20
Posté 28 mars 2011 - 01:05
Modifié par WingsandRings, 28 mars 2011 - 01:10 .
#21
Posté 28 mars 2011 - 01:06
highcastle wrote...
I thought what they had said was that they considered having the option to save her, but opted against it. Personally, I think this was the better move story wise. Games are a medium where the player's used to being this invincible hero who always succeeds. But there's been a trend recently where devs play around with that notion. Red Dead Redemption is a recent example that comes to mind.
When the hero fails, when he loses something of value to him, it has an impact. Obviously the story can't be wholly about loss or the player will just feel cheated. But peppering tragedy amidst the success makes those moments of glory so much more powerful. And Leandra's death was one of the most moving experiences in the game for me.
I really don't understand all the grief over this. You can't save everybody. You're not invincible. You're one guy trying to do something extraordinary and sometimes you fail.
This.
Someone save this, and post it, the next fifty thousand times the topic comes up one way or another.
Highcastle, feel yourself high-fived please
#22
Posté 28 mars 2011 - 01:06
#23
Posté 28 mars 2011 - 01:06
I don't know actually.
still a good quest, if a bit sad,
#24
Guest_thurmanator692_*
Posté 28 mars 2011 - 01:07
Guest_thurmanator692_*
I agreehighcastle wrote...
I thought what they had said was that they considered having the option to save her, but opted against it. Personally, I think this was the better move story wise. Games are a medium where the player's used to being this invincible hero who always succeeds. But there's been a trend recently where devs play around with that notion. Red Dead Redemption is a recent example that comes to mind.
When the hero fails, when he loses something of value to him, it has an impact. Obviously the story can't be wholly about loss or the player will just feel cheated. But peppering tragedy amidst the success makes those moments of glory so much more powerful. And Leandra's death was one of the most moving experiences in the game for me.
I really don't understand all the grief over this. You can't save everybody. You're not invincible. You're one guy trying to do something extraordinary and sometimes you fail.
(and i also want your banner)
#25
Posté 28 mars 2011 - 01:07
Modifié par Dean_the_Young, 28 mars 2011 - 01:09 .





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