Edit: OP's question was valid and answered, this is my additional observation.
Modifié par RinpocheSchnozberry, 29 mars 2011 - 12:09 .
Modifié par RinpocheSchnozberry, 29 mars 2011 - 12:09 .
Volourn wrote...
It does have a major story but unlike DA1, the main plot isn't spoiled as soon as the game starts. L0L the moment you first meet Duncan, the entire story is spoiled. Archemonm coming, you will kill it, game over. 9and thatw as even spoiled prior to release0. DA2's story is a slow burn with lots of hints in ch1 (the quick cameo of a certain end boss when you first enter Kirkwall for example) until things blow up 9pretty much literally, lol).
DA1 does some things better but story wise, DA2 wins out easily.
erynnar wrote...
It didn't have to be about killing the "big bad." What it should have been is about choices and impacting the world. My character is a vehicle I don't get to drive, instead I am just along for the ride. A story told already that I am just running disjointed errands so I can see the ending which I had no influence over.
Sidney wrote...
That's not really a knock on DAO. Almost all cRPG's are like that. Sovereign will be stopped. Malek will be stopped. Irenicus will be stoped - you will rescue that annoying $%$^& of Imoen. All the stories have a beginning and an end and all you do is fill in the gaps in between. They are a railroad.
Modifié par RohanD, 29 mars 2011 - 12:50 .
Modifié par Lumikki, 29 mars 2011 - 01:00 .
Guest_Guest12345_*
RohanD wrote...
Sidney wrote...
That's not really a knock on DAO. Almost all cRPG's are like that. Sovereign will be stopped. Malek will be stopped. Irenicus will be stoped - you will rescue that annoying $%$^& of Imoen. All the stories have a beginning and an end and all you do is fill in the gaps in between. They are a railroad.
This is like saying every story in the history of fantasy is the same. What is important isn't the final result, it is the way you get there.
The way of getting there in DA:O was just much more immersive, deep and enjoyable when compared to DA2.
There was a lot of potential for C&C from DA:O to have been carried over to a sequel. For instance, if you didn't save the Arl's son and the demon came back to claim him later, this could have been a huge side quest opportunity for the sequel.
These kinds of great possibilities were all thrown out the door.
Medhia Nox wrote...
@Scnew - putting it in that perspective is so insanely depressing. LOL
RohanD wrote...
This is like saying every story in the history of fantasy is the same. What is important isn't the final result, it is the way you get there.
The way of getting there in DA:O was just much more immersive, deep and enjoyable when compared to DA2.
There was a lot of potential for C&C from DA:O to have been carried over to a sequel. For instance, if you didn't save the Arl's son and the demon came back to claim him later, this could have been a huge side quest opportunity for the sequel.
These kinds of great possibilities were all thrown out the door.
Why, pray tell, are you asking a question about the plot (or supposed lack thereof) in the "no spoilers" section? It rather limits people's abilities to discuss the question in detail.Prethen wrote...
I'm a bit disappointed that there's no major driving force for Hawke's character other than a profit motive or good vs. evil initiative. It's a bit lame.
Okay, I'm also getting sick of the recycled maps (like everyone else on this board).
Zanallen wrote...
RohanD wrote...
Sidney wrote...
That's not really a knock on DAO. Almost all cRPG's are like that. Sovereign will be stopped. Malek will be stopped. Irenicus will be stoped - you will rescue that annoying $%$^& of Imoen. All the stories have a beginning and an end and all you do is fill in the gaps in between. They are a railroad.
This is like saying every story in the history of fantasy is the same. What is important isn't the final result, it is the way you get there.
The way of getting there in DA:O was just much more immersive, deep and enjoyable when compared to DA2.
There was a lot of potential for C&C from DA:O to have been carried over to a sequel. For instance, if you didn't save the Arl's son and the demon came back to claim him later, this could have been a huge side quest opportunity for the sequel.
These kinds of great possibilities were all thrown out the door.
And that's all opinion. As for major sidequests becoming available if you made certain choices in the first game, that is just silly. Why would Bioware make an awesome sidequest that not everyone would have the opportunity to see? Especially when the trigger for that sidequest is in a game that not everyone has played? The only way that would work is if they made multiple versions of the quest depending on how you handled the trigger in the first game, including a default version for people without imports, but that would not be at all cost effective.
Modifié par fn_outlaw, 29 mars 2011 - 01:42 .
Night Prowler76 wrote...
Volourn wrote...
It does have a major story but unlike DA1, the main plot isn't spoiled as soon as the game starts. L0L the moment you first meet Duncan, the entire story is spoiled. Archemonm coming, you will kill it, game over. 9and thatw as even spoiled prior to release0. DA2's story is a slow burn with lots of hints in ch1 (the quick cameo of a certain end boss when you first enter Kirkwall for example) until things blow up 9pretty much literally, lol).
DA1 does some things better but story wise, DA2 wins out easily.
Oh you are a slippery one, you must have your fanboy cloaking device on high, slipped right past the fanboy radar tsk tsk.
Your lame attempts to pump up DA2 are just that, lame, just like the DA2 story.
Zanallen wrote...
RohanD wrote...
Sidney wrote...
That's not really a knock on DAO. Almost all cRPG's are like that. Sovereign will be stopped. Malek will be stopped. Irenicus will be stoped - you will rescue that annoying $%$^& of Imoen. All the stories have a beginning and an end and all you do is fill in the gaps in between. They are a railroad.
This is like saying every story in the history of fantasy is the same. What is important isn't the final result, it is the way you get there.
The way of getting there in DA:O was just much more immersive, deep and enjoyable when compared to DA2.
There was a lot of potential for C&C from DA:O to have been carried over to a sequel. For instance, if you didn't save the Arl's son and the demon came back to claim him later, this could have been a huge side quest opportunity for the sequel.
These kinds of great possibilities were all thrown out the door.
And that's all opinion. As for major sidequests becoming available if you made certain choices in the first game, that is just silly. Why would Bioware make an awesome sidequest that not everyone would have the opportunity to see? Especially when the trigger for that sidequest is in a game that not everyone has played? The only way that would work is if they made multiple versions of the quest depending on how you handled the trigger in the first game, including a default version for people without imports, but that would not be at all cost effective.
Modifié par RohanD, 29 mars 2011 - 02:16 .
RohanD wrote...
Zanallen wrote...
RohanD wrote...
Sidney wrote...
That's not really a knock on DAO. Almost all cRPG's are like that. Sovereign will be stopped. Malek will be stopped. Irenicus will be stoped - you will rescue that annoying $%$^& of Imoen. All the stories have a beginning and an end and all you do is fill in the gaps in between. They are a railroad.
This is like saying every story in the history of fantasy is the same. What is important isn't the final result, it is the way you get there.
The way of getting there in DA:O was just much more immersive, deep and enjoyable when compared to DA2.
There was a lot of potential for C&C from DA:O to have been carried over to a sequel. For instance, if you didn't save the Arl's son and the demon came back to claim him later, this could have been a huge side quest opportunity for the sequel.
These kinds of great possibilities were all thrown out the door.
And that's all opinion. As for major sidequests becoming available if you made certain choices in the first game, that is just silly. Why would Bioware make an awesome sidequest that not everyone would have the opportunity to see? Especially when the trigger for that sidequest is in a game that not everyone has played? The only way that would work is if they made multiple versions of the quest depending on how you handled the trigger in the first game, including a default version for people without imports, but that would not be at all cost effective.
Cost effective?
This just in! Making good video games and any other kind of creative product costs, wait for it...MONEY!
Why the hell is anyone, any consumer, saying that things aren't cost effective? No, it is not cost effective because it cuts into the million dollar salaries of the people at the top who need to make a 200% margin on everything.
There are heaps of ways they could have worked it into the game. For example if you didn't have a save import, you are asked some serious questions at the start which actually become role playing elements? Of course you get a quest no matter what, so there are 2 pathways.
This kind of stuff used to be just accepted in Western RPGs, now there are fanboys saying "wait you're not thinking of the costs!" You're a consumer! You're not supposed to think of their costs, you should only care about the final product in your hands and how good it is.
People really do become sheep so very easily.
Modifié par erynnar, 29 mars 2011 - 02:35 .