Medhia Nox wrote...
ZombiePowered - you seem to connect and admire a character more because he has "selfish" concerns - am I wrong there? I can accept that - it is very human
I, on the other hand, connect more with a character willing to give up the selfish concerns of the common man, and strive for altruism for all men. You can argue that the Warden was forced into it - but you're easily capable of saying in each Origin that you want to be a Warden.
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As for "victim" characters go - and I believe any character at the mercy of his supporting cast is simply a bystander and, in this story, a victim. I'm not interested.
Why would I side with these characters? Why would I make friends with Anders - I should have been able to just take the maps. I can skip Isabela and Fenris - so those two are fine. Aveline calls me "family" after a short cut-scene at the beginning. My sister/brother dies at the beginning. I have one/two quests with my other sibling before they die.
I feel like I had to add a lot that wasn't there for the story to have any "meaning" to me. I had to think - "Oh, I would totally be sad if I cared about my sister and she died." That's not good storytelling to me - a story ought to make me feel without having to think about it.
This story was an example of "Tell" and not "Show".
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You may not have liked Fallout: New Vegas' storyline - but there was a solid storyline happening in the world around you. In that game your character could support Order (NCR) - Power (CL) - Peace (FotA) - a few smaller ones - and yourself.
Medhia,
Selfish concerns for a character just make them more believable for me. People, even when doing something quite selfless, tend to have some sort of personal stake in it, even if it's just pride. And yes, there was a wide range of reasons for the Warden to become a Warden (the events are all the same in each Origin story, but the Warden can state various personal reasons), but there is also a wide range of reasons for Hawke to do many of the things he does. It can be entirely selfish, or he can be doing things for the betterment of Kirkwall and its denizens (or a bit of both). The point I was making is that Hawke had just as much motivation to remain in Kirkwall as the Warden did to stop the blight.
As for character connections, I do agree that some were rather... weak (in the beginning). I felt like there was stuff going on behind the scenes that I wanted to be part of. My feeling is that Varric did a lot of social networking (i.e. luring them to the Hanged Man for gambling and booze night, which I firmly believe would be the greatest DLC ever), and through party banter I got the feeling that they were incorporated into the gang, but yes, I definitely would have liked to been more involved in that process. Aveline I found quite believable; I'm sure there was no shortage of bonding after the deaths in the beginning. Besides, we were the only people we knew for that first year. It's natural that she became part of the group. I got the same feeling from Merrill and Fenris, who again only knew me in a city of strangers. Isabela was always at the Hanged Man, so I... assumed... things. Still, it would have been nice to get a greater feeling of bonding, and there should have been an unseen 'loyalty' system or something that would determine whether they showed up at the very end. After all, if I never visited Merrill after dropping her off in the Alienage, why would she even be there with me in the ending of the game? DA2 didn't so much "tell" things as it did imply them. After those assumptions had been made, I completely believed all the subsequent interactions (which were definitely shown, not told), but I do agree that we shouldn't have needed to make those assumptions to begin with.
As for no interest in "victim" characters, DA:O had a whole mess of them (Morrigan didn't want to get possessed, Sten lost his sword, Ohgren needed a wingman, Leliana was being hunted by her past). ME2 had an entire crew who needed your assistance with their personal matters. To say you don't care for characters who need the assistance of their friends is saying you don't like anyone in any DA or ME game. Furthermore, you didn't have to be friends with them. Just because a quest popped into your log sometimes and they were available at the party screen doesn't mean you were friends with them. That whole thing was optional.
And don't take my FO:NV comment the wrong way, I absolutely loved it. It finally nailed the real mood of FO, something FO3 did not succeed at. I was just saying that it has a different story telling style and a different way of continuing through the greater FO story, so to compare it to any DA game in terms of openness of world and endings and choices just isn't reasonable. Bioware places a much greater emphasis on their characters, and hence I tend to have much deeper personal connections with my companions. FO's main attraction is the world itself, which is so incredibly rich and full of relevent social critiques, but I don't feel connected to either the PC or the companions. I still enjoy it, though, because developing romances and making friends do not list amongst the reasons one plays FO, just like sandbox exploration and the ability to abandon the story and hunt deathclaws and take their hands aren't among the reasons people play Bioware games.