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Stupid question, why did Bioware decide to not have a major Plot line in DA2?


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#176
Galad22

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BobSmith101 wrote...

I was level 5 at the time, one of the first things I did.What I learned fighting Flemeth made it very easy. That's probably more of a scaling issue though.

The loot made dragons a bit of a let down.


I met smaller dragons later that hit harder and had more health. That was sort of lame.

Modifié par Galad22, 30 mars 2011 - 08:04 .


#177
AkiKishi

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Skilled Seeker wrote...

Mad-Max90 wrote...

You are right, why care for a city and it's people if all they ever did was spit on you and other refugees, then take away what little family you have left, there were no real choices in this game to be made, and what was that crap with the dockworker three sovereigns to get him to talk, why couldn't I just kill him in broad daylight I kill alot of people in that game in broad daylight, please patch it so I can murder knife that snarky bastard and get my money back

You can murder knife threaten him with an aggressive Hawke. My Hawke did :)


Did it make any difference? I threatened him and he said something along the lines of "You won't kill me in broad daylight".

#178
JaegerBane

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Conduit0 wrote...

Because the Devs thought it would be funny to make a story that the people who are so used to the "big bad evil is threatening the world" trope that they can't even think of anything else, wouldn't be able to understand. They succeeded.


*sigh*

Of course, anyone who doesn't like the meandering plot just doesn't understand it.... yeah, that's an old chestnut.

We understand it quite well, thank you. The 'storyline' doesn't magically become great purely by virtue of not being about saving the world. Effort still has to be put into it, and DA2 is woefully lacking in that regard. Mask of the Betrayer is an example of how it can work. DA2 is an example when it doesn't.

#179
LiquidGrape

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scpulley wrote...

This has been mentioned before so I'm curious for someone to actually explain that. Yes, Hawke is the main story and his rise to power. My only question, because to me this is where this game fell apart story wise, why does Hawke care? Whether his sister is the alive and is the mage in the family, she is out of the picture well before the big decision, or Hawke is, in which case he runs around throwing spells around with zero apparent consiquence, he has no reason to be involved with the templar/mage conflict. He can't really be lumped with the mages easily because he can do what he wants basically, the templars are a bit easier to side with outside of their oppresive dictator like leader, he has his wealth and home, the city literally chewed up his family and spit them out, so he doesn't care in my opinion about the city's well being per say. Where does the story of Hawke point to him having any reason to care about the conflict? The answer is it doesn't. If anything, it just justifies him getting the hell out of dodge and letting the city burn. That's not a real creative story, and despite the tired and true story of DAO at least you cared about it. Creativity means nothing if the interaction between the story and the reader is non existant.


Psst! Y'know, there kinda are people in that city who, y'know, might kinda matter to Hawke.
Just sayin'.
Either that, or Hawke might just be a rational character who recognises that leaving Kirkwall in this vulnerable and critically unstable state will have far-reaching consequences which cannot be overlooked.
That you apply a certain mentality to Hawke doesn't override the established dramatic framework.

#180
JaegerBane

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Lord Gremlin wrote...

wikkedjoker wrote...

Because they wrote themselves into a corner. When you think about it, Hawk is pointless to the over all conflict. The Idol is pointless, the Qunnari is pointless, the only thing needed form this game was Anders.

*Anders took justice into himself.
*Karl got made tranquil.

Motive enough to blow up the Chantry and start a Holy War, because he feels hes wronged. With out Hawk nothing changes, Anders still would have blown up the Chantry. Even with out the Idol the Knight Commander was still a bit of a lose cannon. If she didn't kill the Mages, people would have, and the Mages would have fought back. Bam WAR!

Actually, you've just nailed the problem. Remove Warden from DAO - what happens? See Darkspawn Chronicles for the answer. Some lucky hurlock becomes Archdemon's favorite pet for killing last Grey Warden. Thedas is destroyed. Because of Warden the Blight is stopped.
Now remove Hawke from DA2. Anything changed? No, not really.
And that is a HUGE problem.


Perfectly put. One of the major reasons why DA:O felt as epic as it did was because you were playing a character who was quite literally the balance point of the entire quest. If he succeeded, the world is saved, if he fails, the world is doomed. It may be a cliche we've seen a hundred times before, but we've seen it so many times before because it works.

Hawke was basically a bystander. No matter how you slice it, that makes for a pretty bland storyline.

#181
scpulley

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LiquidGrape wrote...

scpulley wrote...

This has been mentioned before so I'm curious for someone to actually explain that. Yes, Hawke is the main story and his rise to power. My only question, because to me this is where this game fell apart story wise, why does Hawke care? Whether his sister is the alive and is the mage in the family, she is out of the picture well before the big decision, or Hawke is, in which case he runs around throwing spells around with zero apparent consiquence, he has no reason to be involved with the templar/mage conflict. He can't really be lumped with the mages easily because he can do what he wants basically, the templars are a bit easier to side with outside of their oppresive dictator like leader, he has his wealth and home, the city literally chewed up his family and spit them out, so he doesn't care in my opinion about the city's well being per say. Where does the story of Hawke point to him having any reason to care about the conflict? The answer is it doesn't. If anything, it just justifies him getting the hell out of dodge and letting the city burn. That's not a real creative story, and despite the tired and true story of DAO at least you cared about it. Creativity means nothing if the interaction between the story and the reader is non existant.


Psst! Y'know, there kinda are people in that city who, y'know, might kinda matter to Hawke.
Just sayin'.
Either that, or Hawke might just be a rational character who recognises that leaving Kirkwall in this vulnerable and critically unstable state will have far-reaching consequences which cannot be overlooked.
That you apply a certain mentality to Hawke doesn't override the established dramatic framework.


Who? His companions? They could have just as easily left, and they all do in the end anyway. None of his companions were actually FROM Kirkwall, they were just there. And yeah, it's unstable, but who was Hawke? A nobody that got rich going into the Deep Roads. He wasn't from Kirkwall, really, he did some favors for people with power. It failed to actually give him a real connection to the events. It just sort of assumed Hawke cared. At least in DAO the Warden had some obligation to kill the Archdemon. Hawke I felt like had all the reason in the world to be as not involved as possible.

Modifié par scpulley, 30 mars 2011 - 08:16 .


#182
AngelicMachinery

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scpulley wrote...

LiquidGrape wrote...

scpulley wrote...

This has been mentioned before so I'm curious for someone to actually explain that. Yes, Hawke is the main story and his rise to power. My only question, because to me this is where this game fell apart story wise, why does Hawke care? Whether his sister is the alive and is the mage in the family, she is out of the picture well before the big decision, or Hawke is, in which case he runs around throwing spells around with zero apparent consiquence, he has no reason to be involved with the templar/mage conflict. He can't really be lumped with the mages easily because he can do what he wants basically, the templars are a bit easier to side with outside of their oppresive dictator like leader, he has his wealth and home, the city literally chewed up his family and spit them out, so he doesn't care in my opinion about the city's well being per say. Where does the story of Hawke point to him having any reason to care about the conflict? The answer is it doesn't. If anything, it just justifies him getting the hell out of dodge and letting the city burn. That's not a real creative story, and despite the tired and true story of DAO at least you cared about it. Creativity means nothing if the interaction between the story and the reader is non existant.


Psst! Y'know, there kinda are people in that city who, y'know, might kinda matter to Hawke.
Just sayin'.
Either that, or Hawke might just be a rational character who recognises that leaving Kirkwall in this vulnerable and critically unstable state will have far-reaching consequences which cannot be overlooked.
That you apply a certain mentality to Hawke doesn't override the established dramatic framework.


Who? His companions? They could have just as easily left, and they all do in the end anyway. None of his companions were actually FROM Kirkwall, they were just there. And yeah, it's unstable, but who was Hawke? A nobody that got rich going into the Deep Roads. He wasn't from Kirkwall, really, he did some favors for people with power. It failed to actually give him a real connection to the events. It just sort of assumed Hawke cared. At least in DAO the Warden had some obligation to kill the Archdemon. Hawke I felt like had all the reason in the world to be as not involved as possible.


Yea, but, I was forced into being a Gray Warden.  It's not like I have any choice in the matter,  why should I care if the darkspawn eat all of Ferelden.  I could just go and get on a boat and settle in some far off land away from the silly little monsters.  

In almost every RPG you can say there's no reason for your character to be doing what they're doing.  Just because your a grey warden that doesn't mean you're suddenly filled with the desire to ride griphon's and kill Darkspawn. 

#183
LiquidGrape

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scpulley wrote...

Who? His companions? They could have just as easily left, and they all do in the end anyway. None of his companions were actually FROM Kirkwall, they were just there. And yeah, it's unstable, but who was Hawke? A nobody that got rich going into the Deep Roads. He wasn't from Kirkwall, really, he did some favors for people with power. It failed to actually give him a real connection to the events. It just sort of assumed Hawke cared. At least in DAO the Warden had some obligation to kill the Archdemon. Hawke I felt like had all the reason in the world to be as not involved as possible.


The only obligation of the Warden is enforced by plot. You can suggest fleeing responsibility at several instances in the game, but you are consistently denied that possibility. Every time.
Why?
Because the story told in Origins demanded that the player character ultimately felt obliged to fight the blight.
Sound familiar?
I'm not saying either is a perfectly constructed story, but I felt a lot more personally involved in the events of Dragon Age 2. Much thanks to a certain subversion of trust...

#184
Siansonea

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Let me see if I have the gist of this discussion:

"Dragon Age 2 suxxxxx!!!!"

"Nuh-uh! You suck!!!"

Does that about sum it up?

I like the game. I think there's room for improvement. I don't need everyone to agree with me.

#185
Aireoth

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"Hawke was basically a bystander. No matter how you slice it, that makes for a pretty bland storyline."

Hit the nail right on the head. Hawke doesn't have to change the world, or even be the central character, but it was very weak being nothing more then an observer (and since we as gamers are observers of hawke, we just observe the observer.)

#186
JaegerBane

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LiquidGrape wrote...
The only obligation of the Warden is enforced by plot. You can suggest fleeing responsibility at several instances in the game, but you are consistently denied that possibility. Every time.
Why?
Because the story told in Origins demanded that the player character ultimately felt obliged to fight the blight.


To be honest the plot made it abundantly clear that simply running away from the Blight was, at best, postponing the problem, and that if it wasn't dealt with it would literally result in the end of the world. It also made it clear that the player was virtually the only person in the country who could actually do anything about it.

I could see where you were going if you were advocating roleplaying a total idiot, but for anyone who isn't, there wasn't really any other option but to do something about the blight, even if getting on a boat was an offered choice.

In comparison, the fate of Kirkwall doesn't have anywhere near the consequences. The World isn't going to end if Hawke leaves it to burn.

#187
LiquidGrape

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JaegerBane wrote...

To be honest the plot made it abundantly clear that simply running away from the Blight was, at best, postponing the problem, and that if it wasn't dealt with it would literally result in the end of the world. It also made it clear that the player was virtually the only person in the country who could actually do anything about it.

I could see where you were going if you were advocating roleplaying a total idiot, but for anyone who isn't, there wasn't really any other option but to do something about the blight, even if getting on a boat was an offered choice.

In comparison, the fate of Kirkwall doesn't have anywhere near the consequences. The World isn't going to end if Hawke leaves it to burn.


Without delving into spoilers (which are prohibited on this particular forum), two words:

Magi complications.

If you've played the game, I think you'll agree that the implications of Dragon Age 2's final act are potentially quite cataclysmic.

Modifié par LiquidGrape, 30 mars 2011 - 08:37 .


#188
scpulley

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AngelicMachinery wrote...

scpulley wrote...

LiquidGrape wrote...

scpulley wrote...

This has been mentioned before so I'm curious for someone to actually explain that. Yes, Hawke is the main story and his rise to power. My only question, because to me this is where this game fell apart story wise, why does Hawke care? Whether his sister is the alive and is the mage in the family, she is out of the picture well before the big decision, or Hawke is, in which case he runs around throwing spells around with zero apparent consiquence, he has no reason to be involved with the templar/mage conflict. He can't really be lumped with the mages easily because he can do what he wants basically, the templars are a bit easier to side with outside of their oppresive dictator like leader, he has his wealth and home, the city literally chewed up his family and spit them out, so he doesn't care in my opinion about the city's well being per say. Where does the story of Hawke point to him having any reason to care about the conflict? The answer is it doesn't. If anything, it just justifies him getting the hell out of dodge and letting the city burn. That's not a real creative story, and despite the tired and true story of DAO at least you cared about it. Creativity means nothing if the interaction between the story and the reader is non existant.


Psst! Y'know, there kinda are people in that city who, y'know, might kinda matter to Hawke.
Just sayin'.
Either that, or Hawke might just be a rational character who recognises that leaving Kirkwall in this vulnerable and critically unstable state will have far-reaching consequences which cannot be overlooked.
That you apply a certain mentality to Hawke doesn't override the established dramatic framework.


Who? His companions? They could have just as easily left, and they all do in the end anyway. None of his companions were actually FROM Kirkwall, they were just there. And yeah, it's unstable, but who was Hawke? A nobody that got rich going into the Deep Roads. He wasn't from Kirkwall, really, he did some favors for people with power. It failed to actually give him a real connection to the events. It just sort of assumed Hawke cared. At least in DAO the Warden had some obligation to kill the Archdemon. Hawke I felt like had all the reason in the world to be as not involved as possible.


Yea, but, I was forced into being a Gray Warden.  It's not like I have any choice in the matter,  why should I care if the darkspawn eat all of Ferelden.  I could just go and get on a boat and settle in some far off land away from the silly little monsters.  

In almost every RPG you can say there's no reason for your character to be doing what they're doing.  Just because your a grey warden that doesn't mean you're suddenly filled with the desire to ride griphon's and kill Darkspawn. 


No but there is a sense if you DON"T go along for the ride, you won't outrun the Blight. In DA 2, my point is the connection between your character to the events if non existant. My warden didn't nessisarily have a choice about the grey wardens, but it was either fight or die basically. Kirkwall it was, 'make a choice who to side with before we all die anyway'. That's not really great motivation. The character 'development' if you even could call it that was more just being pulled into one conflict or another. Outside of Act 2 where the city was literally on fire by the end so choices were a lot more purposefull, there was not effort made to give Hawke a reason to do anything. It was all just choice. Choice is great, but stories aren't based around choices alone, they are based around choices in the context that matters. Anyone could have made that choice at the end it didn't have to be Hawke, hence why the story of Hawke becomes really flawed. If it's Hawke's story of rise to power, why is the most important decision in the game not connected to him?

#189
Aireoth

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LiquidGrape wrote...

JaegerBane wrote...

To be honest the plot made it abundantly clear that simply running away from the Blight was, at best, postponing the problem, and that if it wasn't dealt with it would literally result in the end of the world. It also made it clear that the player was virtually the only person in the country who could actually do anything about it.

I could see where you were going if you were advocating roleplaying a total idiot, but for anyone who isn't, there wasn't really any other option but to do something about the blight, even if getting on a boat was an offered choice.

In comparison, the fate of Kirkwall doesn't have anywhere near the consequences. The World isn't going to end if Hawke leaves it to burn.


Without delving into spoilers (which are prohibited on this particular forum), two words:

Magi complications.

If you've played the game, I think you'll agree that the implications of Dragon Age 2's final act are potentially quite cataclysmic.


I would argue that it wasn't the lack of plot so much as the lack of direction, in particular for Hawke. I know what Bioware was going for, you can see it by playing the game (generally innocient bystander caught up in the larger power struggle) but its implementation lacked polish, a few tweaks, addition of some choices and perhaps an extra plot quest or two would have done a lot to aleaviate the problems. Even a mini-game to make you feel active between Acts (running your business/estate/smuggling carrier) where simple choices had further impact. As it stands its like your frozen in carbonite between Acts.

#190
JaegerBane

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LiquidGrape wrote...

JaegerBane wrote...

To be honest the plot made it abundantly clear that simply running away from the Blight was, at best, postponing the problem, and that if it wasn't dealt with it would literally result in the end of the world. It also made it clear that the player was virtually the only person in the country who could actually do anything about it.

I could see where you were going if you were advocating roleplaying a total idiot, but for anyone who isn't, there wasn't really any other option but to do something about the blight, even if getting on a boat was an offered choice.

In comparison, the fate of Kirkwall doesn't have anywhere near the consequences. The World isn't going to end if Hawke leaves it to burn.


Without delving into spoilers (which are prohibited on this particular forum), two words:

Magi complications.

If you've played the game, I think you'll agree that the implications of Dragon Age 2's final act are potentially quite cataclysmic.


I'm not doubting that it's important. All I'm pointing out is that Hawke could have sat on his arse and it wouldn't have made the blindest bit of difference. What happened in DA2 would have happened no matter what.

In comparison, we all know what would have happened if the Warden had simply up sticks and ran away. At least those who played Darkspawn Chronicles do.

Modifié par JaegerBane, 30 mars 2011 - 08:52 .


#191
Skilled Seeker

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BobSmith101 wrote...

Skilled Seeker wrote...

Mad-Max90 wrote...

You are right, why care for a city and it's people if all they ever did was spit on you and other refugees, then take away what little family you have left, there were no real choices in this game to be made, and what was that crap with the dockworker three sovereigns to get him to talk, why couldn't I just kill him in broad daylight I kill alot of people in that game in broad daylight, please patch it so I can murder knife that snarky bastard and get my money back

You can murder knife threaten him with an aggressive Hawke. My Hawke did :)


Did it make any difference? I threatened him and he said something along the lines of "You won't kill me in broad daylight".

I used the intimidate persuasion option that popped up because I role played an aggressive Hawke. It did make a difference as I didn't have to give him a penny though Varric wasn't too happy about my methods!

#192
Skilled Seeker

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JaegerBane wrote...

LiquidGrape wrote...

JaegerBane wrote...

To be honest the plot made it abundantly clear that simply running away from the Blight was, at best, postponing the problem, and that if it wasn't dealt with it would literally result in the end of the world. It also made it clear that the player was virtually the only person in the country who could actually do anything about it.

I could see where you were going if you were advocating roleplaying a total idiot, but for anyone who isn't, there wasn't really any other option but to do something about the blight, even if getting on a boat was an offered choice.

In comparison, the fate of Kirkwall doesn't have anywhere near the consequences. The World isn't going to end if Hawke leaves it to burn.


Without delving into spoilers (which are prohibited on this particular forum), two words:

Magi complications.

If you've played the game, I think you'll agree that the implications of Dragon Age 2's final act are potentially quite cataclysmic.


I'm not doubting that it's important. All I'm pointing out is that Hawke could have sat on his arse and it wouldn't have made the blindest bit of difference. What happened in DA2 would have happened no matter what.

In comparison, we all know what would have happened if the Warden had simply up sticks and ran away. At least those who played Darkspawn Chronicles do.

This isn't true. If the Warden didn't exist then Alistair would have taken on the task. Darkspawn Chronicles shows you exactly that, the story ends the same way. The bad guys win in that DLC because you are playing as them. The reason the Warden isn't included is because there is no canon Warden. Bioware could have probably allowed us to import our Warden into DC if they put a bit more effort into it.

Also the Warden may have well wanted to escape Fereldan and it isn't a crazy choice. Every other blight took many years to stop and with the help of many nations and Wardens. 2 Wardens thinking they can stop the Blight within a year without the help of other nations while Fereldan is in civil war is the crazy choice! Historically every Blight was eventually beaten too so instead of taking on an impossible task, the Warden could have said screw it and leave someone else to eventually deal with it.

Modifié par Skilled Seeker, 30 mars 2011 - 10:18 .


#193
AedenHawke

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I have no idea, I loved the game, but I dont want to be a errand boy.

#194
Sidney

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JaegerBane wrote...

Perfectly put. One of the major reasons why DA:O felt as epic as it did was because you were playing a character who was quite literally the balance point of the entire quest. If he succeeded, the world is saved, if he fails, the world is doomed. It may be a cliche we've seen a hundred times before, but we've seen it so many times before because it works.


Yes but that fact worked against everything NOT specifically in that main questline. Every side quest, every compnaion quest all felt wrong because you are the only thing that matters and you are risking it all to track down some lost letters or missing villagers? Not to mention twiddling your thumbs while Ferelden burns doing theif quests for example.  The problem with the "oh my god, the world is gonna end if we don't do X" plotline is that it rather directly conflicts with the more open nature of games people love. I hated it in dAO and I hated the UCW stuff in ME1 because they slap you in the face over and over with how wrong it is you are even doing these things.

Still, the notion that you must be the fulcrum of history to be interesting is wrong. Sometimes the small stories matter. Sometimes you can't change the world. Odysseus couldn't change his world not matter how he struggled. If you'vce seen Paths of Glory the greatness of the film isn't the hero's triumph but merely the hero's struggle.  Taxi Driver surely has a character who fights the world but can't change it.  All Quiet on the Western Front is a whole opus of not saving the world.  It is a different kind of story, not so much better or worse just different but for the fomat of a cRPG it works because of what I disucssed in the first paragraph.

#195
Conduit0

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Sidney wrote...

JaegerBane wrote...

Perfectly put. One of the major reasons why DA:O felt as epic as it did was because you were playing a character who was quite literally the balance point of the entire quest. If he succeeded, the world is saved, if he fails, the world is doomed. It may be a cliche we've seen a hundred times before, but we've seen it so many times before because it works.


Yes but that fact worked against everything NOT specifically in that main questline. Every side quest, every compnaion quest all felt wrong because you are the only thing that matters and you are risking it all to track down some lost letters or missing villagers? Not to mention twiddling your thumbs while Ferelden burns doing theif quests for example.  The problem with the "oh my god, the world is gonna end if we don't do X" plotline is that it rather directly conflicts with the more open nature of games people love. I hated it in dAO and I hated the UCW stuff in ME1 because they slap you in the face over and over with how wrong it is you are even doing these things.

Still, the notion that you must be the fulcrum of history to be interesting is wrong. Sometimes the small stories matter. Sometimes you can't change the world. Odysseus couldn't change his world not matter how he struggled. If you'vce seen Paths of Glory the greatness of the film isn't the hero's triumph but merely the hero's struggle.  Taxi Driver surely has a character who fights the world but can't change it.  All Quiet on the Western Front is a whole opus of not saving the world.  It is a different kind of story, not so much better or worse just different but for the fomat of a cRPG it works because of what I disucssed in the first paragraph.

I think part of the problem is how Bioware presented the story to the player. Lots of the important bits that really bring the story together and makes it work are left out on the fringes of the game, in sidequests and companion quests that can be skipped entirely or for a lot of people simply played through on autopilot, never paying attention because the game doesn't do anything to say, "HEY, this parts important, pay attention!"
For example, if Bioware had stuffed the entire Loghain betrayel subplot into nondescript sidequests, a lot of people would have been scratching their heads wondering what this Landsmeet thing is and why they should care.

#196
OriginalTibs

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Conduit0 wrote...

...
I think part of the problem is how Bioware presented the story to the player. Lots of the important bits that really bring the story together and makes it work are left out on the fringes of the game, in sidequests and companion quests that can be skipped entirely or for a lot of people simply played through on autopilot, never paying attention because the game doesn't do anything to say, "HEY, this parts important, pay attention!"
...


Yet had they presented the story so direct as you suggest the complaint would have been its linearity, a 'ride-on-rails', as was so complained of in so many player diatribes regarding the story in Origins.

If you will never be able to tell the story in a manner that will please everyone, it only makes sense to tell the story in a manner that pleases the author(s).

#197
AkiKishi

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Sidney wrote...
Still, the notion that you must be the fulcrum of history to be interesting is wrong. Sometimes the small stories matter. Sometimes you can't change the world. Odysseus couldn't change his world not matter how he struggled. If you'vce seen Paths of Glory the greatness of the film isn't the hero's triumph but merely the hero's struggle.  Taxi Driver surely has a character who fights the world but can't change it.  All Quiet on the Western Front is a whole opus of not saving the world.  It is a different kind of story, not so much better or worse just different but for the fomat of a cRPG it works because of what I disucssed in the first paragraph.


Those are movies/books non interactive media.

If I want non interactice story games I'll play a JRPG.They are better stories, longer and more unique. FFXIII is less linear than DA2 and that is really saying something.

Want to see how to do a good "everyman" game ? Look at Atelier Rorona.

Modifié par BobSmith101, 31 mars 2011 - 11:46 .


#198
OriginalTibs

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On the one hand some complain the storyline is too indirect. On the other some complain the story is too linear. I must conclude that some people are not well qualified to judge.

#199
Aireoth

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See this 

#200
DominusFalcon

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Structure of the game compared to Origins/Awakenings is disappointing. The game isn't really working towards something (except that maybe great things await us in DA3) and I didn't really like the way that was handled. I also hated Anders in Awakenings and he's even worse in DA2, so their main plot character didn't make feel more involved with the game.

BobSmith101 wrote...

FFXIII is less linear than DA2 and that is really saying something.


Nah, I wouldn't say that. In FF XIII you're so bored of the rollercoaster ride by the time you get some decent alternatives things to do, you don't do them because you want to be done with the abomination that is FF XIII, so you end up rushing to the end anyways (compared to the rest of the series, It's an Ok game, just not Good or Great).

For me DA2 is still a Good game, just not as Great a game as I think DA:O and DA:A are (or Mass Effect 2 for that matter).

Modifié par DominusFalcon, 31 mars 2011 - 07:52 .