Visanideth wrote...
I think it's an issue of accessibility and gratification.
Let's make a quick comparison:
- DA:O allowed you to create your character
- Once your character was created, the dialogue options in the entire game were "fixed" (the way you played the game, aside from stacking points in Persuasion, didn't alter your options)
- you could go from ruthless to clowny in the same dialogue with no consequence or continuity
- the only factor influencing dialogue was your Origin story, ie character generation
DA2 has:
- dynamic conversations that evolve depending on how you play your character
- different events depending on the personality you developed for him
- different lines of conversation triggered by the same wheel entry depending on how you played your character till then (same dialogue, aggressive option, an aggressive character may get a different answer from a sarcastic one
Now, it's obvious that in terms of roleplay integration DA2 is miles ahead, not only DA:O but also the competition. The personality you give your character is completely woven in the narrative and gameplay.
Still people feel "chained" by playing Hawke and not "their" character.
The problem is that even if DA2 gives you more freedom and a much, much deeper system of roleplay interaction with characters and events, most players aren't willing to sink that deep. It's a too complex system for most, and it's actually a lot more immediate and acceptable to them to have a character the world doesn't react to, because it allows them to make him exactly what they want.
Basically, the Warden didn't exist in the game. Aside from his race, every NPC in the game reacted to all Wardens across thousands of different playthrough in the same way. By not existing, it could be anything the player wanted.
I think in the mind of many it's a case of "less is more". I violently disagree, and think that the "Hawke system" is the best thing Bioware did in years, but on this point I think I'm in the minority. It's a lot of effort and quality programming that is gonna be wasted on a huge part of the fanbase because they would rather not have a main character and play pretend with their fantasy than having an entire game working around the idea of roleplaying a character they didn't generate.
You're missing the point I think, at least of my post. I understand and applaud what they did with the dialogue wheel. What they did with the set protagonist is another matter. The main thrust of the plot and everything Hawke does, including the Qunari, is either you go pro-mage or anti-mage. Hawke, the set character, has an apostate sister and was raised by an apostate father who was a decent dad, and that's canon. Now, stuck with that origin, the only answer that set character can ever make is "pro-mage", with a little wiggle room for blood magic. The only way for me to really take advantage of that nice wheel convo system is to *not* roleplay. Yeah I can change my tone, my demeanor, which is great, but the second I decide that all of a sudden the templars are right or the Qunari are fully respectable, I've broken my character and my suspension of disbelief.
I believe the multiple origins are essential to the franchise because the complex social systems and emphasis on replayability are built into it, moreso than voice presentation if I had to choose, which I don't. If I want to continue my six vastly different worlds I built in Origins, that I played 500+ hours in and counting, and I want to actually roleplay, that means I'll have to slog through six nearly identical runs of this game, which is even worse than it sounds, because I can't stand the combat and get nothing out of the other game systems.
I don't buy that you can't have both the wheel and multiple origins. Like my first post stated, they should and can integrate origins into this very game through DLC. It's not like NPCs are constantly referring to Bethany or Carver as "Hawke". The player only has to accept that their different PCs have the same VAs. It's not as hard as people make it out to be.