Zem_ wrote...
Are they really "great" swaths? Maybe Varric is not going into them in detail because nothing of note happened?
But things of note are happening. he's describing things of note; he's just not going into detail about them. perhaps they're not relevant to the story he's telling Cassandra, but that doesn't prevent them from being relevant to me.
I wouldn't mind if he didn't describe what happened during those periods, or if his descriptions were more ambiguous, but he's describing things like "rising through the ranks" when we don't get any say in it.
Luckily, the prologue demonstrates told that he's not a reliable narrator, so we're free to believe that he's wrong about what happened during that period. Except that the subsequent world in which we play behaves as if he was correct.
You say you don't have a problem with the framed narrative, but you're also saying it's impossible to have a game that covers a time period longer than it takes to actually play the game. Perhaps you allow time to pass during overland travel or while sleeping? But again, why?
Because I chose to travel that route, so I had some say in what took place. Similarly, I chose to sleep, so I was in control of my character's behaviour while he was sleeping (and if that sleep is interrupted, I should be handed back control of my character).
Working for Athenril for a year is one thing. But my character's level of competence and commitment, that's something the game should leave to me.
If someone ran up to you on the street and started talking about how you saved the city from a second invasion of Qunari or something during the missing years, then I'd agree with you. Otherwise, I don't see how skipping over the "boring" years in DA2 is much different than any other RPG presenting you with a young-adult just starting out as an adventurer rather than demanding you play out your childhood on the farm in the country in real-time until something interesting happens.
Good RPGs don't do that. Even KotOR, which took a bunch of time out for the PC to learn to be a Jedi, asked the player first if he wanted to do that (the only available option was yes, but at least he was consulted).
The game should not describe the events that took place in those interludes because the game can't know what those events were without depriving the player of agency.
abnocte wrote...
So...
If DA2 gives you 6 dialog options and each option has a predefined intent ( or voiced in a certain way ), you only get 6 ways to roleplay your character.
If DAO gives you 6 dialog options with no intent ( or voiced in a certain way ), you can put into each line whaterver intent you( the player ) want. So we get 6*n ways to roleplay our character.
Obviously 6*n > 6
Exactly. The DAO system with the unvoiced protagonist offers a potentially infinite number of options. The DA2 system offers a demonstrably finite number of options (and quite a small finite number--10 maximum).
I see now that I choose dialog options that I think suit better my character's overall "personality". That's why I failed to see the huge difference between the wheel and the mute tree. I was already assigning a single intent to each line.
Whereas, I'm establishing my character's frame of mind prior to reading the options, so then I already have a tone and delivery plannedwhen I do. I then choose the words that best express what I want in the tone I've already chosen.
..and got annoyed each time I wanted to lie and didn't get a [lie] tag in game...
Erm...I think this gave me quite the insight into what you want/expect from a videogame...and can only say that I never looked at a videogame in that way.... as with the [lie] tag I commented above, I expected the game to "be aware" that my character is a liar...
I think the [lie] tag is a terrible idea, and I don't ever want to see one. I don't think the game should know when my character is lying, because there's no way it can credibly react to that knowledge. The other characters don't know whether I'm lying. It's possible my character hasn't even decided whether what he is saying is true (particulary if it's a promise of future action), so how can the game know?
Zem_ wrote...
No. This is simply not the case. Say for example the line of dialogue is, "Yes. Attacking them now would be a great idea!" As you can imagine, this line is saying two completely different things if read sarcastically vs. sincerely. The choice however, is NOT yours. This line is one or the other and the NPC you're talking to is pre-programmed to take it one of those two ways. The only difference between this and what we have in DA2 is the lack of an icon TELLING you which way the line will be received.
No, the icon in DA2 tells you how the line will be received (which is meta-game knowledge, so I wouldn't ever take it into account anyway), but it also tells you how the line will be delivered, and that's something I'd much rather decide for myself.
So while you can imagine your character speaks with a particular voice quality (has a lisp, rolls the r's, sounds like an Orlesian... whatever) you in no way have more choices as to your actual meaning because this is defined by how the listener reacts.
No, you're completely wrong, and I have no idea how you ever came to this conclusion.
Why do you think that what you've said is determined by how someone reacts to it? That's reverse causation. What you said comes first, so the subsequent reaction cannot possibly affect what it was you sauid (or how you said it).
How can you think this is happening? This makes no sense at all.
Morroian wrote...
Problem with that is the other characters then respond in a certain way that makes it clear my intent was incorrect. That breaks immersion for me and did quite a few times in DAO. Sylvius would say he factors the response into his world view but not everyone plays like that especially when we're given rewards for trying to increase friendship/rivalry.
Those rewards need to go away. I like that the companions' behaviour is affected by how they feel about things, but making those changes obvious net benefits is a bad idea. I'd much rather that the companions lost something of comparable value when they gain the Friendship or Rivalry bonuses.
As for factoring those responses into my world view, how could anyone not do this?
Modifié par Sylvius the Mad, 05 avril 2011 - 09:34 .