I really get the feeling you're looking at it from a player perspective and not a roleplaying one. If I hate Leliana, why would I care?And then you should ask yourself, "Leliana's already voiced her disapproval once, very strongly even. Do I really want to run the risk of jeopardizing her offer to help me by bringing her with me when I defile this? No, not really. I'm a warrior and Zevran sucks at picking locks/she's my only rogue capable of picking locks." Even if she didn't fight you if you failed to persuade her, there's still the risk, so you wouldn't want to risk it. It only makes sense that you would tell her to wait at camp, which you're able to do once you reach the mountain summit, because again you don't want to risk it.
Plot holes, retcons and poor storytelling- Sorry David Gaider
#651
Posté 06 avril 2011 - 02:33
#652
Posté 06 avril 2011 - 02:33
#653
Posté 06 avril 2011 - 02:35
Any0day wrote...
I really get the feeling you're looking at it from a player perspective and not a roleplaying one. If I hate Leliana, why would I care?And then you should ask yourself, "Leliana's already voiced her disapproval once, very strongly even. Do I really want to run the risk of jeopardizing her offer to help me by bringing her with me when I defile this? No, not really. I'm a warrior and Zevran sucks at picking locks/she's my only rogue capable of picking locks." Even if she didn't fight you if you failed to persuade her, there's still the risk, so you wouldn't want to risk it. It only makes sense that you would tell her to wait at camp, which you're able to do once you reach the mountain summit, because again you don't want to risk it.
If you hated her so much, why'd you accept her offer of help? If she was that pushy, you'd hate her right from the get go. And no I'm looking at it from a roleplaying one. If I am roleplaying my Warden, whose primary concerns I have to feel as my own, that question is going to be one I will ask.
edit: just an addendum, I'm not trying to say you should've known you'd end up hating her.
Modifié par The Ethereal Writer Redux, 06 avril 2011 - 03:10 .
#654
Posté 06 avril 2011 - 03:06
didymos1120 wrote...
Shadow of Light Dragon wrote...
I agree that it's a randomised part of battle, but I have to debate your definition of canon. If it happened in that game, it's canon for that game. It *happened*, random or not, in that game. So I'm sorry, I disagree that the argument of "I beheaded her!" is a poor one--I think it's quite valid for people who had that happen in their playthroughs. *shrug* So we will leave it there I guess.
But it is not something the game itself actually pays any attention to once that moment has passed. The only thing it recognizes, via a plot flag, is that she died. [snip rest] All they can do, and it apparently is what they will do if Gaider's posts are anything to go by, is acknowledge that she was indeed dead. At least for a little while, anyway.
Ok, let me explain myself since it looks like several conversations/meanings were getting crossed.
1 - Leliana could be killed. HOW she was killed doesn't matter, she was just dead.
2 - She is coming back. We don't know how yet.
3 - If the explanation is 'she was just unconscious' like it seemed to have been with Oghren, I will consider it a poor 'plot twist' since you'd *think* the PC would know if someone was dead or just unconscious (otherwise Zevran would never have joined the party--the PC realised he was unconscious).
4 - I have no problem with Leliana coming back, though I am waiting to see if her Plot Armour is any good. Oghren's Plot Armour, in my opinion, sucked.
In summary: The 'unconscious' explanation is jarring, especially to those who got a very obvious 'kill' animation with whoever it was they killed. Dead is dead. Unconscious is a handwave. Brought back to life by the Maker/Ashes/Power of Lyrium I will be much happier with than 'unconscious'.
#655
Posté 06 avril 2011 - 03:18
Shadow of Light Dragon wrote...
didymos1120 wrote...
Shadow of Light Dragon wrote...
I agree that it's a randomised part of battle, but I have to debate your definition of canon. If it happened in that game, it's canon for that game. It *happened*, random or not, in that game. So I'm sorry, I disagree that the argument of "I beheaded her!" is a poor one--I think it's quite valid for people who had that happen in their playthroughs. *shrug* So we will leave it there I guess.
But it is not something the game itself actually pays any attention to once that moment has passed. The only thing it recognizes, via a plot flag, is that she died. [snip rest] All they can do, and it apparently is what they will do if Gaider's posts are anything to go by, is acknowledge that she was indeed dead. At least for a little while, anyway.
Ok, let me explain myself since it looks like several conversations/meanings were getting crossed.
1 - Leliana could be killed. HOW she was killed doesn't matter, she was just dead.
2 - She is coming back. We don't know how yet.
3 - If the explanation is 'she was just unconscious' like it seemed to have been with Oghren, I will consider it a poor 'plot twist' since you'd *think* the PC would know if someone was dead or just unconscious (otherwise Zevran would never have joined the party--the PC realised he was unconscious).
4 - I have no problem with Leliana coming back, though I am waiting to see if her Plot Armour is any good. Oghren's Plot Armour, in my opinion, sucked.
In summary: The 'unconscious' explanation is jarring, especially to those who got a very obvious 'kill' animation with whoever it was they killed. Dead is dead. Unconscious is a handwave. Brought back to life by the Maker/Ashes/Power of Lyrium I will be much happier with than 'unconscious'.
WAIT.... does Oghren have a different view of the Warden in Awakening if you fought him in Origins?
#656
Posté 06 avril 2011 - 03:36
#657
Posté 06 avril 2011 - 03:45
chris1110022 wrote...
You do realize that just because you killed Leilana that doesn't mean as far as the game universe goes she's dead, right? I think when the devs went to write DA:2 they had sort of a default storyline going for which Leilana isn't dead because I'm sure the vast majority of us didn't help that insane dragon cult thus resulting in the death of her. Some of these were just nuggets and possibilities but weren't canon. I'm pretty sure if your male Warden wandered into the portal with Morrigan at the end of Witch Hunt, you should probably expect should Morrigan resurface, the Warden will have gone to Amaranthine and done Awakening, instead. I don't know if that's a retcon so much as a continuity issue that maybe Bioware shouldn't have indulged but they wanted us to I'm sure feel like we're guiding the adventure as much as possible. I mean, you could kill Zevran in Origins when he betrays you...but he's alive and well in 2. I think the only real issue addressed was the plot of Alistair...since you can kick him out...but if you look, they have three default stories about the Warden and in one of them Alistair has been kicked out of the Gray Wardens...Leilana, however is not dead in any of them. I'm sure that even if you didn't go for Morrigan's offer that Dragon Age 3 (and 2 as well) treats it as if you did...so, at the end of the day, we get a lot of say in how it goes, but they also want to preserve continuity.
- Witch Hunt takes place AFTER Awakening
- Zevran appearing in DA2 if you killed him in Origins is a bug.
#658
Posté 06 avril 2011 - 03:45
I'm not sure, but I think either Origins was probably originally created to be standalone but it's popularity forced a sequel which was supposed to have little tie-in (unlike Mass Effect where you literally have the same Shepard game in and out) so therefore I think that explains the continuity and "plot armor" issues...if your Warden returned in DA 2 I'd completely agree with carryover plot holes from Origins...maybe 3 will allow either the return of the Hero or Hawke? Both? I think since Hawke is much more realized than the Warden (voice, personality, etc. like Shepard makes it easier to move Hawke over to part 3), who didn't even have a conversation voice (old system) unless they make some big revamps to the Warden...our Origins Wardens exist only as part of Thedas myth now. Get used to your Hawke people...I actually grew to rather like mine...saucy, sarcastic wench with a big sword.
Modifié par chris1110022, 06 avril 2011 - 03:52 .
#659
Posté 06 avril 2011 - 03:52
and which question that I asked is a damn good one? I've asked a few questions.
#660
Posté 06 avril 2011 - 04:00
#661
Posté 06 avril 2011 - 04:05
Modifié par chris1110022, 06 avril 2011 - 04:37 .
#662
Posté 06 avril 2011 - 04:12
I bet going with Morrigan is going to be considered canon.
As for the anti-mage people, get them to 100% friendship or rivalry and they'll stand by you, save for Sebastian if you let Anders live. I'm also willing to bet that Anders' fate is going to be considered canon depending on what you do. Let him live, it'll be canon. You kill him, it'll be canon. It'll be one of those choices that do have an impact.
#663
Posté 06 avril 2011 - 04:25
My suggestion stop writing BS choices, or better yet, think about what choices you want to effect the greater world. By allowing choice import you can no longer hand-wave our choices with “your” continuity. As your writing DLC and Dragon Age 3, thinking about the choices that will be made not just the big ones, but all of them, and if you think something may or may not be important [Like Leliana ] don’t give the player the ability to do something [like kill them/or not do it.] and than tell them [in actions] it wasn’t important.
Now time to note some issues I have with what you’ve said:
I'll just kindly point out that your assumption of how much time passed in Awakening, when there's nothing in the game that suggests anything more than the 6 months between Origin's end and Awakening's start, does not constitute a plot hole. Merely an erroneous
assumption on your part.
But feel free to prove my point.
As for whether or not you or anyone else thinks that good storytelling is involved, I simply said that I understood the origin of the complaints even if not the conclusion drawn. I'm not passing judgement on someone's opinion. If you don't like something, I'm sure the technicality of whether or not it's a cliffhanger or plot hole is unimportant-- but as someone who uses words for a living I feel compelled to point out when they're abused. That said, any reasonable feedback is welcome.
David I think its fair to assume that more than a year passed in Awakening look at the events.
I re-stabilize an entire City States economy, rebuild the Keep, find and train new Wardens, spend Maker knows how much time in the care of The Architect, mine ore and my single Blacksmith is able to outfit, assumingly a few hundred solders. Unfold a plot of talking Darkspawn, and oh yeah fight a small war, and that’s just what I can remember, form Awakening, and your telling me this happened in less than a year??? Really? Your asking a lot when you ask me to hold my suspension of disbelief, that much.
And that’s not including Anders dying at the end of Dragon Age Awakening. Just sayin’
Sorry, but I'm not sure what you're talking about, here. Who said anything about a free pass? And who are these other people I told the story to? What?
And I do believe continuity in important, incidentally. That doesn't mean I'm not going to occasionally arrange events to happen the way I want them to (or need them to). If that means I don't consider some things sacred cows the way you do-- then I guess we're at an impasse. Sorry about that.
Again taking away the choice the player made is worse than never giving them that choice. I’ll agree some events need to be set in stone. However don’t decide that after the fact, lay out the major choices thinking forward, and go from that point.
It is, however, our perogative... and that is "our" and not just mine. I am the Lead Writer but I do not dictate everything about what a story will be--
Last time I checked isn’t that’s the Lead Writers job? Sorry that just seems kind of lax. However that’s just my view on it, but Dragon Age’s plot wouldn’t hurt form focus.
The story is only one element of a game and must work hand-in-hand with, and sometimes subservient to, the needs of other departments and their available resources.
And thus what is wrong with the gaming industry as a whole, the reason we are given 5 hour champagne games, with a lack luster story that only serves and an impromptu tutorial for multiplayer.
And since you brought up the subject of department resources. There must have not been much room for proper story mapping across both games, because you needed room for the same 5 level designs? I’m sorry with all that is perceived as wrong and reused in Dragon Age 2 the story should have been the best part, I think people could have overlooked A LOT for a compelling story, but in DA2 the events would have played out with out Hawk.
I mean Anders is really the focal point of the plot, Hawk seems more like the party member to Anders. Without Hawk how long till Anders went ape **** anyways? He was still possessed, he still believed there can be no piece, and even if you turn down his quest he still gets the items he needs. Anders than blows up the Chantry starting the war. Nothing Hawk does adds to this or stops it, and unless something happens between the end of Dragon Age 2 and Varric telling the story [3 years later if I’m not mistaken] And the thing is there were multiple ways you could have brought about the end of the game, with out the character assassination of Anders [making his end game decision a choice based on friendship rivalry/ conversations etc], and made Hawk the focal point, but like the rest of the game it felt very rushed and unnatural.
And the thing is it didn’t need to be. Dragon Age 2 could have been a very epic game, but I have a feeling you and your team wrote yourself into a corner with Dragon Age Origins, with just how much free choice you gave players.
#664
Posté 06 avril 2011 - 05:01
#665
Posté 06 avril 2011 - 05:28
Chris wrote....
this games combat system is much more refined than Origins was; want proof? Play FF XIII...like or dislike the linear play it's much more fluid and fun than Origins clunky delivery was with combat. When I played Origins, I was constantly hitting the x-button during combat to attack because even though it didn't matter, it felt more natural to me to do so..gave the illusion of engagement whereas auto-combat is letting the machine do it for you. Now, I get to control when I swing my sword, etc...sorry to people who thought Origins was perfect and 2 isn't good because it's different but I beg to differ
I feel the same way about combat in DA2. I also bashed the attack button in Origins, just because their swinging looked wrong. If you're in combat in real life, you want to hit fast and heavy. You're not going to just slowly drag your sword. Honestly, people wouldn't have hated combat so bad if the enemies in DA2 didn't use the Origins style of combat, because then the battling field would've been evened out. Hell even some allies did! By that I mean Nathaniel and Charade. I would've finished FFXIII if there were some damn side quests prior to landing on Gran Pulse (or was it just Pulse?). It had a great story, but the lack of side quests made it not a FF game. Still it's a great game, and I may just finish it someday soon.
in fact when I changed PS3's somehow my original Warden ended up getting nixed so I beat Origins again before playing 2 for synergy.
If you played on a different PS3 that's why your DA:O files were nixed. It's because the memory is inside the PS3 you played it on, not the disc itself.
it's why I hated Final Fantasy XII
Personally I loved FFXII. It was more of a political Final Fantasy then a "save the world from this evil force that's explained lorewise very well"
(I like tri-ace games too)
Ever play Star Ocean:Till the End of Time? If you haven't, you should do so.
Modifié par The Ethereal Writer Redux, 06 avril 2011 - 05:29 .
#666
Posté 06 avril 2011 - 01:25
If I had advice to give the next time a new Bioware series is started where you are allowed to import your choices whoever is in charge of the main story / plot / etc. needs to map out what choices will be allowed and exactly what impacts they have [or don't have] on the series as a whole.
This way you give the players the illusion that their choices matter while still being able to have a framework that you can tell the story that you want to tell within.





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