LiquidGrape wrote...
Excuse me, but do you think the story of an RPG must invariably be steered by the player character?
Can it not serve just as impactful a purpose to make the framework of the story more defined and focused, so as to benefit the drama rather than the player's wish to influence every given aspect of its progression?
If I wanted a focused narrative or an impactful story, I'd go read a book. RPGs are supposed to be about choices and unfocused narrative to give the ''illusion'' that you are writing your own story. Too many cutscenes make me feel like I'm watching a really bad B-movie and I end up quitting (black ops anyone, cod?). I'm not saying DA2 is at that point (yet?), but I honestly started to feel that way by the end.
Regardless, you make plenty of choices in Dragon Age 2. Your disposition, your morals, your rapport with your companions...aren't these meaningful choices?
None of the choices are meaningful - whether you side with the templars or the mages, you end up fighting both. Hell, even if you're a blood mage teamed up with 4 other mages --- you can save a certain group and mages, kill a templar, and not only do the templar gaurds not bat an eye, but the same group says you're working for them and tries to kill you! (?????????????????????????????????????????????????????????????????)
I'm currently playing through mass effect 2 (thanks bioware), and to be honest, I'm enjoying the experience a lot more than DA2. Choices matter to me; I feel a certain connection to the characters and there's an overarching story keeping me motivated/
Even though I'm still not crazy about the conversation wheel, it's a hell of a lot less broken in that game and my character doesn't go on long rants without my explicit input. I will agree though - they should have some way of telling you exactly what you're going to say because I clicked something like "It wasn't my fault," and he ended up saying "You need to back off right now *pulls gun*" lol....