May I respectfully request that the two of you get the heck out of my head?
But I thank you both nevertheless for saving me a whole lot of typing.
Cybermortis wrote...
Except there was nothing in DAO that even hinted that you had any choise over the overall story - that is you had to deal with Logain and the Blight and this was very clear as soon as you'd done Ostogar. Your choises in DAO related to how you dealt with them, and how far or what you were willing to do to get the allies you needed.
DA2 has no clear 'you must do this' story, which sounds great right until you start to realise that the only way the dev's could get Hawke to follow the plot was to prevent you from making what should have been logical choices.
For an DAO example, In Ozamar you have to side with one of the two contenders for the throne, you can pick which one but you have no option not to get involved. This, however, is not a problem storywise since you need the Dwarven army and putting someone on the throne is the only way to get that army. In order to put someone on the throne you have to go into the Deep Roads.
In DA2 there is no reason given for Hawke to do all the quests in act one, then go into the Deep Roads - in fact Hawke will point out that if they had the money to go down there he/she wouldn't need to go down there...but then seems to forget this two seconds later. Heck, there is no reason why Hawke has to stay in Kirkwall after the first year and every reason to leave.
I've noted in other posts that the problem with DA2's story is that there is nothing or no one you are attempting to overcome throughout the game. Basically the game needed an end goal to focus on, which in turn would help to explain why Hawke is doing things that have no clear logic behind them.
Modifié par In Exile, 25 avril 2011 - 02:36 .
The difference is that when you accomplished a goal in DAO, there were different reprocussions depending on how you accomplished that. In DA2 when the player accomplished a goal there weren't any reprocussions, and the outcome couldn't really be affected much.In Exile wrote...
I'm not denying this, but DA2 was the same way. Again, it's clear which game was better done; I just don't think double standards are good.Cybermortis wrote...
Except there was nothing in DAO that even hinted that you had any choise over the overall story - that is you had to deal with Logain and the Blight and this was very clear as soon as you'd done Ostogar. Your choises in DAO related to how you dealt with them, and how far or what you were willing to do to get the allies you needed.
Modifié par Obadiah, 25 avril 2011 - 03:36 .
Obadiah wrote...
The problem is DA2's plot doesn't gel together into one complete fleshed out narrative, or even three narratives, whereas the plots of DAO and ME do.
There are also specific conversations that explain why the surviving Wardens in DAO do what it is they do, it was not necessary to the "make up your own reason to justify the plot."
The difference is that when you accomplished a goal in DAO, there were different reprocussions depending on how you accomplished that. In DA2 when the player accomplished a goal there weren't any reprocussions, and the outcome couldn't really be affected much.
But taking the discussion in a direction which requires references to plot points is not really good for a "NO Spoiler" thread.
Modifié par Cyberfrog81, 26 avril 2011 - 01:35 .
It does, but in addition, you are assuming the PC to be a selfish character to want to do those other things.In Exile wrote...
Obadiah wrote...
There are also specific conversations that explain why the surviving Wardens in DAO do what it is they do, it was not necessary to the "make up your own reason to justify the plot."
No, there aren't. The game does not give a reason why a Cousland would not search the wilds for Fergus versus go along with Alistair or otherwise flee to Orlais to rally the Wardens (which, according to Gaidner, is what Duncan would have done had he lived).
There is no reason for a kidnapped Dalish elf to care about Ferelden instead of tracking down his own people. A Mage could flee as an apostate - freedom is finally in sight and only Alistair might be in the way. A City elf could return to Denerim to flee with the family, away from the Blight.
Depending on how the player achieved the goals, I dont think the differences in outcomes are small at all. While saving Ferelden, the PC essentially shaped the nation in some very big ways. There is nothing like that in DA2.In Exile wrote...
The difference is that when you accomplished a goal in DAO, there were different reprocussions depending on how you accomplished that. In DA2 when the player accomplished a goal there weren't any reprocussions, and the outcome couldn't really be affected much.
But taking the discussion in a direction which requires references to plot points is not really good for a "NO Spoiler" thread.
It would be. The outcome isn't affected at all in DA:O except for very small changes in the end game; otherwise all events are handled in-game as with the Act of Mercy Quest.
DA2 fails to the consequences we'd expect from a game spanning years, but what the failure of DA2 to show consequences really shows is a failure of Bioware's design. They removed enough of their original framework that the smoke and mirror that made people feel as if their choice had depth is gone.
Modifié par Obadiah, 25 avril 2011 - 05:20 .
Obadiah wrote...
It does, but in addition, you are assuming the PC to be selfish character to want to do those things.
Depending on how the player achieved the goals, I dont think the differences in outcomes are small at all. While saving Ferelden, the PC essentially shaped the nation in some very big ways. There is nothing like that in DA2.
I didn't assume that about the Warden, and it is not necessary to assume that to have the Warden decide to fight the Blight or save Ferelden. Among other reasons it can be done purely out of self preservation, out of a need for vengenance, or out of a lack of alternative viable options.In Exile wrote...
But if we assume a noble an heroic Hawke, you've got a motivation for every quest in the game in DA2 as well.
Those other decisions you mentioned in DAO are pretty significant. One has to go about actually minimizing them in order to make them not so. If they ever fix Merril's quest in DA2 it may actually be as interesting.In Exile wrote...
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I have to disagree. The only major decision is in Orzammar.
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One may call it that - I call it a lack of an engrossing compelling narrative where your decisions have no (or minimal) impact on the outcome.In Exile wrote...
What DA2 suffers from is Bioware losing their ability to keep their smoke & mirrors going. I agree that DA2 failed to support much choice, but I think DA:O failed to do the same.
Modifié par Obadiah, 25 avril 2011 - 05:59 .
Obadiah wrote...
I didn't assume that about the Warden, and it is not necessary to assume that to have the Warden decide to fight the Blight or save Ferelden. Among other reasons it can be done purely out of self preservation, out of a need for vengenance, or out of a lack of alternative viable options.
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Those other decisions you mentioned in DAO are pretty significant. One has to go about actually minimizing them in order to make them not so. If they ever fix Merril's quest in DA2 it may actually be as interesting.
One may call it that - I call it a lack of an engrossing compelling narrative where your decisions have no (or minimal) impact on the outcome.
Modifié par In Exile, 25 avril 2011 - 08:05 .
DA:O is much the same way; you can't not pursue a crazy woman's belief that a religious artefact would save her husband, for example.
In DA:O there's no reason that you'd insanely try to save Ferelden by yourself instead of go to Orlais to raise an actual army. The plot demands it, though, so there you are.
The game does not give a reason why a Cousland would not search the wilds for Fergus versus go along with Alistair
There is no reason for a kidnapped Dalish elf to care about Ferelden instead of tracking down his own people. A Mage could flee as an apostate - freedom is finally in sight and only Alistair might be in the way. A City elf could return to Denerim to flee with the family, away from the Blight.
You have to buy into being an adventurer for the game to work, because anyone normal would just stay home.
Cybermortis wrote...
It is explained, at least twice, that they tried everything they could think of to cure Arl Eamon. The Ashes were the last hope - also noted at least twice.
It is also fairly clear as to WHY you needed to look for them - you need Eamon on your side because he is the only noble who has the political power, respect and forces you need to deal with Logain AND fight the Blight.
All of this is put before you before you even before you get the ashes quest.
Not quite.
You can discuss this with Alistair, and he will note that Logain must have taken steps to stop the Wardens from Orlais from entering Ferelden. (Which is later proved to be correct). You can't send an army into another country to fight the blight without permission, unless you want to end up fighting the locals as well as the blight. So you'd have to get rid of Logain anyway - and do so without it appearing as if you are the vanguard for an invasion.
Besides which, Alistair will note that he has no idea how to get in touch with the rest of the Wardens, and that you simply don't have the time to go trekking around the world looking for them.
Yes, it does.
Morrigan will note that A; The wilds is currently filled with Darkspawn. B; You have no idea if Fergus is even alive and C; You haven't got the faintest idea where to start looking anyway.
'I'm surprised your and Elf/Dwarf. But I guess Elves/Dwarves must want the blight stopped as much as humans, no?' - Lillianna to a none-human Warden.
'Its a pity they took my phylactey (sp?) to Denerim' - Mage origin.
I'm trying to think of a single warden origin story that leaves the warden with a home to go back too.
Modifié par In Exile, 25 avril 2011 - 08:15 .
Pygmali0n wrote...
BobSmith101 wrote...
Pygmali0n wrote...
Let me spell it out for you in simple terms - your long-time fans aren't thick, they are amongst the most intelligent gamers out there - they should be your weather gauge - not your whipping boys for your failure.
Maybe that is the problem ? Stupid people are both less demanding and more numerous, the ideal buyer.
A grimly satisfying explanation - but it's been tried and failed - now Bioware has the justification to make Dragon Age actually awesome, to make real improvements - but stay within the genre - that's the way to entice new people over to your game whilst keeping the old fans - make it irresistable, make them want to spend a little time to learn the controls and tactics.
It's self preservation because of the Warden's circumstance and other enemies. I'm not going to go into any more detail than that in this forum.In Exile wrote...
That doesn't make sense. The Warden faces abominations alone, trecks into the deep roads, challenges demons and gets involved in a civil war, all culminating in a massive battle (outnumbered, no less!) in Denerim.
Self-preservation is in the other direction.
I don't think that is really a valid point. I think there is some serious reaching in the assertion that "you have to come up with a justification" to follow the plot. The justifcation is explained at several points in detail, and it made sense to me. I found myself identifying with the Wardens just fine. Maybe you just had a different experience. Dunno.In Exile wrote...
You can throw all of these reasons for why you would take these quests in DA2. My point is that the game always requires you to come up with a justification, and DA:O was particularly bad because your character is forced into the Grey Wardens (so you don't need to bring in wanting to be a Warden as part of your character concept) and DA:O does nothing to make you identify with the Wardens.
Regardless of the heir (which I don't think is a foregone conculsion) you don't think the question of who rules a country for decades is a big deal?In Exile wrote...
Those other decisions you mentioned in DAO are pretty significant. One has to go about actually minimizing them in order to make them not so. If they ever fix Merril's quest in DA2 it may actually be as interesting.
With who rules Ferelden... think about the consequences of the taint, and what accusations are put foward against Anora. Then ask yourself, regardless of who rules, who will be heir after? The answer is actually the same for all of them, hence why the significance of this choice is overstated greatly.
The question is not whether it exists or not, but how it exists and how it affects those people's lives. The assertion that the Warden's decisions at the tower have no lasting effect is somewhat short-sighted.In Exile wrote...
The same with the Tower. It's an insitutition that has to exist. Whether or not it is made up of the same people at the start of the game.
No it's not like DAO. DAO had an engrossing compelling narrative which kept me interested and playing the game. Same with ME. DAO had an epilogue which described the effects of the choices the Warden made.In Exile wrote...
One may call it that - I call it a lack of an engrossing compelling narrative where your decisions have no (or minimal) impact on the outcome.
Just like DA:O.
ETA:
Don't get me wrong - in DA:O, you had to make these choices, and the devs didn't go out of their way to tell you that 3 years later none of them mattered, so DA:O isn't on par with DA2 in terms of the smoke and mirror being thrown at you. It just didn't have the same choice design as, for example, Alpha Protocol. That is a game that changes rather drastically based on your choices as you play it.
Modifié par Obadiah, 25 avril 2011 - 10:33 .
Obadiah wrote...
It's self preservation because of the Warden's circumstance and other enemies. I'm not going to go into any more detail than that in this forum.
I don't think that is really a valid point. I think there is some serious reaching in the assertion that "you have to come up with a justification" to follow the plot. The justifcation is explained at several points in detail, and it made sense to me. I found myself identifying with the Wardens just fine. Maybe you just had a different experience. Dunno.
In Exile wrote...
Regardless of the heir (which I don't think is a foregone conculsion) you don't think the question of who rules a country for decades is a big deal?
The question is not whether it exists or not, but how it exists and how it affects those people's lives. The assertion that the Warden's decisions at the tower have no lasting effect is somewhat short-sighted.
No it's not like DAO. DAO had an engrossing compelling narrative which kept me interested and playing the game. Same with ME. DAO had an epilogue which described the effects of the choices the Warden made.
I was not expecting drastic changes in the gameplay or plot based on the choices in DA2, what I was expecting was some idea of how those choices mattered. To me the "outcome" is not "Warden or player beat monster X", the outcome is the state of the world once the game is complete.
Modifié par In Exile, 26 avril 2011 - 12:00 .
devSin wrote...
Abysmal. But justified.
If you didn't care that Ferelden would be consumed by the Blight (thus killing friends, family, pretty much everyone you ever knew or cared about) then that's that. I don't really think a developer is obligated to build a game for that perspective.In Exile wrote...
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But what if you don't care?
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If you didn't like DAO's narrative and didn't care about those choices you made, then you didn't like it, but that is not some sort of absolute truth for everyone else to accept.In Exile wrote...
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I never identified with the Wardens. As a person, and as a consequence the characters I design. If you want, I can take it to PM (to add spoilers) to illustrate why from a narrative standpoint, Bioware used the same formula in DA2 they used in DA:O, they just changed the bait, and people seem to have bought it less.
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DA:O had a very uninteresting narrative that kept me engaged only in virtue of the brilliant characters that I travelled with and the very interesting disconnected stories in each main quest. The blight itself was boring and uninteresting, and Ostagar + the Final Battle were the worst and least satisfying aspects of the game for me.
If we're going to credit subjective experience of the story, then we can't really evaluate DA2.
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Well, the state of the world is that maybe only Orzammar mattered. Just like in ME, only 2 choices mattered, and in ME2, apparently only one choice might really matter.
Implementation wise, the Champion makes a choice at the end of DA2 and it doesn't matter. I don't think it's a double standard when compared to other Bioware games. The choices at the end of ME1 appeared to matter until ME2 came along (which is why I like ME1 so much). The choices in DAO appear to matter, but may not once a proper sequel comes around. That is why I like DAO more.In Exile wrote...
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I thought we were talking about implementation.
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Modifié par Obadiah, 26 avril 2011 - 02:54 .
Obadiah wrote...
The choices at the end of ME1 appeared to matter until ME2 came along (which is why I like ME1 so much). The choices in DAO appear to matter, but may not once a proper sequel comes around. That is why I like DAO more.
In Exile wrote...
Repeatedly, you are told that Grey Wardens stop the Blight, and that not acting now will allow it to ravage Ferelden. But what if you don't care? The same applies with the quests in DA2, even early on. Do these particualr things for that particular end. You're told this repeatedly. Each act has the same hook Bioware always gives.
I never identified with the Wardens. As a person, and as a consequence the characters I design. If you want, I can take it to PM (to add spoilers) to illustrate why from a narrative standpoint, Bioware used the same formula in DA2 they used in DA:O, they just changed the bait, and people seem to have bought it less.
I thought the choices did matter to the larger ME universe, but not for ME2's story or Shep much.Tommy6860 wrote...
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Why wouldn't the choices you make at the end of ME not have a difference in ME2, they did for me anyway?
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Quite so, quite so. I liked ME2 better the 2nd time as well, but still not as much as ME1.Tommy6860 wrote...
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And how those choices can still play out in the long haul will be interesting, if they include that little subplot in ME3. Don't get me wrong, IMO, ME was definitively the better game, mainly from an RPG experience and the epic-ness that was the story told through the characters. In fact (Ihave said this before here many times), it is the best story I have ever experienced in a game, ever. I thought ME2 was weak until I gave it a thorough 2nd run and really listened to the dialogue. It still wasn't as grand a story as ME, but it certianly turned into a very good game for me.
Modifié par Obadiah, 26 avril 2011 - 03:11 .
Obadiah wrote...
If you didn't care that Ferelden would be consumed by the Blight (thus killing friends, family, pretty much everyone you ever knew or cared about) then that's that. I don't really think a developer is obligated to build a game for that perspective.
If you didn't like DAO's narrative and didn't care about those choices you made, then you didn't like it, but that is not some sort of absolute truth for everyone else to accept.
You've already admitted that it was better executed than DA2. To me, a big part of that was getting feedback on the effects my decisons had on Ferelden. The simple text epilogue in DAO that is missing in DA2 was part of that, but there was also a fair amount of feedback in-game. DA2 had the same multiple-paths-to-goal structure, but very little on it's effects.
The list of quests you gave is a perfect example. Most of those you do, and never hear about, or get minimal feedback on them.
Implementation wise, the Champion makes a choice at the end of DA2 and it doesn't matter. I don't think it's a double standard when compared to other Bioware games. The choices at the end of ME1 appeared to matter until ME2 came along (which is why I like ME1 so much). The choices in DAO appear to matter, but may not once a proper sequel comes around. That is why I like DAO more.
Elcariel wrote...
I didn't particularly identify with the Wardens either. But you're forgetting the taint. It seemed very clear to my character that only the Wardens would know how it was possible to survive with this poison in my blood, and the Archdemon whispering in my thoughts. Everyone else infected turned into a raving lunatic. So going off on my own seemed to be a death sentence. At least with Alistair & Morrigan (and later others) I had company and someone watching my back.
Modifié par In Exile, 26 avril 2011 - 08:04 .
The arguement that both games are the same because they give the player a goal and allow a choice of one of multple paths to achieve that goal is to oversimplify the plots to the point of being useless. One might as well say all books are the same because they have covers.In Exile wrote...
I agree completely. But that's the same as DA2. If you don't play a meddlesome Hawke that gets involved, that's that. Bioware's formula is the same; they just underestimated the degree to which people invent plot hooks for themselves.Obadiah wrote...
If you didn't care that Ferelden would be consumed by the Blight (thus killing friends, family, pretty much everyone you ever knew or cared about) then that's that. I don't really think a developer is obligated to build a game for that perspective.
I don't want to defend DA2, but there are parts about the game that are poor implementation that Bioware always had; people just seem to notice them now, and since they've been pet peev
In the context of achieving your eventual goal gameplay mechanics-wise one may call it irrelevant (I don't because they can affect your troops and abilities). But I don't think people really play Bioware games for gameplay mechanics, I think it's more for the story, and story-wise the choices are immensely relevant in DAO. They're not really in DA2.In Exile wrote...
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I cared very much about the choices I made; I just think that in the context of DA:O we can demonstrate that the majority are irrelevant fluff; to the story, to the future of Thedas, and to gameplay.
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Characters comment on your choices in game in DAO, they don't really in DA2 unless a quest is directly connected to them, and even then sometimes not. How you resolve the Broken Circle can impact the resolution of other parts of the game. For Orzammar at least 3 other NPCs besides the people involved in that decision comment on your choice, you may end up with extra combat, an extra army, and there is the epilogue.In Exile wrote...
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You get the same feedback you get in-game in DA:O. Once you save the Tower and speak to Irving/Gregoire; that's it. No feedback. Once you pick a King for Orzammar, that's it; no feedback.
The list just goes on.
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First, there are way more than 2 choices in DAO that matter in the shaping of Ferelden. I won't list them here, and anyway we clearly have different criteria for "big" choices.In Exile wrote...
Implementation wise, the Champion makes a choice at the end of DA2 and it doesn't matter. I don't think it's a double standard when compared to other Bioware games. The choices at the end of ME1 appeared to matter until ME2 came along (which is why I like ME1 so much). The choices in DAO appear to matter, but may not once a proper sequel comes around. That is why I like DAO more.
There were two choices in ME1 that seemed to matter; there are arguably 2 choices in DA2 that seem to matter; and there were arguably 2 choices ( I forgot DR!) that seemed to matter in DA:O.
Choices where, you would think, the entire existence of the world would differ if you had chosen differently.
The double standard is in claiming that DA2 hadled choice differently than other Bioware games in terms of how that choice was presented or in terms of the consequences from it.
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Modifié par Obadiah, 26 avril 2011 - 02:53 .
ejoslin wrote...
I hope DA2 is profitable enough that there is a DA3. And I hope they take what people seem to like about both games and build upon them and make a fantastic game with an engaging story.
Rann wrote...
But one thing to remember is that DA2 doesn't need to do as well as DA:O. From a strictly *business* perspective, cranking out games twice as fast is better for the bottom line as long as you move more than 50% of the units than you did before and as long as the price point is much the same. DA:O may have sold much better, but it was a longer and (presumably) much more expensive product cycle. For all we know, the target management is hoping for may really be 70% - 75% of previous sales (or whatever), for which they'd probably still come out ahead.
As a gamer, I'd definitely prefer the one that involved more development, scripting, etc., but as a shareholder I'd much prefer a more frequent shipping cycle with less resources involved (i.e, new areas instead of reused, etc.) even if the reviews were slightly more negative and/or sales down a bit. (The combat system question, OTOH, is a different dynamic, certainly more focused on demographics impact on sales rather than resources' impact on profit, although focus there then pulls focus away from other things, leading to more reuse of existing resources, etc.) And if revenue dips too much, there's always DLC to help.
So, for example, I worry less about whether or not there is a DA3 (which others on this thread have been pondering), and instead wonder if a different balance will be struck between the cost to produce the game (i.e., resources used) vs. the profit made. I.e., from a business point of view, is the current status "good enough," or is there thought that keeping the needle where it is will result in even more erosion for DA3 and beyond? Given that the Bioware devs have been very candid about wanting to collect our feedback and have mentioned this a lot in various threads (and I have no reason to doubt what they say, being in the biz myself), I'd say that the position of the "needle" is probably at least being reevaluated.
My argument is admittedly totally moot for people who prefer DA2 anyway -- they are getting the best of both worlds, a compelling game for them as well as a reduced ship cycle for roughly the same cost that they paid before for DA:O.
Modifié par DSGrant, 26 avril 2011 - 10:27 .