Siradix wrote...
Xanfaus wrote...
Hopefully,whether or not Bioware decides to charge for a more complete conclusion
to various events in DA2, they will not just evade tricky story points
as "Varric sometimes lied" or the alternative "Because we thought it
would be better if X did not actually happen."
That wouldn't surprise me, they seem to like the idea of ignoring
continuity, if it gets in the way of telling the story.
That's part of the corner they're in. From the import-save inconsistencies, to the lock-down of the effect of choice on the main story.
Remember when David Gaider gave this response to StraightMaleGamer a few weeks ago (and I quote):
That’s why romances are optional content. It’s such a personal issue that we’ll never be able to please everyone. The very best we can do is give everyone a little bit of choice, and that’s what we tried here.And the person who says that the only way to please them is to restrict options for others is, if you ask me, the one who deserves it least.Leave out the romances part, I understand his response in that context. But if there are people at BioWare who feel that those who restrict options of others for their own self-interest are least deserving of it, then they should suggest an audit of their save-game import usage and their usage of player choice when crafting an RPG around a story like DA2's story. They could be seen as restricting options to the paying customers that they invited to select from those options and choices in the first place.
Consider the import save games. A wonderful idea to keep fans following the continued saga of the Dragon Age universe. Until, that is, certain savegame options are deemed inconsequential to the story you want to tell (and I'm not talking about bugs). Aren't you restricting the options of others to have their DA:O + DLC game choices count for something in the future DA stories? Was this the only way to please the supervisors of the DA IP?
Also consider DA2's main story. BioWare tried to and did give everyone just a
little bit of choice when it comes to the main story (merc or smugg servitude, resolving the qunari conundrum, relate to Anders or not, certain dialogues), and then asked us to make a large choice near the end, one whose importance they had been selling the entire game. (Apologies if you've read this from me before.) But other than a few tiny bits in the final battles, and the 15 seconds immediately following the final conflict and a couple of Varric lines, my Hawke's story ends with the same last few pages as everyone else's. No matter what I chose throughout the game.
That's fine for a story, but for an RPG that promotes an innovative game mechanic regarding choice and consequence, and asks the player to make a crucial main-story choice near the end, it seems anti-climactic for the main-story choices to result in merely a one-endgame-fits-all ending that doesn't attempt to relate to the player's climactic main-story choices from Acts I, II, and III. Which is strange, since choice and consequence were very well represented in the "optional" content - the romances and the sidequests. Was this restricting of the effect of the player's main-story choices in favor of a singular conclusion the only way to please the supervisors of the story?
Modifié par jds1bio, 17 avril 2011 - 02:30 .