jds1bio wrote...
Ariella wrote...
Bioware didn't paint themselves in a corner with what kind of story they told. In fact, this is the story they wanted to tell, thing is Bioware knows what comes next and we don't , which is irritating for some people.
I agree, the story itself is a good one and Hawke is a legit character. But telling a story you want to tell doesn't jive 100% with role-playing, which typically pits one or more characters in a scenario, and the stories are supposed to emerge from the played-out roles.
That's easier said than done in a single player cRPG however, where the partnership between the player and the devevlopement team is different. As much as I'd love to have a game night with Dave Gaider running as GM, that's not going to happen. The code can't think on the fly the way a human can, and the developement team knows that, so they build in as many senerios as they can without breaking a budget (another thing table top gamers and LARPs don't have to worry about as much except when it's time to pay the pizza delivery person). I'd say with the possible exception of the original Ultima series, Bioware was really the pioneer when it came to reactive NPCs who had personality rather than just filled a tactical role in the party. I've seen variations of the same comment more than once: "I just took (fill in the blank) along because s/he was just too darn funny".
Role has become more than just character class. It's personhood, history, likes and dislikes. The more the characters that surround the PC feel like real people, the higher the suspension of disbelief goes and the player really begins to feel like the character they're playing.
The story is always alreayd going to be set in a cRPG going back to the old Bard's Tales and Ultimas and Gold Box games. The thing is, technology has given developers like Bioware more tools to make the game feel less about numbers and more about people. They'll never be able to match the on the fly adaptation of a GM at a table, but they aren't trying to either. They're striking for a middle ground between that cooperative story telling of a GM and her players and the more rigid demands of set code and technology that's not as creative or reliable as a human brain.
So in this game, BioWare found ways for the story to stick no matter what Hawke says or does, but did set up sub-scenarios via side quests and companions that allowed for some variations separate from the main story. But to use the excuse for the story ending and single shape that "Bioware knows what comes next and we don't" IS irritating because it sounds more like the developer expects us to pay out in episodic content fashion over time, when the games are not being structured, promoted, or released that way.
The trouble is, once you know that certain variations won't bear fruit as far as the stories or companions go, you no longer desire to use them. Much like in combat, when you realize that certain abilities end up being too weak vs. other combinations, you're less apt to select them again. We'd typically call such a game as being unbalanced in combat. I think it's fair to say that DA2 is unbalanced in role-playing vs. the main story.
It's funny you say this, because my absolute favorite RPG series of the eightes was Quest for Glory. Three character classes, not a lot of varation between the three of them in the first couple of games, and these days I can finish QfG1 the VGA remake in maybe an hour of play because I know the game so well. Do I still play it and enjoy it? Heck yeah! Of course, you're talking to someone who saw Batman Begins maybe 12 times or more, even after the big reveal. I love stories, I love listening to commentary to see where it all comes from, so maybe I'm seeing this from a different perspective.
As for abilities, that's something that'll be done in any an every game. I've played DAO God alone knows how many times and never finished it as anything but a female Cousland who takes the dark way out and marries the King, I have yet not to enjoy a playthrough of that, And there will always be characters who appeal to some players more than others, having them along and dealing with them changes the story from someone who doesn't deal with them.
Also, there's one other thing, that I honestly believe about the DA universe. The players aren't the shmucky level one adventurers, who have Elminster or D'rizzt kicking around to fix things for us. With the exception of Flemeth, the player is bringing to life the DA versions of those heroes, the core canon of legend for the Dragon Age, which is why it makes sense to end this one on a cliff hanger. I don't see it as an attempt to coerse buying future product any more than cliffhangers in novels, television shows or movies (Empire Strikes Back or Wrath of Khan anyone?) are coersion. Speaking of which, I have a Castle to keep up with, so I'll go on about this more if you like later. Please, feel free to reply, this is one of the better converations I've had in a while, at least on the net, -Ariella