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Horrible end to a disappointing game


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#151
Roxlimn

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jds1bio:

I know about Act 2, and I've done the Petrice thing also, and yes there's some lee-way as you say (which is why I think people like Act 2 the best). But that's not the whole story. Bookending Act 2, you're forced into expedition, no choice (Act 1), and forced into confrontation (Act III) after making a choice that implies being on a side of that confrontation. Then the meat and potatoes of that confrontation are the same for both choices. And from a story perspective, it's cool, I like it. But as an RPG, could they at least tell me how what I chose in the past got me here? The quests leading up to the finale try to do this somewhat, but they lose it when one particular thing always happens. For a game that's supposed to be about a "Rise To Power", I didn't feel powerful in this one.


Bioware could have instituted an alternative choice in the gateway between Act 1 and Act 2: don't do anything, get depressingly poor and end up working as a miner in the Bone Pit. That would be a realistic option to going to the expedition, but I don't know that any gamer would value it any. Would you?

Act 3's "meat and potatoes" for me was the narrative content, and the narrative content changes significantly depending on which side you choose. This is how I came to the conclusion that Mage Hawke really ought to be canon. The story flow better that way.

The combats themselves were meh. They were not really that interesting, visually or tactically, so I set them to Normal now so I could get them over with every time I do a playthrough. (Casual gets done so fast, I'm afraid I might glitch something). So for me, the combats were not the meat and potatoes of the final Act.

The point of the events in the final Act is that that event was created through the actions of multiple independent actors. Hawke doesn't CHOOSE to make them happen. In fact, you could play him as trying his darnedest best to head the event off (and it'll still happen). It's an event that occurs regardless of what Hawke does. He can choose to react, and he can choose to try to head it off, but it'll happen anyway. Many things in real life are like this. Arguably, most things in real life are like this.

DA2 is not a power fantasy, so it's not trying to make you feel powerful. It's telling you what happened in Kirkwall that caused an anomaly like Hawke to rise to power, almost inspite of himself. This idea that powerful individuals did not reach their positions purely through their own actions is not new. It's new to gaming, though, which is remarkable.

#152
JaegerBane

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Roxlimn wrote...

JaegerBane:

I think that gamers are too addicted to power fantasies to really appreciate something along the lines of DA2. What is the point of a forked narrative if it doesn't affect later events?

I'm kind of surprised anyone would even ask such a basic question. Self-evidently, the point of a forked narrative is to experience different narrative content. You get that in DA2, even if the events that occur later are largely the same in gameplay.


To be honest I'm not too keen on conjecture regarding how people 'just don't understand it' to explain why people don't like the story. I've heard that old chestnut more times than I'd care to count and frankly, I find it a rather condescending approach to explain away the plot's shortcomings as simply being a failing of the player. The kind of gamers who buy stuff like Dragon Age aren't normally prone to simply 'not understanding' plots.

The same goes for the label of 'power fantasy' which sounds suspiciously like a label concocted to distinguish stories that concern the player and storylines that don't go anywhere without exposing it's shortcomings. Forked narratives are all well and good, but they're largely meaningless when the story they're representing covers a re-hash of subplot material from the first game and does so in such a way that reduces the impact of what the player is doing to the point where, essentially, the player is simply grinding. In games of this length, there really needs to be an overriding motivation to justify what the player is doing. In this case, you have the amaterurish first act where Hawke finds himself saving up a fortune so that he can finance an expedition so he can.... uh.... make his fortune. You have the second act which started to go somewhere than effectively deflated, and the third act which was basically the first game's subplot, but done in such a crass and monolithic way that it was diffcult to take seriously. The major players were cardboard cut-outs who effectively telegraphed everything in the act hours before it happened. All the way through, Hawke seemed to bumbling from one minor story to the next, smiling and nodding but otherwise giving little for the player to do beyond vapourising legions of sky-diving lunatics while beggars standing right next to explosions and demons simply looked on as if they were in a coma.

Ultimately, where the storyline in DA2 fell down wasn't in the forked narrative, it was that it made the assumption that players actually cared about what was going on without making any effort to involve them. I couldn't care less what was happening at the end, as it wasn't Hawke's fight, it didn't honestly concern Hawke and (in my case) there was never a good reason given as to why Hawke didn't just haul anchor with isabela and continue making his fortune in exactly the same way that the game claimed was his original motivation. To put it short, it was basically a live-action codex entry. That isn't really enough to keep most players interested for 40+ hours.

#153
ms_sunlight

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JaegerBane wrote...
Ultimately, where the storyline in DA2 fell down wasn't in the forked narrative, it was that it made the assumption that players actually cared about what was going on without making any effort to involve them. I couldn't care less what was happening at the end, as it wasn't Hawke's fight, it didn't honestly concern Hawke and (in my case) there was never a good reason given as to why Hawke didn't just haul anchor with isabela and continue making his fortune in exactly the same way that the game claimed was his original motivation. To put it short, it was basically a live-action codex entry. That isn't really enough to keep most players interested for 40+ hours.

I didn't get that.  I found the story very involving.

You set about making a fortune so you can provide a home and some stability for your mother who is spiraling downwards in her grief over her dead child.  In conversation it is even explicitly stated that you hope buying back the Amell estate will bring her some comfort.

In making a home in the city - in forming connections with Hawke's companions and the other inhabitants - I really felt that I started to care about Kirkwall and what happened.  It was Hawke's home.  Why don't I just sail away with Isabella?  Because I care about these people and what happens to them.

It's not a straightforward hero's journey, and I think we've become so used to crpgs following that same old route.  I was really pleased that this game took a slightly different tack.

#154
Kimberly Shaw

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Bioware could have instituted an alternative choice in the gateway between Act 1 and Act 2: don't do anything, get depressingly poor and end up working as a miner in the Bone Pit. That would be a realistic option to going to the expedition, but I don't know that any gamer would value it any. Would you?


It is said that 50gold is a large sum of money. In fact, when it comes up you even tell Varric that if you HAD 50 gold, you wouldn't need to go on the expedition because you'd be rich. This is part of the game.

It takes not much time and not much danger to come up with 50gold to fund the expedition given your skills (and Bethany's/Carver's skills plus whatever team you have assembled).

Therefore, if 50gold is a large sum of money, and you are capable of making a large sum of money, then no, the expedition is not necessary and the alternative is not "poverty in the mines". Your argument is a fail.

In making a home in the city - in forming connections with Hawke's companions and the other inhabitants - I really felt that I started to care about Kirkwall and what happened. It was Hawke's home. Why don't I just sail away with Isabella? Because I care about these people and what happens to them.


Lucky you. I didn't feel this way. I felt like my family had been killed here and the city was full of lunatics and idiots and wanted no part in it and had no reason to stay once *spoiler* happened (well before Act 3). I know a LOT of people on these forums didn't understand Hawke's motives to stay in the city and I was one of them. They did a poor job in my opinion, and several other people's, of explaining why Hawke should care or stick around in Kirkwall after a certain main plot line happens and is avenged in Act 2.

#155
jds1bio

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Roxlimn wrote...

Bioware could have instituted an alternative choice in the gateway between Act 1 and Act 2: don't do anything, get depressingly poor and end up working as a miner in the Bone Pit. That would be a realistic option to going to the expedition, but I don't know that any gamer would value it any. Would you?


Yes.  We got to choose between mercenaries and smugglers at the very beginning.  Athenril at one point says "come back, I'll have more work for you" and then after one more quest, doesn't actually have any more work.  That choice could have been expanded like the character made it sound like it would.  It's not too hard to imagine Hawke rising through the ranks of the mercenaries or smugglers, secretly funding the guard to gain influence with the viscount, or a number of things.

Roxlimn wrote...

Act 3's "meat and potatoes" for me was the narrative content, and the narrative content changes significantly depending on which side you choose. This is how I came to the conclusion that Mage Hawke really ought to be canon. The story flow better that way.


Lots of people are debating this very thing right now.

Roxlimn wrote...

The point of the events in the final Act is that that event was created through the actions of multiple independent actors. Hawke doesn't CHOOSE to make them happen. In fact, you could play him as trying his darnedest best to head the event off (and it'll still happen). It's an event that occurs regardless of what Hawke does. He can choose to react, and he can choose to try to head it off, but it'll happen anyway. Many things in real life are like this. Arguably, most things in real life are like this.


Agreed.  And for a story, that's fine.  And for an RPG, a few events like this are par for the course.  But there are too many main-story events like this where the game offers you options of choice and then does what it does anyway no matter what you choose.  The game doesn't even come back to tell you "hey, I remember that you chose this, here's why you had a hand in it.", and when you have a story that insinuates that the subject of your role-playing is responsible for what happens, I think something is missing here.

#156
macrocarl

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I played a Hawke that sided with the mages. I thought all the decision making at the end actually worked. It was really really hard to choose and there are several options to change sides at the end...... While I can see that people felt railroaded into a hard coded big event at the end, I really didn't have a problem with it.
Through the whole story Varric is telling the story and you know it ends real bad no matter what because the Seeker is flipping out. I more saw the picking sides as choosing how the **** hit the fan. My Hawke stayed pretty neutral but helped the mages because of his sister so that seemed to fit.
My only problem with the ending was where Orsino decides to freak out. It didn't make sense that he would choose blood magic while hanging around people trying to protect him. I think it would've worked better if the odds in the mage tower were more pressing. Other than that I really liked DA2.

#157
shumworld

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Vicious wrote...

I was never expecting to have all my decisions made completely irrelevant, which is something that goes so completely against what Dragon Age is about.



Hate to break it to you, but everything you had control over in DA:O was completely irrelevant too. You remember the biggest decision in the game? The godbaby? His existence is a non issue. Even the DA:O DLC managed to trash it when Morrigan said to the effect of 'oh i really didn't need it anyway' in Witch Hunt.


So it doesn't go against DA:O. You are just under the false impression that your decisions matter. They don't. They never did.

The only events that 'matter' are the ones you have NO control over as they are part of the plot. The Archdemon dead, and the war that DA2 ends in. Those are the events that 'matter.'

And yeah, it sucks, but luckily I realized this back when DA:O came out and DA2 confirmed it, so I just enjoy it for what it is.


Best point ever!

#158
Kimberly Shaw

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Hate to break it to you, but everything you had control over in DA:O was completely irrelevant too. You remember the biggest decision in the game? The godbaby? His existence is a non issue. Even the DA:O DLC managed to trash it when Morrigan said to the effect of 'oh i really didn't need it anyway' in Witch Hunt.


I never got Witch Hunt. As a stand alone game, DA:O, your decisions DO MATTER. The ending is different if you do this or that. As a stand alone game.

In DA:2, your decisions don't matter without DLC or expansions. There is quite a difference if later in expansions and sequels they decide what is canon or not (it's a shame they retcon your decisions later, but necessary I suppose).

But if I am playing a game and finish it and the ending tells me my decisions matter then and there, I'm happy. If no matter what I do, I fight the same people in the same order and the same things happen and the ending is the same, I am not happy.

;tldr Sequels establishing canon via retcon doesn't bother me near as much as railroaded linearity within a stand alone game.

#159
JaegerBane

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ms_sunlight wrote...
You set about making a fortune so you can provide a home and some stability for your mother who is spiraling downwards in her grief over her dead child.  In conversation it is even explicitly stated that you hope buying back the Amell estate will bring her some comfort.


I'm not debtating whether making a fortune is a legitimate motivation for Hawke - my point was that we had this ludicrous situation where Hawke was having to rev up a fortune to finance an expedition to make his fortune that he'd already earned. To use your logic above, does it really make sense for Hawke to risk his own life, the life of his sibling and his mother's sanity by going on this expedition when he's already earned a significant amount of capital in the first place? It just seemed like such a half-baked idea that I got the feeling the developers just couldn't be bothered to come up with a realistic reason.

In making a home in the city - in forming connections with Hawke's companions and the other inhabitants - I really felt that I started to care about Kirkwall and what happened.  It was Hawke's home.  Why don't I just sail away with Isabella?  Because I care about these people and what happens to them.


I think that's ideally what Bioware wanted the players to feel, and while it's great you were able to get into it, there's never any good reason why Hawke should care. As Kim says, after a certain point in the storyline there is literally no reason given why Hawke should stay in Kirkwall. For my Mage character it was even worse, as voluntarily staying in a city that is unusually harsh against mages even by the Chantry's standards, when he had nothing keeping him there, was the height of stupidity.

It's not a straightforward hero's journey, and I think we've become so used to crpgs following that same old route.  I was really pleased that this game took a slightly different tack.


No, it isn't a straightforward hero's story. However, I'm seeing a recurring attitude being displayed by proponents of the DA2 storyline that essentially states that the DA2 story is a welcome change purely because it's different.
I would submit that the fact that it's different is not an adequate reason for praise. The storyline still has to make sense and involve the player, regardless of it's style, and DA2's storyline failed miserably in that regard.

#160
Roxlimn

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JaegerBane:

To be honest I'm not too keen on conjecture regarding how people 'just don't understand it' to explain why people don't like the story. I've heard that old chestnut more times than I'd care to count and frankly, I find it a rather condescending approach to explain away the plot's shortcomings as simply being a failing of the player. The kind of gamers who buy stuff like Dragon Age aren't normally prone to simply 'not understanding' plots.


Actually, the kind of people who buy stuff like Dragon Age have been exposed to the barren narrative landscape that's fantasy gaming for decades. Something like DA2 is an alien to them. Also, I've read a lot of feedback. Most gamers who don't like DA2's narrative say things that suggest that they really don't understand what's going on.

The same goes for the label of 'power fantasy' which sounds suspiciously like a label concocted to distinguish stories that concern the player and storylines that don't go anywhere without exposing it's shortcomings. Forked narratives are all well and good, but they're largely meaningless when the story they're representing covers a re-hash of subplot material from the first game and does so in such a way that reduces the impact of what the player is doing to the point where, essentially, the player is simply grinding. In games of this length, there really needs to be an overriding motivation to justify what the player is doing. In this case, you have the amaterurish first act where Hawke finds himself saving up a fortune so that he can finance an expedition so he can.... uh.... make his fortune. You have the second act which started to go somewhere than effectively deflated, and the third act which was basically the first game's subplot, but done in such a crass and monolithic way that it was diffcult to take seriously. The major players were cardboard cut-outs who effectively telegraphed everything in the act hours before it happened. All the way through, Hawke seemed to bumbling from one minor story to the next, smiling and nodding but otherwise giving little for the player to do beyond vapourising legions of sky-diving lunatics while beggars standing right next to explosions and demons simply looked on as if they were in a coma.


Now you're mixing gameplay issues with narrative issues. The first Act was actually pretty well done for a setup to a long narrative. It was subtle, but many threads begun in Act 1 only culminate in Act 3. Act 2 itself was a setup for Act, so if you didn't see Act 2 going that way (since you say it deflated), then I also have to question your understanding of the overall story.

Ultimately, where the storyline in DA2 fell down wasn't in the forked narrative, it was that it made the assumption that players actually cared about what was going on without making any effort to involve them. I couldn't care less what was happening at the end, as it wasn't Hawke's fight, it didn't honestly concern Hawke and (in my case) there was never a good reason given as to why Hawke didn't just haul anchor with isabela and continue making his fortune in exactly the same way that the game claimed was his original motivation. To put it short, it was basically a live-action codex entry. That isn't really enough to keep most players interested for 40+ hours.


I totally understand the problem. All games have this problem. Even DA:O did. I was in no way invested in the Warden at any point, and to be honest I was sick and tired of all the companions at camp who would spew codex entires like an encyclopedia at the slightest provocation - even the supposedly taciturn Morrigan.

I can't tell you that DA2 is better in this regard, but IMO, it is no worse. I haven't been gripped by a fantasy RPG since, well since forever. Fantasy RPGs have always had bad characters and stories in general.

Comes with the territory.

I'm not debtating whether making a fortune is a legitimate motivation for Hawke - my point was that we had this ludicrous situation where Hawke was having to rev up a fortune to finance an expedition to make his fortune that he'd already earned. To use your logic above, does it really make sense for Hawke to risk his own life, the life of his sibling and his mother's sanity by going on this expedition when he's already earned a significant amount of capital in the first place? It just seemed like such a half-baked idea that I got the feeling the developers just couldn't be bothered to come up with a realistic reason.


It seemed reasonable and realistic enough to me.

For instance, having $50, 000 on hand is pretty rich. It's significant capital that you can live on for a year. But then you're broke. You had a fortune, now it's gone.

Investing that into a venture is the wise move. It just so happens that Varric's is the opportunity that Hawke fell on. That and the Bone Pit, but the Bone Pit turned out to be a money sink.

I think that's ideally what Bioware wanted the players to feel, and while it's great you were able to get into it, there's never any good reason why Hawke should care. As Kim says, after a certain point in the storyline there is literally no reason given why Hawke should stay in Kirkwall. For my Mage character it was even worse, as voluntarily staying in a city that is unusually harsh against mages even by the Chantry's standards, when he had nothing keeping him there, was the height of stupidity.


I was under the impression that they gave you a choice on how to answer that question. You can thus either have a Hawke who's staying, or a Hawke in transition. A Mage Hawke who wasn't planning on staying anyway is perfect for the pro-Mage ending - he just did what he had always set out to do.

My impression in Act 2 was that most of Hawke's earnings from the expedition was set up by Varric and herself in properties and titles and various interests. Hawke has an annual income and holdings in Kirkwall. Even if she were to uproot and go after Act 2, it would need years to liquidate that kind of money.

Besides which, her Champion Status, recognized by Meredith herself at the end of Act 2, gives her no small additional power and relative immunity to persecution by the Templar. It's strong enough, even to protect Anders and Merrill.

No, it isn't a straightforward hero's story. However, I'm seeing a recurring attitude being displayed by proponents of the DA2 storyline that essentially states that the DA2 story is a welcome change purely because it's different.
I would submit that the fact that it's different is not an adequate reason for praise. The storyline still has to make sense and involve the player, regardless of it's style, and DA2's storyline failed miserably in that regard.


I would say that those two go hand in hand. The story made sense to me, so it engaged me in the manner that most such stories generally do. Since it made sense to me, it stands to reason that the story makes SOME kind of sense.

You couldn't make sense of the story, so you failed to become invested.

I would submit that it's a failure of DA2's writing that it doesn't attempt to engage gamers at the usual literary level enjoyed by the usual fairy tale power fantasy fare, if you can say that the lack of such pandering can be called a failure.

jds1bio:

Yes. We got to choose between mercenaries and smugglers at the very beginning. Athenril at one point says "come back, I'll have more work for you" and then after one more quest, doesn't actually have any more work. That choice could have been expanded like the character made it sound like it would. It's not too hard to imagine Hawke rising through the ranks of the mercenaries or smugglers, secretly funding the guard to gain influence with the viscount, or a number of things.


A year of ultimately pointless questwork to get enough money to bribe guards? Seriously?

Agreed. And for a story, that's fine. And for an RPG, a few events like this are par for the course. But there are too many main-story events like this where the game offers you options of choice and then does what it does anyway no matter what you choose. The game doesn't even come back to tell you "hey, I remember that you chose this, here's why you had a hand in it.", and when you have a story that insinuates that the subject of your role-playing is responsible for what happens, I think something is missing here.


Actually I rather thought that that was one of the themes for DA2. Sometimes, you don't get to choose what happens.

There are many events and main-story choices under which you do get to enjoy the results of your choices. For instance, if you befriend Isabella and duel the Arishok, you get to keep her for Acts 2 and 3. That's a substantial narrative and gameplay difference, particularly since some of the choices narrative sequences in The Long Road only happen when you have both Isabella and Aveline in the same room.

Many choices in DA2 seem to me to be too organic, to the point where gamers forget that it's just a game. They save Isabella, assume that's what was meant to be, and move on. Later they lose her, but it fails to register that every quest with her going forward is a constant reminder of the effects of prior choices, as opposed to just a random guard you happened to save who lets you into a room somewhere down the road.

The latter one presents itself to your face and makes a show and dance about how "choices MATTER!!!!" The former just lets the cards fall where they lie and lets you live with continuing consequences.

All that said, it is a core concept in the game that Hawke is acting in the vicinity of other potent actors. How he wants things to happen isn't always how they will, and I think that's what gets many gamers' goats.

Modifié par Roxlimn, 16 avril 2011 - 02:55 .


#161
Justin2k

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McAdams wrote...

DA2 gives the player the illusion of choice. Bioware said early on they are telling a story, it is for the player to play out that story, not rewrite it. How the Player gets to the plot points/ending of the story may differ, but the outcome is where Bioware intended the Player to be.


If thats the case, this game probably would have been better had they removed the illusion of choice altogether, and just kept you on a set path from beginning to end.

That way some things wouldn't feel so ridiculous.  Like what happens to Orsino if you support the mages.  Sure I could understand that happening as part of the story, but there is no need for him to do that, whatsoever, and he does it in a "well, it would have made sense had you been siding with the templars" way.

#162
JaegerBane

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Roxlimn wrote...
Actually, the kind of people who buy stuff like Dragon Age have been exposed to the barren narrative landscape that's fantasy gaming for decades. Something like DA2 is an alien to them. Also, I've read a lot of feedback. Most gamers who don't like DA2's narrative say things that suggest that they really don't understand what's going on.


I'm not really sure what to make of this. While I gather you're generally dissatisfied with the general situation of fantasy game narratives, I'm not really sure why this dissatisfaction and the fact you'vce read a few posts give you the right to make blanket statements about the level of comprehension of the average gamer.

Now you're mixing gameplay issues with narrative issues. The first Act was actually pretty well done for a setup to a long narrative. It was subtle, but many threads begun in Act 1 only culminate in Act 3. Act 2 itself was a setup for Act, so if you didn't see Act 2 going that way (since you say it deflated), then I also have to question your understanding of the overall story.


Yes, I am mixing them. I'm not sure what your point is. This thread isn't concerning itself solely with one aspect of the game. And I'm not entirely sure how you've managed to make the jump from my dissatisfaction with Act 2's ending to it being an issue of my ability to understand the story. By deflated, I meant to point out that a gathering storm of the whole qunari/human relations thing spent a long time developing only to conclude with a goofy showdown on the steps of the throneroom no less, with all aftereffects and long term ramifications apparently neatly tied up and consigned to the player's achievement list, on to the next crisis. It just seemed to be a very crass and silly way to end what was quite mature subject material.

To be honest Roxlimn, you're starting to sound like your sole reponse to any dissatisfaction is 'you don't understand'. If you want to fool yourself into thinking that then that's up to you, but please, don't constantly bash out such accusations if you expect to be taken seriously.

I totally understand the problem. All games have this problem. Even DA:O did. I was in no way invested in the Warden at any point, and to be honest I was sick and tired of all the companions at camp who would spew codex entires like an encyclopedia at the slightest provocation - even the supposedly taciturn Morrigan.

I can't tell you that DA2 is better in this regard, but IMO, it is no worse. I haven't been gripped by a fantasy RPG since, well since forever. Fantasy RPGs have always had bad characters and stories in general.

Comes with the territory.


While we'll have to agree to disagree about the level of involvement we each felt in the events of DA:O (and fantasy games in general), it doesn't actually change the fact that DA2 could have done quite a few basic things that would have gone a long way to fixing the issues it had with it's narrative. Obvious things like killing off your sibling before the character was properly introduced and therefore completely torpedoing any emphasis on their death, for example. Bioware arent really a company that should be making such silly mistakes.

It seemed reasonable and realistic enough to me.

For instance, having $50, 000 on hand is pretty rich. It's significant capital that you can live on for a year. But then you're broke. You had a fortune, now it's gone.

Investing that into a venture is the wise move. It just so happens that Varric's is the opportunity that Hawke fell on. That and the Bone Pit, but the Bone Pit turned out to be a money sink.


Um, well, yes, if he spends all of his money than correct, he won't have it. I didn't really think this needed to be stated. The Deep Roads expedition nets a tidy sum, true, but it isn't a constant cash flow, and the game doesn't really do a good enough job to explain why Hawke is willing to gamble his life, his fortune  and the mental well being of his mother on the off chance he'll find more gold, rather than put it into less risky ventures.


I was under the impression that they gave you a choice on how to answer that question. You can thus either have a Hawke who's staying, or a Hawke in transition. A Mage Hawke who wasn't planning on staying anyway is perfect for the pro-Mage ending - he just did what he had always set out to do.


That's true. The issue is that a mage hawke did what he set out to do 4 years after he should have done it. At the end of the day, Kirkwall is one of the least mage-friendly places in Thedas, likely only topped by Par Vollen. Once he has no real reason to stay in Kirkwall, there is no sensible reason given (or even alluded to beyond Hawke being addicted to blasting sky-divers and racists to smithereens) as to why he felt staying there was a good idea. It's the equivalent of a jew in 1940s germany hanging around after his family has been rounded up, just for the lolz. It didn't make any sense.

My impression in Act 2 was that most of Hawke's earnings from the expedition was set up by Varric and herself in properties and titles and various interests. Hawke has an annual income and holdings in Kirkwall. Even if she were to uproot and go after Act 2, it would need years to liquidate that kind of money.


That's pure speculation. There is no evidence whatsoever that this is taking place. It would probably be a sensible idea, but at the end of the day, a plot hole is a plot hole. Making assumptions about the details becaause the story is lacking them isn't really fixing the problem.

Besides which, her Champion Status, recognized by Meredith herself at the end of Act 2, gives her no small additional power and relative immunity to persecution by the Templar. It's strong enough, even to protect Anders and Merrill.


There's a point early on in Act 3 where Meredith openly threatens Hawke with incarceration if he doesn't do her bidding, and effectively brushes off any concern about the horrible treatment the mages are getting despite clear evidence that her actions created the very situation she blames the mages for. It's plainly obvious to Hawke that this mythical protection you ascribe to his status exists only as long as Meredith wills it. It simply isn't a good enough reason to justify staying such a volatile area for the lolz.

I would say that those two go hand in hand. The story made sense to me, so it engaged me in the manner that most such stories generally do. Since it made sense to me, it stands to reason that the story makes SOME kind of sense.

You couldn't make sense of the story, so you failed to become invested.

I would submit that it's a failure of DA2's writing that it doesn't attempt to engage gamers at the usual literary level enjoyed by the usual fairy tale power fantasy fare, if you can say that the lack of such pandering can be called a failure.


To be honest Roxlimn, the above isn't really objective in the slightest. You've admitted that you were filling in pretty substantial plot holes with your own assumptions and then claim it made sense to you. You've also made some fairly outrageous claims about the story quality of the entire fantasy gaming genre. If you're going to finish off the story yourself than it shouldn't really come as a surprise that the story felt more complete, and if you've pre-decided that you hate the whole genre's storytelling then it shouldn't come as any surprise that any change at all, no matter how poorly done, is good in your eyes.

Ultimately, however, if I'm experiencing a story in any medium, I don't expect to have make up explanations for myself as to why the main character does all of these inexplicable actions. You may consider that to be a 'failure', an 'inability to understand', 'stupidity' or any other condescending labels you care to think up, but in reality, it's an example of poor writing, and defending it via the assumption that everyone who dislikes it is stupid/deficient and plot holes can be freely imagined away is a patently absurd argument.

Modifié par JaegerBane, 16 avril 2011 - 04:32 .


#163
Roxlimn

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JaegerBane:

I'm not really sure what to make of this. While I gather you're generally dissatisfied with the general situation of fantasy game narratives, I'm not really sure why this dissatisfaction and the fact you'vce read a few posts give you the right to make blanket statements about the level of comprehension of the average gamer.


It doesn't. The average content of gamer posts around the internet is what informs my opinion about that.

Yes, I am mixing them. I'm not sure what your point is. This thread isn't concerning itself solely with one aspect of the game. And I'm not entirely sure how you've managed to make the jump from my dissatisfaction with Act 2's ending to it being an issue of my ability to understand the story. By deflated, I meant to point out that a gathering storm of the whole qunari/human relations thing spent a long time developing only to conclude with a goofy showdown on the steps of the throneroom no less, with all aftereffects and long term ramifications apparently neatly tied up and consigned to the player's achievement list, on to the next crisis. It just seemed to be a very crass and silly way to end what was quite mature subject material.


To me it actually ended with the Qunari invading. The showdown was just a way to push it forward to Act 3. On the whole, the Qunari thing seemed to me to be episodic, so I didn't particularly expect it to carry forward.

While we'll have to agree to disagree about the level of involvement we each felt in the events of DA:O (and fantasy games in general), it doesn't actually change the fact that DA2 could have done quite a few basic things that would have gone a long way to fixing the issues it had with it's narrative. Obvious things like killing off your sibling before the character was properly introduced and therefore completely torpedoing any emphasis on their death, for example. Bioware arent really a company that should be making such silly mistakes.


I am not of the opinion that that particular death was supposed to be as meaningful as you think it is or should be. It's essentially backstory - like an introductory character death before a film's opening credits.

Um, well, yes, if he spends all of his money than correct, he won't have it. I didn't really think this needed to be stated. The Deep Roads expedition nets a tidy sum, true, but it isn't a constant cash flow, and the game doesn't really do a good enough job to explain why Hawke is willing to gamble his life, his fortune and the mental well being of his mother on the off chance he'll find more gold, rather than put it into less risky ventures.


Hawke mentions explicitly that they don't have any ventures they could invest in, even if they had the money. That's why they were reduced to asking Gamlen again for leads, which they thankfully were saved from by Varric.

That's true. The issue is that a mage hawke did what he set out to do 4 years after he should have done it. At the end of the day, Kirkwall is one of the least mage-friendly places in Thedas, likely only topped by Par Vollen. Once he has no real reason to stay in Kirkwall, there is no sensible reason given (or even alluded to beyond Hawke being addicted to blasting sky-divers and racists to smithereens) as to why he felt staying there was a good idea. It's the equivalent of a jew in 1940s germany hanging around after his family has been rounded up, just for the lolz. It didn't make any sense.


I was under the impression that Hawke was partly staying around for the sake of his sibling. Granted, sometimes that sibling would be with the Grey Wardens or dead. Partly, I think it's because it takes that long to mobilize all his wealth.

That's pure speculation. There is no evidence whatsoever that this is taking place. It would probably be a sensible idea, but at the end of the day, a plot hole is a plot hole. Making assumptions about the details becaause the story is lacking them isn't really fixing the problem.


Er... ...Hawke does have a rather large mansion in Hightown and he did buy back their title from the Viscount. That comes with annual incomes and responsibilities. Also, the mansion and the family require upkeep.

That's about as much speculation as speculating that Clark Kent generally writes news stories. He's a news reporter. We don't need to be explicitly shown his articles to know that he writes them.

Hawke is an interloper noble. It's assumed that he has all the usual trappings, incomes, and businesses that such a position entails.

There's a point early on in Act 3 where Meredith openly threatens Hawke with incarceration if he doesn't do her bidding, and effectively brushes off any concern about the horrible treatment the mages are getting despite clear evidence that her actions created the very situation she blames the mages for. It's plainly obvious to Hawke that this mythical protection you ascribe to his status exists only as long as Meredith wills it. It simply isn't a good enough reason to justify staying such a volatile area for the lolz.


Er... ...he's Champion of Kirkwall. Meredith was the first to recognize that, but it's not something she can take away. Clearly, the Templar respect it - he's plainly a Mage and they're not doing anything about it.

Ultimately, however, if I'm experiencing a story in any medium, I don't expect to have make up explanations for myself as to why the main character does all of these inexplicable actions. You may consider that to be a 'failure', an 'inability to understand', 'stupidity' or any other condescending labels you care to think up, but in reality, it's an example of poor writing, and defending it via the assumption that everyone who dislikes it is stupid/deficient and plot holes can be freely imagined away is a patently absurd argument.


So far, the only inexplicable action you've mentioned is Hawke staying in Kirkwall, which is only inexplicable if you thought that the Hawkes were living off of magical self-replicating money. I'm not sure how you thought this would go down.

Let's talk reality here. If Donald Trump suddenly decided to liquidate all of his assets today and move them all to China, how long do you think it would take him to do that?

#164
JaegerBane

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Roxlimn wrote...

<snip>
So far, the only inexplicable action you've mentioned is Hawke staying in Kirkwall, which is only inexplicable if you thought that the Hawkes were living off of magical self-replicating money. I'm not sure how you thought this would go down.

Let's talk reality here. If Donald Trump suddenly decided to liquidate all of his assets today and move them all to China, how long do you think it would take him to do that?


Roxlimn, I think you've misunderstood what I was debating about. I'm not interested in debating your own speculations - the above Donald Trump analogy you've mentioned is only relevant if Hawke owns all these mythical properties and investments that mysteriously escape mention in the 60 hour game, as you've previously suggested. If we actually just stick with what's displayed in the game, Hawke's 'assets' amount to his mansion.

So in effect, you're comparing Hawke and his house to Donald Trump and his multi-billion-dollar business empire... for no good reason. It's a patently absurd comparison that illustrates that you either can't or won't distinguish between the story in the game as written, and your own ideas conjured out of thin air. I was merely pointing out that the story, as it stands, has plenty of plot holes that shouldn't be there - I can't be bothered with what you think was happening off screen, as it's not relevant to the thread.

#165
Kimberly Shaw

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I can't tell you that DA2 is better in this regard, but IMO, it is no worse. I haven't been gripped by a fantasy RPG since, well since forever. Fantasy RPGs have always had bad characters and stories in general.

Comes with the territory.


I feel sorry for you. To me Fantasy RPGs have the best stories. Admittedly, some have been lackin lately (particularly DA2) but I love the story in BG1&2 and FF7 (A JRPG even!).

Besides which, her Champion Status, recognized by Meredith herself at the end of Act 2, gives her no small additional power and relative immunity to persecution by the Templar. It's strong enough, even to protect Anders and Merrill.


But inexplicably not enough to do anything about your sister. Even after you rescue her from kidnapping by the Templars/Apostates in Act 3. *sigh* Mage Hawkes wear plot armour, Blood Mage Hawke wears bullet proof plot armour (see sig). You're defending the indefensible here. They did things like this because it was "fun", not because they wanted to be logical.

Hawke is an interloper noble. It's assumed that he has all the usual trappings, incomes, and businesses that such a position entails.


Assumed by you. Just you. Never talked about or explained or given as a reason for Hawke to stay. He fled Lothering without a dime and ended up fine for himself. By the time Act 3 rolls around he has lots of money and power and companions with power that he could leave if he wanted to. Board up the mansion and hit the road. Or just leave it. The only one who cared about the family legacy was your mother. Hawke has lots of reasons to want to leave, and no compelling reason to stay (especially if his family is all dead or gone from Kirkwall).

What's even more incredulous, is that post game, if you become Viscount you leave the city anyway. Umm...that's a compelling reason to STAY, yet...we just leave without a choice.