sphinxess wrote...
The first year - helping build up the smugglars and defending them from the cartel or joining the mercenary group and building their reputation. It was great how all the quests tied together.
Too bad its all in my head
I know, right? I suspect the lack of overaching story in Act I is due to a desire to keep the experience open - to let the player explore what they want when they want, but it seems like doing that stright out of the gate is an odd choice. Games typically provide guidance early on and then become more open as they go along.
Anyhoo, to respond to the Qunari discussion:
I said the following in
this thread.
While DAII has three 'acts,' it's arguable that it doesn't follow the
traditional three act structure. The game essentially tells three
separate stories, one of which has almost no form (the first act, which
is the length of the other two acts combined), and the climax of the
second of which serves as the inciting incident of the story of the
third act. It's this last bit that, in my opinion, makes the game feel
so rushed towards the end. If things with the Arishok were resolved
earlier (say at the end of Act I) and more of the mage/templar conflict
stuff came afterward, the game might feel more even.
But then the
story would be more about the things that the Champion did rather than
what Hawke did on his way to becoming Champion (which, to an extent,
would be similar to DA:O, and thus perhaps not something BioWare was
interested in retreading).
I feel that both of the major stories suffered for being crammed together into a game the length of
DAII. Were it as long as
DA:O, perhaps both would have had more room to expand to their potential. As is, either story could have held up a game.
That said, and to answer the OP's question, I was most interested in another story we never really got, the story of the forces in conflict in Kirkwall. Carta, Coterie, Armada, guards, nobility, smugglers, and merchants. I was incredibly excited by the write-ups for some of these groups (and the attending heraldry) that went up on the blog shortly before the game came out. I would have loved more interaction with these groups, choices to aid some, to harm others, and to carve my way to power. Early on, when we were battling Carta (before realizing they were essentially random encounters) and eavesdropping on plots to harass Amaranthine with piracy, I even thought we were going to get that story.
Maybe I just want to play
Fallout: Kirkvegas.
Modifié par Skokes, 16 avril 2011 - 04:51 .