LobselVith8 wrote...
I was addressing that the development from the codex entries wasn't shown, and I think it should have been. It's my opinion, of course, but I think it would have helped strengthen the relationships with the companions.
But you do see it. You don't get the codex entry until you first speak to the companion. Merril's a beautiful example:
In year 7, Varric visits her to get her to go outside. She refuses. Hawke comes. They talk. Eventually she admits Varric is right.
Then you get the codex entry that says she was consumed by the mirror; but you already saw she was consumed by the mirror.
Or with Anders. After dissent, he is broken up about Ella. He says he wants to abandon his quest. But by Year 7 he's back at it, even more committed than ever.
Except when dialogue was chosen for the Warden, it's often what he said (except for the line where he hardened the personality of Alistair); when dialogue is chosen for Hawke, it can be (and often is) radically different than what was intended (such as the "you're useless" option for Grand Cleric Elthina). I feel that it hurts immersion.
Personal preference for dialogue presentation is a can of worms in itself, and I think we should agree to disagree and focus on more of the substance re: the characters.
I don't think there wasn't any character development, but I feel that the ties to the companions weren't as strong as they were in Origins.
I agree with you that the personal connection the game strove to establish was done better in DA:O than in DA2. I just don't think the characters underwent more development in DA:O.
That's true, but you can determine what Orzammar's future will be like by choosing the next ruler and whether the Anvil will be spared; you can choose to help or abandon the people of Redcliffe; you can side with the elves, the werewolves, or help both of them; you can save the mages or argue for their destruction. The Warden had the opportunity to change the world around him even though there were some linear elements to the storyline. Hawke never has the opportunity to change Darktown, the Alienage, investigate the "O" letter, or be proactive like the Warden was. I hope this issue is rectified in DLC or an expansion.
We can't compare scope because DA2 just doesn't have that scope. But in terms of execution, DA2 does the same thing. Like with the Arishok - let him live and walk away with Isabella, or duel him, or refuse to duel and fight him and his men, etc. You have multiple solutions to the same quest.
Bioware hasn't changed their formula; they just changed the scope, and to some people it was the scope that led to satisfaction. Those decisions were always flavour to me because they were irrelevant gameplay wise, and I got the same fuzzy feeling from saving the Werewolves in DA:O when I helped the Starkhaven mages in DA2.
From an RP standpoint the consequence is irrelevant, and from a consequence standpoint DA:O shows as much as DA2.
But the problem is some quests force you to do them, even when you've turned them down. It's the illusion of choice.
So does DA:O. DA:O even stops giving you the option of turning anythign down after Flemeth's hut. You can complain about fleeing and you're just railroaded. This what Bioware does - do it because the plot demands it. Some people just seem to have bought the role of the Wardens more.
That would have explained why Hawke would have to accomplish some of the quests, as Meredith uses the same threat to force Hawke to do "On the Loose."
Lots of ways to do it, but I think Bioware wanted to allow players to fill in their own reason for why Hawke does what he does, in the same way that they let you fill in the
why for the Warden.
Modifié par In Exile, 25 avril 2011 - 05:56 .