I appreciate the information, Alan. I didn't know about the history of CRPGs, certainly nothing about the divide as you explained below.
AlanC9 wrote...
Well, it's an old, old dichotomy in RPGs. The very earliest CRPGs -- Wizardry, Starflight, Might and Magic and the like -- typically had you create all the characters, whether just one PC or a whole party. I think there were a couple early games with a pre-set character, but this was really uncommon. The joinable-NPC style comes in, I believe, with Ultima IV in 1985. Bio picked that style up when they came along with Baldur's Gate in 1998. While the BG games supported creating the whole party, it's become clear since then that Bio doesn't really believe in the player playing more than one character. (Black Isle, which someone mentioned upthread, used the BG engine for a couple of games where you do create the whole party.)
I just now read through the gameplay and plot of Icewind Dale, by Black Isle. I can clearly see what you mean. In that game, I am at the same time one and all of the upto six player characters I can create at the start. And it appears none of the characters has any kind of backstory whatsoever; in fact, backstories aren't even part of the plot. The game makes no assumptions in this regard.
Icewind Dale is a party-based RPG, but it isn't the kind of game that DAO is. Branding them both as "party-based" would only be providing part of the information. You've explained the difference much more precisely.
We've had fairly contentious debates on these boards from time to time over whether palyers shoudl be allowed to create their whole party. So much chatter, in fact, I finally gave in and wrote a mod for NWN2 that allowed you to create a whole party, which is kind of ironic since I find the feature worthless myself. (Note that Obsidian made the second NWN2 expansion so that you can create your own party if you like; I don't think I had anything to do with inspiring that design, though.)
I suppose some gamers are trying to get as much role-play out of DA games as they can get. This includes role-playing as the companions also. I can see their motivations. But where it seems to clash is that Bioware is actually telling the story of the companions, at the same time giving the player the ability to customize and control them.
Personally, I didn't see much gain in casting Wynne as a blood mage (putting aside for the moment questions of right/wrong). My reason mainly is that nothing during the non-combat mode of the game is going to react to that decision of mine - no NPC, including Wynne herself, is going to even recognize that fact; so whatever roleplaying happens has to happen
outside the game, in the player's own mind. That is not why I play these games. However, what I'm interested in is the way that "mindbody" is roleplaying some companions during combat. That offers some potential for me, and hence I replied in the affirmative to your question earlier. Aside from that, for what Sylvius said earlier to work for me, either the game has to actively react to everything I do; or the characters shouldn't come with an inherent specialization/character bias, either of which I'm sure Bioware is not going to provide anytime soon.
I didn't know you were a modder. Do you do that often?
Games where you create the whole party seem to be dying out , as far as I can tell. I can understand why Bio isn't interested in the style, since creating interesting party members is one of their core competences.
I understand; DA2 seems to be just cementing that notion for future DA games. What I hope for, though, is that Bioware keeps making companions customizable (armor, weapons, abilities etc.) and controllable, exactly like in DAO. If not anything, it just simply enhances my gameplay experience. I know that others are probably going to find this frustrating. I see the solution for this also - by providing both options; they already have the mechanisms in place. I'm just not sure Bioware is willing to pour in the required development time and resources.
Modifié par MichaelFinnegan, 14 mai 2011 - 10:21 .