The Time skips have been repeatedly mentioned as immersion breaking for some people, I dont think this mechanic really added anything to my gameplay but the writers clearly felt it was necessary. If the devs want to keep using it I think there are some interesting ways to make these years of empty space into interesting parts of the game.
Somewhere to go , Somthing to do: If were going to skip such a long time in the main plot there should be some reason why we dont react to all of those changes in the world a great way to do this is to send the character on a reconacance mission or send him to another place for a while (also a great way to introduce a missing years DLC ) that way we can feel that our character has been productive, that we didnt just hibernate for years and, gives the character a reason to find out what has been happening in his abscence. maybe were hunting down an enemy that dissapeared or searching for a way to rescue a certain sibling. It really doesnt matter as long as there is a reason for not doing anything for so long.
The impact of choices: The game only references the impact of a few main choices in the cutscenes and many other consequences are left hanging or detalied in a static letter, weve saved lives helped mercenaries killed people and angered others, if you dont plan to show the consequences in the actuall gameplay this is the perfect time to recap our effect on kirkwall. Relationship choices are also key, if weve been tring to court someone for a year we need a serious reason to just leae them alone for 3 years. Reflecting on years of a persons life should include more personal touches,IMO.
Better awkward then never: having npc's describe what happend during the missing years may be awkward , as evidenced by people repetedly vaguely mentioning that thing happened in th least three years without ever giving any information, but its is still better than not knowing. The rule of show dont tell only applies if your able to actually show something. Just telling us even a few details of what happened is still better than leaving it blank.
Ultimatley I dont care if the game has time lapses but if it does i want to feell that they were part of the story and not just a game mechanic for moving between chapters.
Are there other ways to improve the use of time skips? Please brainstorm.
finally this is not a discussion on the validity or usefullness of time skips (thats been discussed on other threads)only on how to make them better if they are used.
Improving the time skips
Débuté par
SIx_Foot_Imp
, avril 27 2011 12:57
#1
Posté 27 avril 2011 - 12:57
#2
Posté 27 avril 2011 - 12:59
No reason to improve them since they won't make a return in DA3.
#3
Guest_CandleJack_*
Posté 27 avril 2011 - 01:00
Guest_CandleJack_*
trololololol
#4
Posté 27 avril 2011 - 01:12
Time skips always disconnect anyone from the story because part of character life/story is omitted during time skips leaving holes and questions that demand answers.
Edit: I don't know why this type of segmentation can be appealing but from my point of view, this approach is better told by first person narrator like Bella Swan in "Twilight" and "Eclipse". Other than that, I find very rare successful blockbuster titles with this kind of storytelling.
Edit: I don't know why this type of segmentation can be appealing but from my point of view, this approach is better told by first person narrator like Bella Swan in "Twilight" and "Eclipse". Other than that, I find very rare successful blockbuster titles with this kind of storytelling.
Modifié par Sacred_Fantasy, 27 avril 2011 - 01:17 .





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