ajm317 wrote...
This ignores my earlier point entirely. CRPG is the IDEAL genre for this type of story BECAUSE it allows for player choice. As I said, if you want a story that demonstrates human choice is of limited impact, the most effective way to convey that point is to give humans choice.
I'm ignoring your point on purpose because it's not even a point. Sorry, it wont be intelligent and toughtfull, but as AlexXIV has said, that's simply denial. You like an RPG story without any kind of interactivity? Fine. You are allright with a game that screams "budget" and "time" from any corner you look at it? No problem with it. That's your game and your money.
But you cannot falsify the reality of that game trying to present certain choices as artistic decision, justifing those choices and even glorifying them since, you know, in greek tragedy the protagonist was doomed too. Sorry, but that's just rethoric. The same rethoric they have used to convince customer like me to preorder the game.
RPG or not, for me, the story and the game were not that good nonetheless. Not going to judge the story on its own because it's not even worth it. But speaking as a player, if you want to tell a tragic tale and make it
believable and interesting in a gaming context, you have to make me careabout the story, the NPC and the environment where the story happens. If you treat me like a passive observer that can only "review" the events of
the story or interact with them just mindlessly killing things without feeling any kind of sorrow, guilt or responsability, it all seems like a fake tragedy. Thus, the game is a failure because it's not builded to make the player care about the story. Most of all the story try to touch too many topics with its "3 storyline" structure and fails to capture each of them completely.
A very good game with a tragic and poetic theme running underground was Shadow of the Colossus. A game that delivered a very sad tale with a (mostly) bad and scripted end and that used only images, music, interaction, hints about a story that you can only speculate about and a handfull of dialogues. I cared more about Haro, the horse you use in that game, than any NPC in DA2. If you want to deliver a tragedy, that's the way to do it. The most important lesson: show, don't tell. Why should I care about a situation that I never experience but that only came to know with dialogues? There's nothing in the game that speak about that tragedy outside of dialogues and rrare cutscene.
Modifié par FedericoV, 27 avril 2011 - 04:16 .





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