Roxlimn wrote...
mrcrusty:
I think most gamers have this weird notion that what happens in the game is the ONLY thing that's happening. If they're not involved in it, it doesn't happen.
I find that view incredible. Just because Hawke and Merrill don't have paragraphs upon paragraphs of dialogue in the game doesn't mean that they don't hang out. In fact, it's heavily implied that Hawke hangs out with all his companions in various ways and guises, which are not brought to the forefront because they're not all that important. Just because the player didn't play the three years where Hawke was busy managing his estate doesn't mean that nothing happened - just nothing particularly interesting.
I don't think the gamer themselves have to be involved in everything, but there is easily a better balance than having them involved in nothing. Which you seem to think is okay.
You are trying to separate narrative from gameplay, implying that character development does happen, implying the ups and downs of friendship over time in the narrative, but having absolutely nothing in the gameplay side of things which supports such implications.
Hence, character development stutters from point to point, with no inbetween shown. That's extremely jarring and makes them look mechnical.
Roxlimn wrote...
I did not particularly think of the companions in DA2 as "just quest dispensers," as the quests they dispensed generally had something to do with the things they said, in very direct fashion, often as if the quest itself were part of the dialogue, which it sometimes is.
You may not think of them as quest dispensers, but the game play mechanic definitely reinforced that notion.
Your primary communication with your companions, and hence, any chance of character development with player involvement, happened when you went to them and were fed a quest by them. The results of which, would be seen, only when you were able to go to them next and receive the next quest.
Which also ties in to what I've said above.
Roxlimn wrote...
I quite frankly disagree with this manner of doing things. I would much rather that Morrigan showed me the difficulties of being an apostate rather than tell me. The Way It Should Be is essentially an expository quest where we see what the Guard and Kirkwall is like, but from the perspective of Aveline, and with a mind to developing her, the city, the Guard, and so on. In DAO, we had an opportunity to have a similar expository tale in many places, but they were not taken advantaged of, in general.
Good stories deliver the necessary exposition in visuals, cleverly constructed scenarios with carefully constructed dialogue. Show, not tell. At virtually no time are the character traits of Aveline really mentioned, but we all have a strong impression of who she is and what she's like.
Contrast this to Morrigan, who essentially tells you nearly every essential aspect of her character, or has them told to you by other characters.
I agree with the "show, don't tell" sentiment, but you make it seem like Dragon Age 2 was an overall improvement. Expository dialogue is not always an ideal avenue to explore character depth and development. On the other hand, Dragon Age 2's quest dispenseries were a worse way out going about it.
You also miss the crucial role expository dialogue plays in certain scenarios. Alistair is a pretty good example as he has lots of expository dialog.
But, how would you explain his upbringing and his subsequent character without expository dialogue?
What about the Grey Wardens? How he recounts his experiences with them?
Those conversations are chock full of expository dialogue, but outside of flashback sequences, how are we supposed to develop a repoire with him, learn about his past, his beliefs? Developing a scenario around that would heavily involve the Redcliffe quest, but the Redcliffe quest & Eamon represents his character developing and moving forward (albeit unwillingly). If you were to craft such an experience, it would be jarring.
Gameplay wise, you wouldn't "see" him develop over time, you would see him go from one stage to the next with no inbetween. Like Dragon Age 2's characters.
There is room for exposition, it all depends on the matter upon which it's used and where it is used.
I agree with the notion that exposition should not be used when completely out of character, but the concept that companions should become quest dispensaries with jarring stop start character development, is frankly, much worse.
I think it comes down to what you consider more important, the removal of exposition, or the level of consistency between gameplay and narrative. In the case of Dragon Age 2, the removal of exposition caused a deep disconnect between narrative and gameplay. Compaion development happened over time from a narrative perspective, but almost instanteous from a gameplay perspective as you were limited in your interaction with them.
I consider the cohesion of gameplay and narrative to be more important than the removal of expository dialogue.
The two are not mutually exclusive as a rule, but in Dragon Age 2, they are and I will take exposition over pez machines any day of the week.
Then again, I loved Planescape: Torment and a lot of that game was expository dialogue. So maybe it's just me.
Modifié par mrcrusty, 28 avril 2011 - 01:57 .