JohnEpler wrote...
IanPolaris wrote...
John Epler,
The problem is by this point it's crystal clear that you AREN'T allowed to change anything, and I do consider that a problem in DA2. If nothing you can do is going to be meaningful (and it's not and that becomes obvious by the start of Act III...and I won't go into further details because that would involve spoilers), then why stay when the situation is clealry spiraling out of control. Not much political influence in a ruined wasteland and it's pretty clear at the end that's where Kirkwall is heading unless you can change it, and the game makes it crystal clear that you CAN'T change it no matter what you do.
-Polaris
Before I continue, I want to mention that I'm not trying to blindly defend or excuse anything. Once more, I understand this criticism and I understand why it's levelled. I don't agree with it completely, of course, but I'm not trying to bury my head in the sand and say 'it's okay guys here's why you're wrong'. With that in mind...
I think that this is a case of player knowledge versus character knowledge. Hawke doesn't know that he can't change things. Until the very end, there's still the glimmering of hope that, if he's able to take care of all the little problems, he can start to fix the big problems - the reasons why Kirkwall is the way it is. It's a powder keg, sure, but he can still hold out some hope that it's possible to dump a little water on it so it doesn't explode.
That's the point of a particular event near the end, really. Hawke's not the only one who thinks that the problems can be solved and the ship righted. There's at least one other character who believes it, and who takes steps specifically to prevent this sort of reconciliation. They don't want things returned to anything close to the status quo. They want to knock down the house of cards and scatter them to the winds so that it can never be rebuilt the way it was. And they take steps specifically to ensure that this happens.
Now, would we set it up so that an NPC provides the impetus for the climax again? I don't know - I'm not a writer, so while I do have some say in the narrative, it's at a more micro level, rather than macro. I know that we're aware that some people were not happy with this decision, and once again - I can certainly see why people have a problem with it. And, of course, if you're aware that the avalanche has started and there's not much you can do to stop it, it does create a rather different experience than if you are convinced throughout Act Three that you can still change the course of history.
I was a fan, to be honest, but then my tastes in fiction do tend to tend more towards the hopeless and dystopian than anything else. So perhaps I'm not the best judge - and fortunately for everyone, I'm also not going to be the guy who decides how to handle these aspects in the future
Pfft, you're awesome. I wouldn't mind if you were one of the ones who gets to decide. I guess my tastes don't run towards the hopeless and dystopian due to my job.
Maybe if I had a job with less hopelessness I might not take it as badly as I do. I understand moments of sadness, or despair in a game. Angst is fine, but it needs to be tempered with moments of funny and non angsty fun and love. DAO had moments of that. DA2 less so (though Aveline's get laid quest went a long way, and I still giggle over it).
I don't play a game to increase my sense of hopelessness, I get enough of that talking to cancer patients losing their houses or having their lights shut off, or throwing up their toenails. I don't need light and fluffy rainbows and kittens. And I don't need to save the world. But I do need the illusion of choice. I don't have that in real life...choice, or the illusion of with my job. Telling someone there's nothing I can do is a killer. I guess I despair when I can't lose myself in a game and at least feel like I'll make a difference, even if I don't.
Luckily for everyone else, BioWare isn't making games just for me.
Modifié par erynnar, 16 mai 2011 - 07:36 .





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