That said, there was a critical issue with the story in this game, relative to other Bioware games: and that's the shallowness of making choices that impact the game.
No, this isn't another complaint about Leandra dying, and my not being able to save her. Nor is this a complaint that Hawke wasn't who I wanted him to be. But the "choices" you make in the game are superficial, and hurt the storytelling.
Since I mentioned Leandra, let's take the story with her for example. I like the fact that you can't change her fate. That's what drives the tragedy home--you interacted with her, and established a connection throughout the game and that was viscerally broken. It's one of the shining moments in this game (actually I think it was the highpoint of the game), because the gradual build-up pays off. But the stinker in this episode, however, are the events leading to finding her, namely the whole ordeal with Gascard Dupois. In the Prime Suspect quest, you're given the choice--do you trust Dupois' word, and that he's looking for the killer too? Or do you go by your gut and kill Dupuis thinking he's the murderer?
But... whether you kill Dupuis or let him go, you don't prevent Leandra's death. So the only choice with this ordeal is whether Dupois dies or not. Since a) there are no negative repurcussions to killing him and
There are countless other examples, like how you can save some blood mages, who turn on you in Act 3. You can be on the mage's side throughout the entire game, then just turn around and side with Meredith/Templars at the end. So what does it matter that you've sided with the mages for the first 99% of the game? It doesn't matter. Sure you have the power to save/kill some random mages, but those choices are trivial, because you haven't built a relationship or established an emotional connection with them. That's a storytelling flaw. Deaths are meaningful in a story when an emotional attachment is created with the player. It's why Leandra's death is such a shock, because the player had meaningful interactions with her. But when all the choices of whether somebody lives or dies are with trivial characters with whom you interact for a whopping two minutes, those choices themselves are trivial. Let's quickly look at how many meaningful choices you can make:
Bethany - Yes (grey warden, dies, or joins circle of mages)--but this is early on in the game, which reduces the emotional impact.
Orsino - Nope, dies either way
Leandra - Nope
Meredith - Nope
Anders - Nope, he goes ballistic either way
Hawke - Siding with mages/templars at the end doesn't change the game, only the end narration. Hence impact is minimal.
Arishok - Nope
Flemeth - Nope
Merrill - Nope, aside from having rage/rival romance for shooting her dumb obsession with the mirror down
I can list more, but you get the point--very few of the choices are substantial ones.
The other weak aspect of choice were the dialog trees. Actually, there weren't trees, they're pretty much all linear. Why have an angry, nice and humorous dialog choice if they all lead to the same thing? It actually hurts the story, because in some cases the dialog progression becomes absurd. For example, when you're looking for Anders the gray warden, you can openly making threats to Lirene in her store, yet she tells you where Anders is anyways? Why would she do that? In context of the situation, she doesn't convey a sense that she's scared for her life. So she's not telling you because she's fearful. So why would Lirene tell you where Anders is when you're making threats? It doesn't make sense, and in this case (as in many other instances), the "choice" hurts storytelling.
If you're not going to provide actual branching dialog, with real consequences, that's fine. A linear story can become a more focused story. It's why Final Fantasy VII was so popular in its time. But, that means Bioware should've just ditched the illusion of choice, and make the dialog completely linear, without any choices. Why? Because that allows for tighter, better written dialog that flows. That prevents goofy dialog progressions, like Lirene just giving up Ander's location to someone who would potentially kill the grey warden. Better off just having the dialog completely linear at that point, because the "choices" are actually hurting the storytelling. I like choices. But when the choices are so shallow, and so unbelievably forced to be linear, it's better to not have them at all.
The lack of choice also hurts replayability. Playing through the game again, I've been shocked at how little things change by picking all the "wrong" dialog choices. Why waste all the man hours of hiring voice actors to do various "branching" dialog, only to have the same result as a mostly linear storyline?
Again, I'm not opposed to whether a game is linear or has choices. But if it's supposed to have choices as a key element of game design, they need to be substantial. Ironically, this game had the potential to have more substantial choices than any other Bioware RPG. Because unlike previous games, it was supposed to cover a longer period of time. So one of the greatest potential strengths of storytelling--branching character progression through time--was completely missed. I felt like previous Bioware games had more compelling choices, be it DAO, Baldur's Gate II (still remember Anomen flunking his knighthood quest and his being bitter about it for the rest of the game).
For future games I'd prefer the traditional branching dialog of older Bioware games. Or if you're wanting a more focused story, just making it completely linear. DAII straddled this inconsistent line of shallow choices, and it hurt the overall game. There's a lot to like about DAII (balance is infinitely better than the mage-fest of DAO for one), but it's not as memorable of an RPG as past Bioware games.
Modifié par sugasugaki, 04 mai 2011 - 09:00 .





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