Plaintiff wrote...
thesuperdarkone wrote...
So my Hawke refusing to help Thrask find some blood mages then being forced to do it regardless of my prior opinions is great story telling?
So my Warden refusing to help defeat the Blight and then being forced to do so regardless of my prior opinions is great storytelling?
Yes, actually. Yes it is. Movies and books and most videogames regardless of genre are completely linear. They are still great stories. Linearity is irrelevent to quality.
Plaintiff and I are well aware we disagree on DA2's level of quality, but I've come to respect his outlook on the game. Heck, Plaintiff, I like reading your posts now.... I don't agree with him that Origins was and felt just as linear as DA2, though.
To be fair..."Hey, you're an apostate, so we'll force you to help hunt down apostates" doesn't have the same weight of "The fate of Ferelden lies with you, Warden. If you cannot complete this task, we are all doomed" in forcing you to action. The desire to flee Ferelden in DA:O was addressed. You could ask about finding other Wardens and it was stated that you could do that, but chances of reaching them before the Blight consumed the kingdom, let alone return with them, was a snowflake's chance in hell.
Granted, they can't create different paths exclusively for class or further with class specialization, but generally "don't wanna" vs "okay I'll help" could have been options. I think a little more game-wide changes leading down two paths: helping the Templars and seeking blood mages and helping the mages and subverting templars could have worked.
I think it's feasible, but the composer says the score was rushed and I personally am willing to bet the game was rushed as EA was indeed wanting to cash in on the IP before people started getting too detached from it. If I'm right (and I'm assuming I am), it's no fault to Bioware. They have to do what they have to do and you always gotta answer to the higher ups.
DA2 forced a little more heavy handed than Origins, basically. And in many points, I don't see the necessity. It really doesn't seem like it would be that hard for them to have given more flexibility on how you reach the destination, even if all roads lead through Rome.
You will never have "true freedom" in a videogame. There will always be things you cannot do, or that have to happen for the sake of story progression.
Lies, sir! I present to thee....EverQuest.
Sure, you couldn't wave your arms and fly, so there were things you couldn't do, but that game was the most immersive game world in a fantasy RPG to date. It was the least restrictive and "force you to do ____" I've ever played. That said, it was an MMO with a story not every player could experience. A great deal of major events were heard from others, by word of mouth and hearsay. But that all just made if more immersive.
Of course, Dragon Age Origins AND Dragon Age 2 compared to EverQuest is like apples to.....baseball bats?
But still, it's a "videogame" (and yes, I'm being a little bit facetious. Hope you'll take it with a grin).

On the other hand, if Gaider could tighten the continuity and start hammering down lore that stays consistent, I really think Thedas would make a wonderful immersive world MMO (not a grind & raid WoW clone).
Modifié par Faroth, 06 mai 2011 - 02:56 .