MyKingdomCold wrote...
Demon Velsper wrote...
"Uh... Origins ends the same, no matter what happens."
Really? Cause I could have sworn there was an ending where I died and one where I didn't in Origins?
I also remember there being a crapload of nuances to the ending.
What do we have in DA2? One ending with two nuances, one where you disappear and one where you become viscount then disappear without anything coming of that difference. Epic.
yes, the ending where you died was so meaningful that you came back to life in Awakening.
To be fair, that retcon was only to avoid a large number of very annoyed fans who would have to potentially play through the entire game of Origins all over again, just to make a different decision at the end and lead into the expansion.
Whilst I like the idea of being able to sacrifice one's self at the conclusion of a game, the actual
ability to play an expansion shouldn't be affected by any in game decisions. Well, that's my view anyway.

It's interesting to see the divide between those who say lore changes matter (e.g. who is crowned king of Ferelden, or if a King is crowned at all) against those that say only gameplay changes matter.
Out of interest, has anybody ever played the SNES game Seiken Detensu 3? I swear Origins stole the idea of having 6 origins from that game.
The difference was, that game had 6 origin stories, with pre-set characters. They all intersected across the game as it played out, their stories changing slightly to always make the player character the most important. BUT, the most fantastic thing about it was, there were THREE entirely different end-game scenarios. Three entirely different final dungeons, bosses, and plot twists. Extremely well executed, for a SNES game.
DA2
could have had something similar! Imagine if, instead of the way the end of DA2 played out, the following happened:
A) Side with Templars. Start in the Gallows, fight your way to the top of the circle tower (as in, don't fight through the templar quarters or dungeon), with the assistance of the templars and Meredith. Once you near the top, have Orsino appear, and slay Meredith like a child in a cutscene, then turn into the Harvester, and have you fight it.

Side with Mages. Start in the dungeon. Fight your way out, through the templar quaters, etc. with Orsino at your side. When you reach the Gallows, Meredith slays Orsino easily with her sword, and you have to fight her.
The DIFFERENCES between what this approach does, and what the game ACTUALLY does are:
1) Different final dungeons depending on your choice (filled with different enemies).
2) Having the person you sided with, and some of their troops with you, actually makes it feel more like an epic battle, and like your choice of side matters.
3) Having Meredith/Orsino slain before the final battle reinforces this. Rather than leaving the player feeling like their choice was utterly pointless because they were going to get backstabbed either way, and have to kill both either way, in theory makes the player more emotionally involved by killing the person they sided with, then having them face a monster (different choice, different consequence).
Results in the same ending as DA2 had, but with a lot more gameplay (and a little more story) flexibility reacting from your choices.