BSN ate my response. Let's try again.
[quote]nerdage wrote...
I don't see any actual proof in your argument, how is it less anecdotal than mine? "You're wrong." isn't a winning argument. My observation is that, when I tell a character to do something, they do it a whole lot faster than they did in DAO. That may be down to the fact that I set all my combat tactics to [Enemy -> Nearest Visible : Attack] and then issue ability commands manually, so I don't tell characters to take an action unless I know I want them to do it and that it will take them so much time to enact. If you're finding that you're telling characters do do things, then trying to countermand your commands mid-action only to find they're still busy, that's bad tactics on your part, not unresponsive gameplay.[/quote]
What you descirbe simply isn't how the games work. Characters who are auto-attacking in DAO can begin doing something else
right now, no matter when right now is. Characters in DA2 have to wait until after they've finished their current attack animation, which is of irregular length.
[quote]You know what I mean. If it shows no tangible signs of emotion, there's no reason for the player to believe it's feeling emotion, especially when it's the only character in the game that behaves like that.[/quote]
Since the player is the one who populates his mind, there's every reason for the player to believe that. Your position only makes sense if you're relying on the game to tell you who your character is, rather than controlling that yourself.
[quote]You only ever get a set number of emotions in DAO, with the other characters responding to the implied emotion written into the line.[/quote]
Not true. DAO gives you as many emotions are you can imagine. You're talking about how the NPC lines are written, which has nothing to do with how the PC interprets those lines.
Even you, the player, can't be bothered by this unless you're unable to compartmentalise your roleplaying from your knowledge of game design.
[quote]You can tell yourself you're being sarcastic when you deliver a particular line all you want, but the other character will respond to the line as it was meant when it was written.[/quote]
Why is sarcasm always the example used in these discussions? Is sarcasm something people actually want to use so often that it's a real problem.
I don't like sarcasm. I don't use it, largely because the literal content of a sarcastic remark is typically a false statement, and I'd rather not be wilfully incorrect like that.
[quote]How the character acts is (and has always been) pre-defined by the game, but there's no reason to believe your character feels anything other than what you want them to feel, since their feelings are entirely imagined anyway.[/quote]
And if how the character acts contradicts how the character feels, what then?
Regardles, you're wrong about the actions. What the PC says and how he says it has previously been determined by the player, not the game. And actions of all sorts that take place off-screen have always been under the player's control.
[quote]You talk about it being the player's resposibility to keep the PC "in character" later, but now you want to ignore your character's backstory to try and undermine the main plot?[/quote]
Staying in-character has to do with the character's personality, not his history.
[quote]So for a lot of the game you're forced to follow a quest line that has no personal significance to your character, repeatedly putting yourself in danger for what?[/quote]
No, you're not forces to follow a quest line at all. From the PC's point of view, there isn't a quest line. There's just a bunch of quests, and there's no necessary connection between them. Why the PC does any one of them is particular to that PC. My first BG PC killed Tranzig by accident, not knowing who he was. And he defeated the bandits simply in the process of collecting scalps for the bounty.
[quote]The good of the land? Say you don't care about that? There's nothing that says you should unless you happen to pick the right alignment for it. It seems more likely you wouldn't care about that than you wouldn't care about Imoen or Irenicus.[/quote]
BG features dozens of hours of gameplay without the PC ever knowing or caring about the main plot. That's a great game.
Credit to DA2, it also opens with an extensive period of just doing whatever the player thinks is important without any need to acknowledge the existence of a main plot. In terms of opening plot design, DA2 ranks among the top 3 BioWare games (along with BG and KotOR, and I think I'd put DA2 ahead of KotOR).
[quote]I was too low level to kill a room full of greater dopplegangers. My bad.[/quote]
Hmm. I always max out my level before even getting to the city. I would need to be racing through the story, blindly following just one quest line without yet knowing it was the important one, for that to be a problem.
Incidentally, I also like how BG's content isn't scaled to the PC's level. If you meet something tougher than you, you die. In your case, I likely would have retired that character, as I wouldn't have an in-character action available to him that didn't result in his death.
I had to do this in DAO. I found myself facing Caridin at the end of the Anvil quest, but Shale switched sides and was fighting against me. I couldn't win that fight, so I had to accept that that particular Warden didn't live to see the Archdemon.
[quote]Couldn't you argue the same for the moments when you say the game imposes an emotion on the PC? If you're willing to allow the game to tell you what's important [/quote]
But I'm not willing to do that. That's my point. Only I get to decide what's important to my character.
[quote]For there to be a central story some things
have to be true, least of which is that your character has to care enough to uncover it, so they're always telling you what to feel to a degree.[/quote]
The central story of any RPG is always what my character does. If he happens to die, then it's a short story. If he really cares about the archdemon, then the story is about the archdemon. If he cares about templars and mages, then the story revolves around templars and mages.
The story is created by the player's choices, not the other way around.
Modifié par Sylvius the Mad, 18 mai 2011 - 07:16 .