Alex Kershaw wrote...
Ariella wrote...
Alex Kershaw wrote...
David Gaider wrote...
I see. Explain to me, then, how the story would have worked with Hawke and his siblings as dwarves-- and thus none of them having magic? Or elves, and thus altering the nature of th family in Kirkwall they come from? Unless your solution is that Hawke was adopted, having an elven or dwarven protaganist affects many other elements aside simply who the protaganist is.
I'd actually prefer to think that you simply didn't have enough resources than think that the entire game was dumbed down simply because you were stubborn about using a particular story, particualrly when the story in question isn't going to be winning any awards any time soon...
Why shouldn't Bioware tell the story they wanted to? There are a lot of games that get along fine without customization of race: Mass Effect, The Witcher, KotOR, PST. In fact two of the four even go so much without customization of gender or even look, and they're considered standards of the genre.
You didn't like the game, fine. But claiming the game was dumbed down, especially in the face of those four games, is just silly.
I assume that you simply worded that incorrectly because the alternative is blind denial. Dragon Age II WAS dumbed down. The question is whether or not that makes for a better experience.
My comment wasn't specifically referring to the customisation of race, but the way that the story limits the quality of the gameplay (particularly RPG-specific) elements in general. For example, the story was set in one town, thus all the gameplay must happen in one town, in the same boring locations with no exploration. The story was written with one ending, thus your choices have very little impact. The game has some specific lore about your main character being human so there is less customisation.
I've seen DMs choose one small location. One of the most classic mods of all time Ravenloft is set in a small village and a castle the heights. Exploration isn't what every game is about. Sometimes it's the small areas and villages that are enough.
The story can take precedance over gamepilay if it's worth it, but would you really say that the story in Dragon Age II was that good that it had to just be in Kirkwall? That the fact that your family was human was that important that you had less customisation? In Mass Effect, a massive amount of the storyline is about the human race. I don't need to go into detail - it's obvious. I see Mass Effect and think of how good the plot is and what changes would have to have been made to play as other races, and I am happy with Mass Effect having a human PC. DA2 is different in that it makes storyline decisions that hardly affect the game at yet limit the gameplay in a large way.
Kirkwall is a perfect place to set this. An independant city state doesn't have the same resources as an actual nation state does, which makes it work. Plus being so close to the Tevinter Imperium it's on the front line of the religious conflict between the White and Black Divines. It makes it a perfect setting for the tentions between mage and templar.
Not only that, it doesn't have the same
lasse faire attitudes that Ferelden does, the class divide is much more obvious, and the influence of Tevinter still lurks in the darker places of Kirkwall. So, yes, being a human gives the dev team the most options so they can tell the story they wanted to rather than limiting themselves and trying to shoehorn elves and dwarves where they wouldn't fit.
As for character itself. every dialogue choice you make opens and closes doors, everything thing you say and the way you say it shapes the PC into someone with a very specific persona. The story is about who Hawke is, the conflicts she's thrown into, define her, not the other way around.
EDIT: For the record, I completed Origins 3 times, all as a human. I see the lack of race options in DA2 as a minor problem - way overshadowed by many of the game's huge flaws. What originally annoyed me was Gaider's excuse that the DA2 story was worth removing gameplay elements, because I'm starting to wonder where this story actually was. All I seem to remember is a series of side quests followed by 20 minutes of story, then another series of side quests followed by 20 minutes of a completely different story, and finally another series of side quests followed by 20 minutes of a completely different story. The only parts worthy of the word 'plot' were the companion side quests, none of which seem to heavily rely on being human-specific.
I played Origins and completed it more times than you it seems, all as a human. I played the other Origins but really didn't find them all that compelling past Ostagar. I don't see where it's a revelvent "gameplay" option, especially considering the whole purpose of the origins was to be an introduction to Thedas. And the backstory is VERY human specific, which is what Gaider was pointing out.
EDIT2: On topic, I am for silent PC. Silent PC can be done well and voiced PC can be done well. I'd just rather that the resources it takes to have thousands of lines of text for the game's lead role be voiced acted 6 different times be used for something different. I find it to be just one of the ridiculous game design decisions. Origins got a 91 metacritic score, so they do a 180 degree turn? They're given 18 months to develop a sequel to a massive game, so they change the art style and add a voiced PC, practically burning resources?
Anyway - two main reasons for supporting silent PC: 1) More immersive 2) Takes less resources, so the rest of the game is likely to be better. I never found it awkward with a silent PC and actually find it more odd when Hawke blurts out comments that are nothing to do with the paraphrase I just clicked on.
I don't find a silent PC more immersive. In fact, there were times when I wanted to strangle my PC for NOT blurting out something, especially when they were talking about her literally behind her back. That and Hawke's face is more mobile for her being able to speak than the Warden's. I found the warden's face to be more wooden, the times her lower face moved, it always seemed exagerated to me. Wynne's fall or the death of Fergas' family, she makes this O with her mouth and her eyes widen, and that's the the most expressive she gets.