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Rich stories, deeper RPG mechanics, more choice and something even more epic


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#51
mesmerizedish

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Upsettingshorts wrote...

Sylvius the Mad wrote...

Ideally they wouldn't just be retints.


Then you're getting into something like say, The Sims, where you can select tint and texture.


Which was awesome for The Sims.

What I'd like prefer is for those follower-specific armors to have different models, but all based on that companions identity.

Now that I can edit models and get them working in-game, I'm already looking ahead to the future of Diversified Follower Armors. My hope is that I'll be able to make those companion sets even more unique by playing with the actual models.

#52
Sylvius the Mad

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In Exile wrote...

At the cost of potentially having a visually identical party, like DA:O. I don't want that. I want each character to have their own mesh, and the PC to have several.

That's exactly what I'm suggesting you could have.

But I want everyone to have several.  And I think we can both have that at the same time.  All it would require is that I not use the armour that gives the companions their unique appearances, and you not use the armour that doesn't.

Yeah. Apparently, it was included in the console version and not the PC. I'm still trying to see if that's true.

It is.  I've seen console players who were shocked to learn that it was missing from the PC version, and then openly wonder whether the game is playable without it.

For a while I wondered if it was in the game but they forgot to map the controls or something.  But if that were true, they should have been able to fix it by now.

If so, the fact that Bioware has done nothing to include such a crucial feature of gameplay is absurd. It's honestly disrespectful.

Again, welcome to my world.

#53
Vice-Admiral von Titsling

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I believe that there's also more potential for rich stories, for deeper RPG mechanics, for more choice, and for something even more epic to come.


If you really believe this I have a bridge in Brooklyn I'd like to sell you.

"Please waste another $60!" is the real message here.

#54
In Exile

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Sylvius the Mad wrote...
That's exactly what I'm suggesting you could have.

But I want everyone to have several.  And I think we can both have that at the same time.  All it would require is that I not use the armour that gives the companions their unique appearances, and you not use the armour that doesn't.


I can get onboard with your system. Why wouldn't you use unique apperances?

The obvious problem is cost.

It is.  I've seen console players who were shocked to learn that it was missing from the PC version, and then openly wonder whether the game is playable without it.

For a while I wondered if it was in the game but they forgot to map the controls or something.  But if that were true, they should have been able to fix it by now.


I have a thread in the registered user forum. I thought of having it here, but it seemed like it might draw faux outrage instead of a real response.

But it significantly affects my experience. I fought against the camera each time I played. Now I learn that there was never a need to? It's absurd.

Again, welcome to my world.


I say we design our own RPG mechanic and try to pitch it to a developer. At this point, I'm running out of companies that offer a gameplay experience I would enjoy.

#55
the_one_54321

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Xilizhra wrote...
I'll offer a counterpoint here to say that I loved DA2's mechanics, primarily because they didn't get in the way of the story much.

"DAII's mechanics" is a very broad term. What about them? Everything? Something specific? How did they not get in the way of the story exactly?

#56
Vice-Admiral von Titsling

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the_one_54321 wrote...

Xilizhra wrote...
I'll offer a counterpoint here to say that I loved DA2's mechanics, primarily because they didn't get in the way of the story much.

"DAII's mechanics" is a very broad term. What about them? Everything? Something specific? How did they not get in the way of the story exactly?


Considering the 'richness' of DA2's story, I'd say it would be very hard for even the clunkiest of mechanics to get in its way.

#57
the_one_54321

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Vice-Admiral von Titsling wrote...
...

You are not contributing anything useful to this thread. Please read the first post.

Modifié par the_one_54321, 27 mai 2011 - 11:57 .


#58
_Aine_

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I think there was plenty of choice in DA2 actually, but much of it didn't amount to very much change. So, if I had to chose, i would like to see more consequence. Change is good, so is choice, but without consequence it is very much a hall of mirrors.

#59
Sylvius the Mad

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In Exile wrote...

I can get onboard with your system. Why wouldn't you use unique apperances?

I probably would some of the time.  But I like to play with the personalities of the companions.  If I make Zevran more of a Thug than an Assassin, how does that change how my PC deals with him?  And being a thug would warrant wearing heavier armour.

The obvious problem is cost.

True, but I saw that problem with your proposal, as well.  Having every armour type have a different model for each character (especially since I want more companions, and anything that makes that less likely is something I want to avoid) multiplies their costs considerably.

I have a thread in the registered user forum. I thought of having it here, but it seemed like it might draw faux outrage instead of a real response.

You also saw my detailed question about the camera in Mike Laidlaw's thread.  We'll see if we get anywhere.

But it significantly affects my experience. I fought against the camera each time I played. Now I learn that there was never a need to? It's absurd.

That I reached my breaking point with DA2 so quickly has turned out to be a pretty good thing.  I played for about 13 hours before I stopped.  I only began again (with several helpful mods installed) yesterday.

If you play DA2 again, I really do recommend the Diversified Follower Armours mod.  That's basically the system I'm proposing.

Forced to choose between the DAO system and the system you proposed, I'd pick the DAO system.  But forced to choose between the DA2 system and the system you proposed, I'd eagerly pick yours.  Your system would be fine, and I'd be happy to play with it.

Especially since any system that allows equippable armour for the companions should be fairly easy to mod if we want to add more armours later.

I say we design our own RPG mechanic and try to pitch it to a developer. At this point, I'm running out of companies that offer a gameplay experience I would enjoy.

I've certainly given that a fair amount of thought.

I'm surprised we haven't seen more procedural level design.  In a place like the Deep Roads, which supposedly stretch on for hundreds of miles, that might be a good way to create side-passages that don't klead anywhere in particular, but add to the sense that you're deep within a vast labyrinth.

#60
element eater

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In addition to my previous post id also like to add the limited companion conversation in DA2. I particularly hate being locked out of initiating full conversation with a companion even if there is no new dialogue it should still be an option. Once characters start standing there with no form of interaction being possible they become no more a character then the furniture in Hawkes house

Sylvius the Mad wrote...
I agree with you that having a fixed last name is a bad thing, but even having it doesn't need to be as irritating as it was in DA2.


agreed while id rather not have it in the game,but it could definitely have been integrated more effectively

I don't really mind what form it takes, but there does definitely needs to be some level of customisation for companion armour.

#61
CoS Sarah Jinstar

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Alistairlover94 wrote...

Xilizhra wrote...

I'll offer a counterpoint here to say that I loved DA2's mechanics, primarily because they didn't get in the way of the story much.


You'll have to explain that one to me.Posted Image


I'm still trying to figure out how anyone actually liked that disjointed mess of a story. but I digress.

#62
mesmerizedish

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Sylvius the Mad wrote...

I'm surprised we haven't seen more procedural level design.  In a place like the Deep Roads, which supposedly stretch on for hundreds of miles, that might be a good way to create side-passages that don't klead anywhere in particular, but add to the sense that you're deep within a vast labyrinth.


I agree with this. TESII: Daggerfall was procedurally generated and had a playable game area about the size of Great Britain. Obviously, it lacked a lot of depth that hand-designed levels have, but I see no problem with mixing them. A happy medium, if you will. Hand-design the important areas, and populate the regions between them all with procedurally-generated random-esque areas. I hardly think some randomly-designed areas would offer less depth and interest than all the non-essential areas Baldur's Gate had (which, while pretty uninspiring compared to BGII's more unique areas, I feel added a lot to the game).

#63
Guest_Alistairlover94_*

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CoS Sarah Jinstar wrote...

Alistairlover94 wrote...

Xilizhra wrote...

I'll offer a counterpoint here to say that I loved DA2's mechanics, primarily because they didn't get in the way of the story much.


You'll have to explain that one to me.Posted Image


I'm still trying to figure out how anyone actually liked that disjointed mess of a story. but I digress.


Yeah, same here. Act 2 was the story's only bright spot. The rest of it was really under-developed, underwhelming and Act 1 was dragged out(IMO).

Modifié par Alistairlover94, 28 mai 2011 - 12:46 .


#64
AAHook2

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What I loved about Origins was the fact that each player had the high probability of having a very different experience compared to another player.
Not just the ability to look different, but to have a different background altogether. The story elements and overall narrative were the same, yes. Everyone hits roughly the same milestones, but it was your choice for the most part, as to when you would complete certain areas.
I realize it wasn't always immersive to say, complete half of Denerim, leave and complete part of Orzammar, then go back again. It was nice to be able to do that though.

Depth to me was being a Dwarf Assassin thief with a heart of gold while someone else played the same game and was an egotistical tactical genius of an elven mage, with a martyrdom complex.

That was just missing from Dragon Age 2.
I wish the series would go back towards Origins emphasis on customization BUT MORE. Creating an open RPG that has a solid world built around it to keep things cohesive. That is what I was hoping for with Dragon Age 2 and was disappointed that in most respects the game went in the opposite direction.
In Dragon Age 3 I would like to see a hero who could be anyone or anything. He or she could be a hero in every sense, big and bold, a juggernaut. But I really missed being sort of an outsider who eventually found his stride after the toils of the adventure forged him into something more than he was.
I would love to see the ability to play a character who is largely a support unit. A craftsman, or armorer, enchanter or healer who travels in a small camp to support the big hitters, eventually finding themselves in something more of a lead role unexpectedly.

This is what I glimpsed in Origins that was possibly deeper and more epic. Dragon Age 2 all but snuffed out that hope to play such a game.
Make a game where almost any story could be told, That's epic. I don't fancy following a railroad track to the end. I want something more organic, surprising, engrossing. I want to reach a great narrative feat, but I also find great satisfaction in chatting with companions, romancing some, learning from others. Going on a journey with them literally and in a relationship sense. That's satisfying.
Anyhow, that's the short end of it, what I enjoy in these games. Seems like a lot, but we got close to it with Origins. It baffles me how far we've gotten from that since.

#65
A Crusty Knight Of Colour

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Deepening RPG mechanics and elements means that they help a person's ability to roleplay a character of their choosing, with different experiences for different types of characters. Origins had this in abundance over Dragon Age 2.

Your character must matter. This is done by having a diverse amount of specialities and skills that a player must balance and giving player different ways to play through the game, even if the same class. Things like skill checks and multiple ways to solve quests fall under this.

Fallout 1/2 is the best implementation of this I've seen in a cRPG.

Your choices must matter. Ideally, this means a branching narrative. Most games can't do it due to time or money restraints. But if the game offers you a clear choice, honor it. Whether this means the player loses out on a reward from a quest giver or whether it means killing companions, or missing out on other quests later, honor it. Have the choices be reflected in the game world appropriately. Don't make the choices pointless. It's essential to making the player's experience unique.

Don't try to tell your story at the expense of the player's.


Giving the player the opportunity to play their own role and forge their own story using the game's mechanics and narrative is (imo) what RPGs are all about. That should be the primary focus of all RPG developers when they make a game.


"How can we make a game that tells a great story but allows the player to tell their own via their character and choices?"


Narrative is a tool to make that happen.
Combat is a tool to make that happen.
Cutscenes are a tool to make that happen.
Companions are a tool to make that happen.

Everything is a tool that the developers can use to make the game that players want. IMO combat is not an end goal in itself, neither are companions or even narrative. It should be about making the best roleplaying game.


As for actual mechanics, the speech and non combat skills stick out in my mind.

Modifié par mrcrusty, 28 mai 2011 - 01:07 .


#66
the_one_54321

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AAHook2 wrote...
...

mrcrusty wrote...
...

Good detailed stuff, guys. Do you think you could condense this into a list of specific mechanical features?

#67
neppakyo

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mrcrusty wrote...

Deepening RPG mechanics and elements means that they help a person's ability to roleplay a character of their choosing, with different experiences for different types of characters. Origins had this in abundance over Dragon Age 2.

Your character must matter. This is done by having a diverse amount of specialities and skills that a player must balance and giving player different ways to play through the game, even if the same class. Things like skill checks and multiple ways to solve quests fall under this.

Fallout 1/2 is the best implementation of this I've seen in a cRPG.

Your choices must matter. Ideally, this means a branching narrative. Most games can't do it due to time or money restraints. But if the game offers you a clear choice, honor it. Whether this means the player loses out on a reward from a quest giver or whether it means killing companions, or missing out on other quests later, honor it. Have the choices be reflected in the game world appropriately. Don't make the choices pointless. It's essential to making the player's experience unique.

Don't try to tell your story at the expense of the player's.


Giving the player the opportunity to play their own role and forge their own story using the game's mechanics and narrative is (imo) what RPGs are all about. That should be the primary focus of all RPG developers when they make a game.


"How can we make a game that tells a great story but allows the player to tell their own via their character and choices?"


Narrative is a tool to make that happen.
Combat is a tool to make that happen.
Cutscenes are a tool to make that happen.
Companions are a tool to make that happen.

Everything is a tool that the developers can use to make the game that players want. IMO combat is not an end goal in itself, neither are companions or even narrative. It should be about making the best roleplaying game.


As for actual mechanics, the speech and non combat skills stick out in my mind.


You're my hero, not-so evil twin.

As for combat? Ditch DA2's completely. Revamp/tweak origins, and learn to use Motion Capture for combat moves, hell, even walking around. 

For armor? Let everyone be able to have armor. Don't design crap looking armor, take time so all bits of armor look good. Divinity II had a crap load of armor and they all looked good. If you want your companions to have a unique look, make it so if you equip it on your companion, it will look different, according to class or whatever. 

Well.. all I can think of, back to the laidlaw thread to laugh my arse off.

#68
In Exile

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Sylvius the Mad wrote...
I probably would some of the time.  But I like to play with the personalities of the companions.  If I make Zevran more of a Thug than an Assassin, how does that change how my PC deals with him?  And being a thug would warrant wearing heavier armour.


I understand your preference. As you know, I believe that as long as the NPC is voiced (not with VO, but rather has any dialogue and isn't player created) then there is nothing for the player to define.

True, but I saw that problem with your proposal, as well.  Having every armour type have a different model for each character (especially since I want more companions, and anything that makes that less likely is something I want to avoid) multiplies their costs considerably.


I didn't see much of a departure from DA2, with the addition of a few retextures for each companion (perhaps 3). Since you don't have to design armour that fits every race, I think that actually is less or equivalent work compared with DA:O.

If you play DA2 again, I really do recommend the Diversified Follower Armours mod.  That's basically the system I'm proposing.


Thanks! I'm downloading it (and several other mods; there's a mod that powers-up magic significantly, and I want that for lore consistency reasons).

Forced to choose between the DAO system and the system you proposed, I'd pick the DAO system.  But forced to choose between the DA2 system and the system you proposed, I'd eagerly pick yours.  Your system would be fine, and I'd be happy to play with it.

Especially since any system that allows equippable armour for the companions should be fairly easy to mod if we want to add more armours later.


Indeed. I would, of course, want to use the same system as Bioware has used in the past (the head is added on to the body mesh) so that it would become possible to switch armour types around.

I've certainly given that a fair amount of thought.


We'd make a good pair, too.

I'm surprised we haven't seen more procedural level design.  In a place like the Deep Roads, which supposedly stretch on for hundreds of miles, that might be a good way to create side-passages that don't klead anywhere in particular, but add to the sense that you're deep within a vast labyrinth.


In fact, now that I think about it, the entire Fade (lore-wise) should be procedural.

#69
A Crusty Knight Of Colour

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the_one_54321 wrote...

AAHook2 wrote...
...

mrcrusty wrote...
...

Good detailed stuff, guys. Do you think you could condense this into a list of specific mechanical features?


IMO, the mechanics matter less than the design and execution. See: Witcher 2.

That's why it's difficult to quantify them or be precise with them.

But some essential ones for me would be:

- Non-combat or extracurricular skills. Not only do they provide for different ways of playing, they are great for roleplaying.

- Skill checks. Skill checks are a mechanic in which a player's choices in character development are honored. Whether this means your diplomatic character talks down a group of bandits or whether your expert trap making character is able to help/mislead a certain NPC who is having trouble making them.

- Reputation. Something that would add a lot to Dragon Age especially if future games are factional. Fallout: New Vegas demonstrates this very well. If you've been killing Legion soldiers all day in the open, you can't access the Legion's quests. They hate you. Similarly, you may get extra rewards, bonuses and quests from the NCR. It also allows the player to shape the narrative. I have heard people going about Dragon Age 2 "But I've been with Templars/Mages all along, why the hell do they need to ask me which side I'm on?!?"
With a reputation system, the game tracks your decisions and doesn't ask you, because it knows what side you've chosen.

- Choices and Consequences. Everyone (including myself) harps on about this, it's self explanatory.

- Open Exploration. While I don't think we should have Elder Scrolls level open world, I do think having a more open aspect would definitely be appreciated as opposed to the linear level designs Bioware games have. I think taking a look at say, the forest outside Flotsam in Witcher 2 and comparing it to the Brecilian Forest in Origins would be a good way to see the differences in how things are set out.

These are just some things I find missing that would add to the experience.

Other areas like Character Customisation, Companion Equipment, Voiced Protagonist, Dialogue Wheel and areas like that are utterly dependent on design and execution.

As mechanics or concepts, they aren't inherently wrong or bad. I would argue that they were handled poorly in Dragon Age 2, but as mechanics, I think they can work.

neppakyo wrote...

You're my hero, not-so evil twin.

As for combat? Ditch DA2's completely. Revamp/tweak origins, and learn to use Motion Capture for combat moves, hell, even walking around. 

For armor? Let everyone be able to have armor. Don't design crap looking armor, take time so all bits of armor look good. Divinity II had a crap load of armor and they all looked good. If you want your companions to have a unique look, make it so if you equip it on your companion, it will look different, according to class or whatever. 

Well.. all I can think of, back to the laidlaw thread to laugh my arse off.


Did I become less evil recently?

... Damn.

:(

Modifié par mrcrusty, 28 mai 2011 - 01:43 .


#70
the_one_54321

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mrcrusty wrote...
:unsure:
:huh:
:pinched:
^_^
-_-

I said condense! You made it longer! :P

#71
A Crusty Knight Of Colour

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the_one_54321 wrote...

mrcrusty wrote...
:unsure:
:huh:
:pinched:
^_^
-_-

I said condense! You made it longer! :P


The bold is the important bits, rest is just elaboration.

#72
Davasar

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I think some of the responses in this thread are constructive, concise and easy to follow.

...Which is why those making the game will laugh at your astute observations, saying that they know best, and that the great unwashed masses of gamers should just like what they spoon feed us as "evolution".

They should check the meaning of that word in the dictionary.

Thread after thread and page after page of those threads show that what has been done to the Dragon Age franchise is a complete Devolution to a brand that had so much potential and now lies a smoking wreck.

All this despite what we and the dictionary say. Denial is a lovely thing.

Guys, your solutions on how to make this game great are noted by me and others I am sure.

The people these suggestions need to reach, are they making note of them? Maybe, but not in the way you want: they are laughing at you and practicing hubris in the mirror.

#73
the_one_54321

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Yes, that's all very nice, but really it doesn't contribute anything at all. Perhaps you have a list of features you'd like to see in a future game?

#74
AAHook2

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mrcrusty wrote...

the_one_54321 wrote...

AAHook2 wrote...
...

mrcrusty wrote...
...

Good detailed stuff, guys. Do you think you could condense this into a list of specific mechanical features?


IMO, the mechanics matter less than the design and execution. See: Witcher 2.

That's why it's difficult to quantify them or be precise with them.

But some essential ones for me would be:

- Non-combat or extracurricular skills. Not only do they provide for different ways of playing, they are great for roleplaying.

- Skill checks. Skill checks are a mechanic in which a player's choices in character development are honored. Whether this means your diplomatic character talks down a group of bandits or whether your expert trap making character is able to help/mislead a certain NPC who is having trouble making them.


I loved Coersion, Stealing, Mechanical expertise, poison making...
My first magic narrative moment in Origins was when I managed to talk down the werewolves and resolve the conflict relatively peacefully...It was all about my coersion skill and even intimidate skill. The wereolves stopped to talk to me because I was a dwarf and I apparently had a fierce reputation. Their first option was to talk and then  run away from me. I loved that.

- Reputation. Something that would add a lot to Dragon Age especially if future games are factional. Fallout: New Vegas demonstrates this very well. If you've been killing Legion soldiers all day in the open, you can't access the Legion's quests. They hate you. Similarly, you may get extra rewards, bonuses and quests from the NCR. It also allows the player to shape the narrative. I have heard people going about Dragon Age 2 "But I've been with Templars/Mages all along, why the hell do they need to ask me which side I'm on?!?"
With a reputation system, the game tracks your decisions and doesn't ask you, because it knows what side you've chosen.


I like this idea to be implemented in Dragon Age. I played a Dwarf in Origins, and I was delighted that for the most part almost everyone who had dialogue had a mention that I was a dwarf and it affected the way they treated me. It carried a certain reputation to be a Dwarf which was very engrossing. It made the adventure sing a little more.

I was stunned to realize in Dragon Age 2, a random encounter couldn't even recognize that you were a Mage after you basically set people on fire and threw them around like ragdolls not 10 feet from them, yet they seemed to be able to smell a blood mage without even having seen them use magic.

I think this needs to be fixed. Origins seemed to track all of your ongoing actions, what you said to someone specifically, where you were at in that quest, if it had been completed or needed something done cross it off. I think this needs to go further in that if you can have a record of things you have done, how you reacted to something or what choices resulted in changing something of consequence...characters around you should be able to note what your alignment is and indeed form a reputation for your lead character.

- Choices and Consequences. Everyone (including myself) harps on about this, it's self explanatory.

- Open Exploration. While I don't think we should have Elder Scrolls level open world, I do think having a more open aspect would definitely be appreciated as opposed to the linear level designs Bioware games have. I think taking a look at say, the forest outside Flotsam in Witcher 2 and comparing it to the Brecilian Forest in Origins would be a good way to see the differences in how things are set out.



I agree with you on this MrCrusty. I think one of the ways to stay open, but keep things tight is to be able to go to most places in the map, but to install certain checks on time as well as order of operations for lack of a better term.
In DA 2 you would see the same map layout for an area, but inexplicably a door would be closed or a hallway blocked off. The part that bothers you is that it isn't explained. You just have to assume that there's a reason, mostly coming to the conclusion that you have to be at a certain point of the story to access this portion of the map. It's a total immersion breaker!
The solution is relatively simple as it's been done in so many games, other RPGs. In Fable for example, there's usually a brief expository note as to why you can't go somewhere at a certain point in the plot or timeline of events. It's fine. You can accept that. At least it's explained somehow. 
In a lot of ways the fact that the narrative informs you of a change in the environment, blocking progress in certain maps, this actually deepens the RPG feel. If you suddenly can't access a region because you did not complete a quest or lack an item or havn't crossed a checkpoint in the narrative and must do something to remedy this lack...or you simply cannot because of the choices you made...That's an RPG. The choices you make change what you can do or have access to.
It's a very simple concept. It's hardly groundbreaking.
In Fable 2 I was so impressed when I'd make a choice and 10 years later, I see the fruit of my choice in the expansion of or the destruction of a town or area. In Dragon Age 2, when it was announced that a similar time shift would be present, I was overjoyed.
I thought what was lacking in Origins was a real sense of time being tracked, feeling the weeks wear on my character and his companions. How long it would actually take to travel from Orzammar to Denerim. How this sense of time management effected the flow of the narrative. In Origins, it really didn't effect much of anything if I chose one mission over the other and the order in which I did it. It really was counterintuitive to say leave Redcliffe after defeating the undead, skip the Circle after promising to bring help, clear two other areas, THEN go to the circle and return to Redcliff as if that only took 3 days...When Dragon Age 2 came out, I thought that the emphasis on time passing would solve this break in narrative logic. Well, I was wrong.

I think you as a player should be free to choose where to go and what to do, but as Crusty says, your decisions, and choices should be honored. If failing to do something in time or leaving something undone causes consequences which change the story, SO BE IT.
Missing something actually adds detail in this case. It adds replayability.
A Fable 2 spoiler ****
For example if you failed to invest in a certain town in Fable 2, the whole region sort of goes to the dogs...kind of literally. In the exrtreme, if you killed everyone in a town, that place beccomes a haunted region with all sorts of interesting developments over time.

In Origins, part of what made the game so appealing was the fact that you had to make investments in your relationships if you wanted to get somewhere with them. 
As soon as I was able to figure it all out, I wanted to romance both Morrigan and Liliana, but in a certain order, the end result being that I would get both love endings in the epilogue. It really became the game within the game and it added hours of fun and frustration to run of the game. I also like the concept of hardening your companions or changing their outlook.

I really think Bioware went away from making the game about investing into these elements for a later payoff. You invested in a romance with Morrigan, because it added depth and context to the end of the game. You invested in being a persuasive character or a good thief, because it changed the way you played the game and it added context to the end.
The story is not necessarily the "End" you use "means" to get to. Philosphically, if the journey is unique because the player conciously wanted it to be, that's basically an RPG. Play it the way you want it to be. Seek out an end on your own terms.
It's not enough that you should physically look different at the end of a long journey. You ARE different. You can feel it and it's usually in a way you didn't expect to feel the difference nor planned to. But you did plan, and that's what's special. That's the surprise.

Good discussion folks.^_^

#75
Sylvius the Mad

Sylvius the Mad
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In Exile wrote...

I understand your preference. As you know, I believe that as long as the NPC is voiced (not with VO, but rather has any dialogue and isn't player created) then there is nothing for the player to define.

But also, the details of the NPC which are never displayed on screen are not necessarily fixed across playthroughs.  Hawke isn't fixed across playthroughs, so why would we assume Isabela is?

Even if the player doesn't fill in those gaps himself, there's no reason for the player to perceive those gaps as being filled with the same content each time he plays the game.