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Do you like Hawke as a character?


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#326
Ryzaki

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neppakyo wrote...

Giggles_Manically wrote...

Mass Effect 2 beat the player upside the head with its linear plot that lead to only two choices at the end as well.


True, but it was more enjoyable and better written than DA2.

 

As much as it pains me I agree with the above. 

#327
Sanguinerin

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I like the Warden better, simply because s/he didn't feel just like an errand-runner who couldn't really make an impact or save anyone from certain doom.

#328
PanosSmirnakos

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I liked the voice actor of (male) Hawke, I liked how I designed his looks, I liked how I role played him (although my only real choice was at the end of act 3), but I didn't like his overall contribution to the story. I didn't feel he was a champion, a hero or someone to be remembered. For me Hawke was just a guy who wanted to survive, was at the wrong places the wrong times and was forced to follow the events which happened around him. I felt that Anders & Varric were the stars in the DA II story, for different reasons. The Grey Warden had a more epic story to tell.

#329
Morroian

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neppakyo wrote...

Giggles_Manically wrote...

Mass Effect 2 beat the player upside the head with its linear plot that lead to only two choices at the end as well.


True, but it was more enjoyable and better written than DA2.

Not IMHO, the plot is by the numbers, ooh the Collectors are this big threat allied with the reapers but Shepard has to go jaunting round the galaxy solving the personal problems of his crew. It basically consisted of Cerberus recruit Shepard, Shepard recruits the crew, Shepard solves crews personal problems then the big finale. This then coupled with the one dimensional combat...

I have to say having only just recently finished ME2 that I really fail to see how it can be regarded as a better rpg than DA2. The rpg elements are only slightly more prevalent than a game like Borderlands which actually had a skill tree 3-4 times bigger than ME2, the combat is boringly one dimensional, and Shepard, while making more decisions that impact the plot than Hawke, is as a character far flatter than Hawke.

#330
ipgd

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Sylvius the Mad wrote...

I see no reason why the player can't see an undefined character as being separate from himself with his own emotional motivations.  In taht case, the player just needs to create those motivations - just as the writer did in a pre-defined character.

There's no difference.  There's nothing stopping that playstyle you describe - viewing the character as independent and complete - from working with an undefined character.

That's how many of us manage to replay games like DAO over and over again; we create an entirely different PC each time.

I am aware. I couldn't, though, because of the way DAO was structured. As I've said, I felt building a fully fleshed out character for a Warden is something of an external exercise because I don't think the game provides enough personal rigours and emotional context in order to fully establish the character of the Warden by itself. I mean, I could take the time to plot out the emotional nuances of the character, outside of the game, in the place of the questions Origins just never asks me, but I... don't. It just feels like I'm creating fanfiction at that point.

I still enjoy DAO plenty from a metagame perspective, and I've replayed it many times, but I don't think it had a very good framework with which to build a distinct personal character as you went. Nobody really cared who the Warden was; if I ended up with a defined character by the end of it it would have been entirely through my own external efforts, and if I'm putting that much work into creating a character I might as well be doing something less restrictive like PnP or freeform.


Addai67 wrote...

Isn't the whole point of playing a video game that your actions have an influence on the outcome?  You're part of the story?  Otherwise I start to ask what the devs need me for, if all they want to do is tell a story and have it unfold the same way regardless of my input.  It might as well have been a movie or a fait accompli we're told about after the fact in a codex or cutscene.  After all, it's billed as a "rise to power," not a rise to powerlessness.

It's interesting how people seem to take agency for granted. An excerpt from some other gangrenously bloated ****** I've written on this topic:

Though all games are interactive, few games allow the player agency within the narrative. "Gameplay" and "story" are usually sharply divided; the player interacts with the game through mechanical sequences that may resemble combat, platforming, puzzle solving, etc. depending on the game in question, but these sequences rarely affect the story. The core narrative is typically told "on rails", allowing the player to get off and "play" at predetermined spots clearly delineated by the game. The player may act out the acquisition of a key plot item or the demise of a villain, ostensibly becoming a key participant in the important events that shape the story, but he ultimately remains at the whim of the narrative; he, in effect, is only able to do what the game tells him to do. Some games are extremely linear in this respect, while others allow a more meandering approach of variable chronology, but in practice, most games have a singular narrative.

Roleplaying games, Bioware games in particular, are quite different in that respect -- by making dialogue interaction part of the gameplay itself, the game allows the player to take an active role in the direction of the narrative. Instead of simply acting out certain sequences in the narrative, the game presents the player with several branching paths that each bring the story to a different place; though these paths are also limited in number, technically little different from games with singular narratives, the presence of choice gives the player the impression that he, the player (separate from, though often in alignment with, the fictional protagonist(s)), is a critical agent within the narrative itself. In reality, he is still only able to accomplish whatever the developers have laid out for him within the confines of the game, but this feeling of agency is incredibly critical to the genre. It is an additional layer of emotional engagement that is not available to most other mediums.

Contrary to the normal path of video games, Dragon Age makes agency the standard. Rather than giving us rare moments of player agency in order to make the player feel personally responsible for the event, we expect to have agency -- and when it isn't there, we notice. Because something had deviated from the standard, it makes us feel something that purely linear narratives couldn't; at no point do we ever expect to, say, decide whether Mario rescues the princess or joins up with Bowser at the end, and we don't feel frustrated or stripped of anything when we can't impact that decision. But with Dragon Age, we do, and through that denial, the game ilicits emotions in the player that mirrors Hawke's own powerlessness.

It's certainly non-standard but I would argue that it's objectively bad or without artistic value. Other mediums have used dramatic denial and approached themes of personal failure since the dawn of time -- why not video games? Why can video games not use the inherent strengths of its medium to instill empathy with the failures of the protagonist, in addition to his successes?

#331
neppakyo

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Morroian wrote...

neppakyo wrote...
True, but it was more enjoyable and better written than DA2.


Not IMHO, the plot is by the numbers, ooh the Collectors are this big threat allied with the reapers but Shepard has to go jaunting round the galaxy solving the personal problems of his crew. It basically consisted of Cerberus recruit Shepard, Shepard recruits the crew, Shepard solves crews personal problems then the big finale. This then coupled with the one dimensional combat...

I have to say having only just recently finished ME2 that I really fail to see how it can be regarded as a better rpg than DA2. The rpg elements are only slightly more prevalent than a game like Borderlands which actually had a skill tree 3-4 times bigger than ME2, the combat is boringly one dimensional, and Shepard, while making more decisions that impact the plot than Hawke, is as a character far flatter than Hawke.


Never said RPG. Said it was a more enjoyable game, and better written than DA2. ME is a 3rd person shooter game with lite-RPG. And I disagree. Hawke is a poor mans Shepard. A knock-off.

#332
erynnar

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neppakyo wrote...

Morroian wrote...

neppakyo wrote...
True, but it was more enjoyable and better written than DA2.


Not IMHO, the plot is by the numbers, ooh the Collectors are this big threat allied with the reapers but Shepard has to go jaunting round the galaxy solving the personal problems of his crew. It basically consisted of Cerberus recruit Shepard, Shepard recruits the crew, Shepard solves crews personal problems then the big finale. This then coupled with the one dimensional combat...

I have to say having only just recently finished ME2 that I really fail to see how it can be regarded as a better rpg than DA2. The rpg elements are only slightly more prevalent than a game like Borderlands which actually had a skill tree 3-4 times bigger than ME2, the combat is boringly one dimensional, and Shepard, while making more decisions that impact the plot than Hawke, is as a character far flatter than Hawke.


Never said RPG. Said it was a more enjoyable game, and better written than DA2. ME is a 3rd person shooter game with lite-RPG. And I disagree. Hawke is a poor mans Shepard. A knock-off.


Yeah, ME what little I have played yet, but I loved watching hubby play and I got to back seat direct (heheh), it is a 3rd person shooter with really light RPG. But it is very well written and far mor dynamic as a result. That includes Shepard, who is far more interesting then Hawke even dreams of being. So much of DA2 seemed like an attempt to copy ME and wound up being a pale and anemic copy of it stuffed into Medieval drag.

#333
A Crusty Knight Of Colour

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ipgd wrote...

It's certainly non-standard but I would argue that it's objectively bad or without artistic value. Other mediums have used dramatic denial and approached themes of personal failure since the dawn of time -- why not video games? Why can video games not use the inherent strengths of its medium to instill empathy with the failures of the protagonist, in addition to his successes?


http://dragonage.bioware.com/

Key Features:
  • Embark upon an all-new adventure that takes place across an entire decade and shapes itself around every decision you make.
  • Determine your rise to power from a destitute refugee to the revered champion of the land.

As for instilling empathy with failure over success, I felt that Alpha Protocol did this much better too. You were actually forced to make a decision, none of the options were an ideal outcome and the decisions you make could be looked at as failures. You are not only reminded of these failures by the antagonists, but they also change how the game plays out.

There are ways to enforce player failure to instill empathy without removing player agency.

Modifié par mrcrusty, 05 juin 2011 - 11:52 .


#334
_Aine_

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mrcrusty wrote...

Key Features:

  • Embark upon an all-new adventure that takes place across an entire decade and shapes itself around every decision you make.
  • Determine your rise to power from a destitute refugee to the revered champion of the land.

I would question who told the marketing people to say those things..... 1.  it wasn't exactly 10 years, was it? 2. It didn't really change based on our decisions  3. Not sure I was ever revered or a champion....
I liked a couple of my Hawke's a great deal.  Far more than I liked the advertising for the game anyway. ;)

Modifié par shantisands, 05 juin 2011 - 11:55 .


#335
Morroian

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I question why anyone takes marketing seriously especially with David Silverman in charge of it.

#336
A Crusty Knight Of Colour

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Marketing is usually silly, but how many games actively work against what is said in marketing?

It would be like marketing the game as an RPG and getting an RTS instead.

If the main theme of PS:T and MotB is torment, the main theme of Dead Money is letting go and the main theme of Fallout is human nature, then the theme of Dragon Age 2 is futility and should've been marketed on those terms.

"Embark upon an all-new adventure that takes place across an entire decade and shape your character around every event that is bound to happen."

"Watch your rise to power from a destitute refugee to the revered champion of the land."

At least there, it's the usual "game doesn't live up to marketing" crap instead of the "game is the complete opposite to marketing" stuff we see in DA 2.

Modifié par mrcrusty, 06 juin 2011 - 12:00 .


#337
Brockololly

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ximena wrote...
 But if I had to choose, I'd choose the Warden over her (my canon Hawke is female) any day. And if Hawke died? I won't really feel something. :|


Yup, my Hero fo Ferelden and all of my Wardens were much more enjoyable to play as than Hawke. :wizard:

As for Hawke, I really don't care about him/her. I'd quite frankly be glad to see Hawke killed off and never hear anything from Kirkwall again, if for nothing else than to move on to some aspect of Dragon Age thats more interesting, whether thats with the Warden again or a new PC.


Morroian wrote...

I question why anyone takes marketing seriously especially with David Silverman in charge of it.


Enjoy the marketing of ME3 and TOR then, especially with E3 around the corner! I'm sure we'll see more of Awesome Button Silverman!:?

Modifié par Brockololly, 06 juin 2011 - 12:03 .


#338
ipgd

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mrcrusty wrote...

ipgd wrote...

It's certainly non-standard but I would argue that it's objectively bad or without artistic value. Other mediums have used dramatic denial and approached themes of personal failure since the dawn of time -- why not video games? Why can video games not use the inherent strengths of its medium to instill empathy with the failures of the protagonist, in addition to his successes?


http://dragonage.bioware.com/

Key Features:
  • Embark upon an all-new adventure that takes place across an entire decade and shapes itself around every decision you make.
  • Determine your rise to power from a destitute refugee to the revered champion of the land.


Again:

I think it actually draws a lot of its impact from its role as a sequel to DAO: specifically, the awareness of sequel-pattern expectations. A lot of the dramatic tension is derived from setting you up to expect significant player agency (through the player's familiarity with DAO, and a series of "illusionary" choice options early in the game such as Meeran/Athenril), and then denying it to you (e.g. as with Leandra, the Chantry, etc.) in a way that links the protagonist's in-narrative sense of helplessness to the player's own metagame "frustrations", if you will. Unlike DAO, which consistently offers the player choices that heavily impact the narrative, or at least enforce an illusion thereof, DA2 forgoes the illusion entirely as the game progresses and rubs it directly in your face. By the end, the player is made to empathize with Hawke's powerlessness in a way a purely linear series would not have been able to accomplish.

[re: marketing]

Granted, Bioware doesn't have an sort of token Hideo Kojima figure so I'm not going to get that conspiratory about it. The advertisement was likely a matter of the disconnect between the development team and the marketing team, which is certainly not a phenomenon exclusive to Bioware by any means. Still, the game is structured in such a way that I don't think the marketing necessarily detracts from the purpose of this particular narrative, since it very heavily facilitates the expectations the narrative operates off (possibly to the benefit of creating those expectations for people who haven't played DAO).


DA2 is certainly not the first game to operate off of the expectations of its predecessor, making its differences and the player's awareness of those differences one of the core operating principles of its dramatic tension.

There are ways to enforce player failure to instill empathy without removing player agency.

There are lots of ways to do anything with a narrative. Why is this one off limits? Lots of other books, movies, TV shows, etc. are utterly unsatisfying in their conclusions and that's the point, and we still find value in the emotions they cause us or the messages they send or the thematic issues they explore; why are video games different?

#339
Addai

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ipgd wrote...

It's certainly non-standard but I would argue that it's objectively bad or without artistic value. Other mediums have used dramatic denial and approached themes of personal failure since the dawn of time -- why not video games? Why can video games not use the inherent strengths of its medium to instill empathy with the failures of the protagonist, in addition to his successes?

I suppose they could.  So the question then becomes why those of us who don't empathize with Hawke, don't in fact empathize with her failures.

My initial answer is- the game's plot points aren't her failures, either.  They are just things that happen around her, regardless of what she does.  If she had made a choice and was made to face negative consequences for it, that would be something that would at least be interesting.

Modifié par Addai67, 06 juin 2011 - 12:10 .


#340
_Aine_

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Well, my schooling was originally for advertising creative (not much in marketing) so in that I a) am a critic and B) expect more than some people for some aspects and less than most in general. :P

They could have spun the truth into something on its own, focusing on the emotional journey and a *character* whose personality is shaped by your decisions. Or the mage/templar thing. Or your *family* etc. Instead, they made promises that sounded like we were getting a reactive world, or a changeable one. The fact is, the world doesn't change by your choice, most of it stays the same. It is HAWKE that can change. In the end you<spoiler>, they both<spoiler> and you are<spoiler spoiler>. The end. Even if you choose to run off into the sunset, you are still<spoiler>. I thought I <spoilered>? No, not really.

Advertising can spin the truth around a need, but it shouldn't outright lie. Well, it can, but it usually doesn't bode well.

Edited so I didn't get a spanking for spoiling it for someone has hasn't already been spoiled. :D 

Modifié par shantisands, 06 juin 2011 - 12:14 .


#341
Aaleel

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shantisands wrote...

mrcrusty wrote...

Key Features:

  • Embark upon an all-new adventure that takes place across an entire decade and shapes itself around every decision you make.
  • Determine your rise to power from a destitute refugee to the revered champion of the land.

I would question who told the marketing people to say those things..... 1.  it wasn't exactly 10 years, was it? 2. It didn't really change based on our decisions  3. Not sure I was ever revered or a champion....
I liked a couple of my Hawke's a great deal.  Far more than I liked the advertising for the game anyway. ;)

[*]  Well as far as 1, you start in Lothering, go to Kirkwall and then skip 1 year, play act 1 and then skip three years, play act 2 and skip what 3 more years.  Play act 3 and skip another 1-2 years.  So the game was actually 10 years I guess, but you only actually play through a year or so.  The rest is left up to your imagination, or is summed up in the storyboards,
[*]As far as two, no need for comment.
[*]You're a champion after the Arishok, but could be a villain and forced out the city into hiding at the end.  But none of it was ever across the land.

#342
A Crusty Knight Of Colour

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Storytelling in games is typically primitive compared to other mediums and will likely will remain so for a long time.

The attractiveness of narrative for video games is precisely because of the interactive element and player involvement.

If I wanted to watch a movie or read a book, I would do so.

I play games to play games, not watch interesting but poorly developed characters stumble through events with my interaction limited to how they deal with events that are thrown at you.

JRPGs have been doing that for decades and they do it better purely on the basis that the gameplay is actually fun in many of them.

Keep in mind, I never said anything about the conclusion of Dragon Age 2. I thought the lack of meaningful choice was pathetic, but I'm perfectly okay with the note it ends on.

I dunno, maybe if the game had more time, they could better flesh it out. It's not like I'm seeing anything new from Dragon Age 2 though, and everything I've seen from it, is done better in other games.

Modifié par mrcrusty, 06 juin 2011 - 12:17 .


#343
_Aine_

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mrcrusty wrote...

Storytelling in games is typically primitive compared to other mediums and will likely will remain so for a long time.

The attractiveness of narrative for video games is precisely because of the interactive element and player involvement.

If I wanted to watch a movie or read a book, I would do so.

I play games to play games, not watch interesting but poorly developed characters stumble through events with my interaction limited to how they deal with events that are thrown at you.


I think Heavy Rain did ok being a sort of Interactive movie of sorts.... not an RPG though of course.... 

#344
erynnar

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Morroian wrote...

I question why anyone takes marketing seriously especially with David Silverman in charge of it.


Oh snap Morro, ouch! :lol: My husband is a creative forced to work with marketing. I won't tell you what he says about them, it would get me banned and it's not for polite company.:whistle::o

#345
ipgd

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Addai67 wrote...

ipgd wrote...

It's certainly non-standard but I would argue that it's objectively bad or without artistic value. Other mediums have used dramatic denial and approached themes of personal failure since the dawn of time -- why not video games? Why can video games not use the inherent strengths of its medium to instill empathy with the failures of the protagonist, in addition to his successes?

I suppose they could.  So the question then becomes why those of us who don't empathize with Hawke, don't in fact empathize with her failures.

My initial answer is- the game's plot points aren't her failures, either.  They are just things that happen around her, regardless of what she does.  If she had made a choice and was made to face negative consequences for it, that would be something that would at least be interesting.

Exactly. Hawke's failure is in his inability to truly impact anything -- he wants to save [oh this is the no spoiler forum, you know who], and he wants to resolve the mage/templar dispute, but because of narrative forces outside his control, he cannot. The player wants the same things Hawke does, but because of game restrictions outside of his control, he also cannot impact those events. Hawke is made to feel powerless by the narrative, and the player is made to feel powerless by the game; it creates a symmetry.

This certainly isn't the direction they had to have gone, like, as I've said, in Arrival -- there, Shepard has agency and impact on the events, whereas the player does not. They could have made Hawke important and impactful and just railroad the player to victory and glory, but they purposefully chose to mirror his narrative arc to the player's lack of agency.

Modifié par ipgd, 06 juin 2011 - 12:25 .


#346
erynnar

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ipgd wrote...

Addai67 wrote...

ipgd wrote...

It's certainly non-standard but I would argue that it's objectively bad or without artistic value. Other mediums have used dramatic denial and approached themes of personal failure since the dawn of time -- why not video games? Why can video games not use the inherent strengths of its medium to instill empathy with the failures of the protagonist, in addition to his successes?

I suppose they could.  So the question then becomes why those of us who don't empathize with Hawke, don't in fact empathize with her failures.

My initial answer is- the game's plot points aren't her failures, either.  They are just things that happen around her, regardless of what she does.  If she had made a choice and was made to face negative consequences for it, that would be something that would at least be interesting.

Exactly. Hawke's failure is in his inability to truly impact anything -- he wants to save Leandra, and he wants to resolve the mage/templar dispute, but because of narrative forces outside his control, he cannot. The player wants the same things Hawke does, but because of game restrictions outside of his control, he also cannot impact those events. Hawke is made to feel powerless by the narrative, and the player is made to feel powerless by the game; it creates a symmetry.

This certainly isn't the direction they had to have gone, like, as I've said, in Arrival -- there, Shepard has agency and impact on the events, whereas the player does not. They could have made Hawke important and impactful and just railroad the player to victory and glory, but they purposefully chose to mirror his narrative arc to the player's lack of agency.


And due to my job, I already feel helpless. I don't need that in my diversions and escapes too. Again, not a flame war of who is better. But Witcher 2 Geralt cannot stop some major things happening in the world, but he does impact things. In some cases he is helpless, in some it is just picking from one of two not so stellar options and hoping for the best. But he makes a difference and thusly so do I. 

What little Hawke managed to influence was weak sauce, even if it made a difference (companions mostly, like Isabela staying or going). It just wasn't enough, or told well enough to make it impact me in any way.

#347
A Crusty Knight Of Colour

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ipgd wrote...

Addai67 wrote...

ipgd wrote...

It's certainly non-standard but I would argue that it's objectively bad or without artistic value. Other mediums have used dramatic denial and approached themes of personal failure since the dawn of time -- why not video games? Why can video games not use the inherent strengths of its medium to instill empathy with the failures of the protagonist, in addition to his successes?

I suppose they could.  So the question then becomes why those of us who don't empathize with Hawke, don't in fact empathize with her failures.

My initial answer is- the game's plot points aren't her failures, either.  They are just things that happen around her, regardless of what she does.  If she had made a choice and was made to face negative consequences for it, that would be something that would at least be interesting.

Exactly. Hawke's failure is in his inability to truly impact anything -- he wants to save [oh this is the no spoiler forum, you know who], and he wants to resolve the mage/templar dispute, but because of narrative forces outside his control, he cannot. The player wants the same things Hawke does, but because of game restrictions outside of his control, he also cannot impact those events. Hawke is made to feel powerless by the narrative, and the player is made to feel powerless by the game; it creates a symmetry.

This certainly isn't the direction they had to have gone, like, as I've said, in Arrival -- there, Shepard has agency and impact on the events, whereas the player does not. They could have made Hawke important and impactful and just railroad the player to victory and glory, but they purposefully chose to mirror his narrative arc to the player's lack of agency.


You're saying this was intentional and not a result of rushed development time and a lack of vision?

That makes it worse, for me.

"Oh, I know! How about we make it so like, the player can't really do anything! That's what RPGs are about, never allowing the player to impact anything! Evolution!"

#348
KnightofPhoenix

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mrcrusty wrote...
You're saying this was intentional and not a result of rushed development time and a lack of vision?

That makes it worse, for me.

"Oh, I know! How about we make it so like, the player can't really do anything! That's what RPGs are about, never allowing the player to impact anything! Evolution!"


I personally can like the idea. It's refreshing.

If the story was well written and if Hawke actually did something other than constant massacre and sitting on his ass when he has nothing to kill.

Though I prefer bittersweet. A mix of success and failure, depending on choice. But I can like a story that ends in complete failure if I find that it's well written and interesting (even though I am not a fan of Greek tragedy).

Modifié par KnightofPhoenix, 06 juin 2011 - 12:32 .


#349
ipgd

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mrcrusty wrote...

You're saying this was intentional and not a result of rushed development time and a lack of vision?

That makes it worse, for me.

"Oh, I know! How about we make it so like, the player can't really do anything! That's what RPGs are about, never allowing the player to impact anything! Evolution!"



Aaaand again:

They could have tried to make a straight off Origins clone without the resources to really work -- instead, they constructed a narrative that works with the constraints and almost operates because of them.

[...]

I'm not sure they set out to make DA2 the way it was from the beginning (they probably didn't), but I think the time/budget constraints imposed upon the dev team necessitated that they take the narrative in a different direction from DAO's. There is no way they would have been able to make the same kind of game as DAO in a year, and I get the feeling the release time wasn't negotiable.

[...]

I think the writing team was trying to accomplish something within the revenue-motivated constraints of the executives. In other words, they may have gone that direction because of the outside pressure of people themselves pressured by money, but I don't think the narrative itself was specifically concerned with it, if you get what I'm saying?

[...]

Yes, I'd certainly agree that they went in the direction they did because of time constraints, but I think they tried to make a story that worked with them. Either way, the time limit would have necessitated the same sort of general structure (i.e. much less choice than is necessary to make a strictly DAO-patterned game work), but I think they were self-aware of this, and made a decision to build a narrative that worked with that structure. They could have made the game like, say, the Arrival DLC, where Shepard has agency and impact where the player does not -- instead, they chose to make Hawke just as powerless as the player. It aims to keep player/narrative symmetry rather than simply attempting to satisfy expectations in a way they couldn't possibly given the time/budget constraints.

I have trouble believing this isn't intentional (at least on the writers' part), since pretty much every point in the story is driving home "there is no third option" and "there's nothing you can do" -- and by the end of the game, Hawke essentially even relinquishes his place as the main character.


I certainly hope they're allowed more time on future titles, but I think the writing team gets less credit than they deserve for the manner in which they handled the restrictions.

Because DA2 operates off denial and deviation from a standard, it's not exactly a format that could sustain itself on its own (you can't very well subvert the player's expectations for agency if he doesn't expect agency anymore). DA3 will probably (and should be) a return to form, but for what it is and for the restrictions it had, I think DA2's narrative is very well done.

Modifié par ipgd, 06 juin 2011 - 12:36 .


#350
Kabanya101

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I played Dragon Age 2 for a grand total of TWO days after it came out, but I will post to this, because I utterly dispise Hawke. Three good things came from the game: 1) New combat system was great, 2) Merrill by far the best character in all DA except for Morrigan, 3) Aveline so cute and a redhead.

If my Warden ever met Hawke, he'd kill him in a heartbeat, not because of how I played as Hawke (Paragon/Savior/ it's who I am), but just because I hate the whole concept of DA2. DA was based on killing Darkspawn and being a GREY WARDEN. How can you have a sequel to a game that has the main character NOT a warden. It would be like Bungie having a sequel to Halo 3 with a guy that is a Spartan, but doesn't have the armor, it doesn't make sense.

Not only that, but Hawke was weak and fragile. OH my poor mother died, grow up and deal with it. Don't be such a ****. It's tragic, people die, she's old, move on. I should have saved my brother, it was his fault for acting like a hero when he was too weak for the troll/whatever. And the voice, the voice, such a little girl's voice. The male sounds like he just hit puberty. How can he be a hero, he can't, everything about the character sucked.