Ah, that makes more sense, but I can't see how one can argue that it's a good thing. It's really just soured my opinion. Here I was thinking that the plot was underutilised because they didn't have the time to complete it on their terms. Now it's more of a case that they aimed low from the beginning to get it done on time. Which I'd be okay with, had I liked the direction they went with.
But the theme of absolute uselessness and futility isn't a great one for video games. You can have those as overarching themes, but the way that Dragon Age 2 did it, it was hammered in at every possible point to remind the player that no, their choices don't matter.
By offering players clear, distinct choices, they build the expectation of clear and differing consequences, whether positive or negative. The cases in which this was true, is few and far between for Dragon Age 2. That's a terrible concept for RPGs.
The story, characters, writing and narrative simply don't have the depth of novels, nor the fluidity and realism of actors. By removing the one element that makes video games unique and appealing - player agency, you're just setting out on a losing battle.
It also sets itself distinct from New Vegas, which had a similar amount of time in development, but went in the opposite direction.
I don't think 18 months is too short from a writing and narrative perspective. Aside from the previously mentioned New Vegas, we've had Fallout 2, Baldur's Gate 2 and various other games created a similar time period. Mask of the Betrayer, while short, far surpasses Dragon Age 2 in terms of writing and story. KotOR 2, which is the poster child for "couldn't get it done on time" stories was completed in 11-12 months. I still consider that better than Dragon Age from a roleplaying perspective.
But let's leave the time restraints aside. As a concept, removing player agency in an RPG for the sake of upsetting expectations and artificially creating empathy with the player character is like removing the engine block from a car. Yeah, sure, it's "different" to all the others. But is it different in a good way?
I think it stems from what I want from RPGs - game first, story second. I want a story to support the game, not the game to conform itself to the story.
Modifié par mrcrusty, 06 juin 2011 - 01:09 .