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What happened to "spiritual successor to Baldur's Gate"?


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#176
AlanC9

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In Exile wrote...
Well, no. It's not a must. Bioware games have always allowed for PC's to avoid these kinds of thoughts. JE gives you multiple reasons to go on the main quest: finding your master, revenge, continuing your quest. KoTOR starts you off on the mission (working for the republic).


And ME, which starts you off as a space marine. Any character who wouldn't willingly do that job shouldn't make it out of chargen.

BG1 had the same problem DA:O did, didn't it? And BG2, depending on your PC's relationship with Imoen

More generally: there is notbing wrong with railroading. It's neccesary. But there are ways to hedge you in and force you to do something, and ways the game just expects you to make up reasons from A:B. That's the problem with Bioware's design (and my whole point at the start was that Bioware was railroading you).


I'm not quite clear what you're saying should have been done differently in DA:O. Better railroading? (If it's upthread, sorry iI missed it; this thread's getting a little wall-o-textish)

#177
In Exile

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Tirfan wrote...
Well, yes. I can only speak for myself, but I looked it over and liked it for a couple of reasons - mostly nostalgia (oh, saving the world and being the chosen hero takes me back to those days when I was 14 and played that kind of PnP-games with my group) and a bit of projecting my own views, sometimes it is better fight even if the odds are against you, and sometimes you have to fight because that is who you are.


I don't mind the stories, but when I RP, I RP within the confines of the game. DA2 tells me Hawke cares about the family (okay, buying it), so I ran with that and it worked fine... until Act II when the last member of my family was no longer in Kirkwall (hint-hint, after taking Carver but not Anders in the deep roads).

So Act III failed for me because RP wise, my Hawke would not have stayed in Kirkwall even as champion when everything went to **** and would have told both the mages & templars at the end to go **** themselves.

What I disliked about DA:O was setting up your origin, making it 100% independent from being a Warden...

... and then just up and expecting you to want to be a Warden. I RP within the confine of the role given at the start. A game is designed badly when it doesn't allow for any character type the game seems to support to have sufficient motivation to go on.

In Exile wrote..Well, saying something along the lines and then acting like it just gave me the feeling that I actually was playing a character with these views, I don't expect as complete freedom with my chracter as in PnP games, and I do think that DA:O did succeed rather well in giving the options of having certain kinds of opinions.


I think DA:O had a few lines where you could express your views and that was nice, but DA2 had some unique ones too (e.g. "What next?" with Varric).

I did not see the Fenris-quest (I was trying to play without metagaming and Fenris' friendship/rivalry stuck pretty much at the middle. Feelings towards the chantry.. weell, in DA2 you have the option to basically somewhat paly the Chantry-loyalist or a good Andrastian who disagrees with the intpretation of the chant vs. origins where you could be a chantry-hater, moderate andrastian, the Chantry-Loyalist or a good Andrastian but disagree with the inpretation of the Chant. (and this is always a rather important thing to me, one thing I notice that I always seem to project is how I view religion & religious people & their behavior, I can play the Chantry-loyalist, but my most loved character was the bit scholarly anti-chantry, atheistic Mage)


I tend to project my interpersonal style, e.g. be very friendly and allow people to believe what they like so long as it doesn't hurt anyone. Which usually means 100% approval rating without effort in every RPG that has an approval metre.

I could kind of see one choice in DA2 where I could decide if my character was an actual idealist and that was supporting Anders even after what he had done and fight to the bitter end for mages.


I think DA2's choice were, effectively, zero and usually only implemented in a superficial way. But if anything, that's the spirit of BG.

And well, okay, in DA:O this wasn't done so well either.. You could have golems if you are a pragmatist and think that the end justifies the means, or you can be the more morally-minded and a bit of on idealist in that sense. And then there was the pragmatic choice in not opposing Kolgrim, a man who had a High Dragon ready to come down and aid him.


I never saw Kolgrim as a pragmatic choice. We were indoors, and he never said the dragon obeyed him. Just that he could call it, but he clearly seemed nuts (and I was travelling with Alistair and Wynne - not the time to commit sacrilige).

#178
In Exile

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Tirfan wrote..
I think I might be too old for this sh*t as I can't understand how better graphics and body-language and probably voiced protagonist too  helps the dialogue roll smoother.. I personally think it comes from the way I get into character and adjust my own body language to match what I want the character to have  and how I read the dialogue lines in my mind with the kind of voice that I want the character to have. (You really should see me playing BG or DA:O, I always wave my hands and and do weird things as I read the dialogue options)


It's more.. I think you come from PnP. I just don't find that computer RPGs, as a basic principle of design, can actually support more than 2-3 personalities. But I think support for a personality = 1) how people react to you; 2) the number of different ways you have to say something, worded as written in the text choice (with tone not being something you can pick even without VO) and 3) a visible acknowledgement of the intent you had when you picked the dialogue option.

DA:O is very bad at this. All IMO.

#179
In Exile

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Imrahil_ wrote...
No, let's not.  I didn't realize I was dealing with a classic filibuster.  You wouldn't actually read what I wrote, but would just address what you think I'm saying, so let's save us both another one of your Wall of Text posts & agree to disagree.


I read what you wrote. It sounded like your second paragraph still talked about TW2. But sure. We can agree that you wanted to insult me when I didn't agree with you, and move on. Proudly feel superior that you got to make a snide comment without substance, and let's move on.

Modifié par In Exile, 01 juillet 2011 - 04:54 .


#180
Tirfan

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[quote]In Exile wrote...

[quote]Tirfan wrote...
Well, yes. I can only speak for myself, but I looked it over and liked it for a couple of reasons - mostly nostalgia (oh, saving the world and being the chosen hero takes me back to those days when I was 14 and played that kind of PnP-games with my group) and a bit of projecting my own views, sometimes it is better fight even if the odds are against you, and sometimes you have to fight because that is who you are. [/quote]

I don't mind the stories, but when I RP, I RP within the confines of the game. DA2 tells me Hawke cares about the family (okay, buying it), so I ran with that and it worked fine... until Act II when the last member of my family was no longer in Kirkwall (hint-hint, after taking Carver but not Anders in the deep roads).

So Act III failed for me because RP wise, my Hawke would not have stayed in Kirkwall even as champion when everything went to **** and would have told both the mages & templars at the end to go **** themselves.

What I disliked about DA:O was setting up your origin, making it 100% independent from being a Warden...


... and then just up and expecting you to want to be a Warden. I RP within the confine of the role given at the start. A game is designed badly when it doesn't allow for any character type the game seems to support to have sufficient motivation to go on.
[/quote]

Okay, I'm starting to see the difference between us, I too did buy into the caring about family at the start, but the game started really failing me at the start of act 2 when one of the siblings was not with me anymore - I should be kind of the head of the family, the game tells me I'm rich, and for some reason I stay in Kirkwall with my mother, even though that city is not the safest place, not to mention I have nothing invested in the Qunari-plot - whereas, in Origins, I was able to buy into the Okay, I'm a Grey Warden and a native fereldan, I have to do something.
The difference between us, I would guess was that I really loved each and everyone of the origins - you were allowed to do a few choices that had no effect, but these choices gave me some incentive to think on the background of the character - what had been going on with him before I assumed his role, and this too, helped me form the opinions of the character and WHY he had those, it is one thing I don't need to see in-game. And, well, there comes the metagame part, you really do have to set out to do a character that has a) heard of Grey Wardens and B) likes Ferelden, but, that is just one thing I have accept. I just don't like the "here is your character, this is the basic premise for him, GO!" Thing of DA2, I would not have liked origins as much as if it had started the same way, "you are a Gray Warden, defeat the blight, GO!" the brief prologue into your character was the thing that for me gave me so very much in a way of allowing me to RP the character.

[quote]And well, okay, in DA:O this wasn't done so well either.. You could have golems if you are a pragmatist and think that the end justifies the means, or you can be the more morally-minded and a bit of on idealist in that sense. And then there was the pragmatic choice in not opposing Kolgrim, a man who had a High Dragon ready to come down and aid him.[/quote]

I never saw Kolgrim as a pragmatic choice. We were indoors, and he never said the dragon obeyed him. Just that he could call it, but he clearly seemed nuts (and I was travelling with Alistair and Wynne - not the time to commit sacrilige).
[/quote]

Oh, yes, of course, I did nto want to attack  or make the mad-man angry at first, went outside and noticed the High-Dragon, where it did come kind of practical IMO not to really get on his wrong side.

Edit: did some thigns about the quotes.

Modifié par Tirfan, 01 juillet 2011 - 07:26 .


#181
Tirfan

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In Exile wrote...

Tirfan wrote..
I think I might be too old for this sh*t as I can't understand how better graphics and body-language and probably voiced protagonist too  helps the dialogue roll smoother.. I personally think it comes from the way I get into character and adjust my own body language to match what I want the character to have  and how I read the dialogue lines in my mind with the kind of voice that I want the character to have. (You really should see me playing BG or DA:O, I always wave my hands and and do weird things as I read the dialogue options)


It's more.. I think you come from PnP. I just don't find that computer RPGs, as a basic principle of design, can actually support more than 2-3 personalities. But I think support for a personality = 1) how people react to you; 2) the number of different ways you have to say something, worded as written in the text choice (with tone not being something you can pick even without VO) and 3) a visible acknowledgement of the intent you had when you picked the dialogue option.

DA:O is very bad at this. All IMO.


Well, yes, PnP background and the way how I get into character might play the biggest part in this. The fact that CRPG:s can only support the basic 2-3 personality "types" is, I think too, true, but that is just a fact that I have to live with, and can live with, while I could think that I said some things in DA:O with a bit tongue-in-cheeck the characters did react as if I said it seriously, so, yes it did a poor job of it, but then again, I can't imagine a CRPG doing this well and being the kind of game where I can get into character. Because, seriously, voiced protagonist with defined bodylanguage just always throws me out of character, but then again, that is just because of the way I get into the character, would change that if I could, and get into character that way only when playing PnP:s but, well, I can't.

#182
Imrahil_

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In Exile wrote...

Imrahil_ wrote...
No, let's not. I didn't realize I was dealing with a classic filibuster. You wouldn't actually read what I wrote, but would just address what you think I'm saying, so let's save us both another one of your Wall of Text posts & agree to disagree.


I read what you wrote. It sounded like your second paragraph still talked about TW2.

That is awesome! Here’s my second paragraph:

Imrahil_ wrote...
What do you think is happening right now? Are we just engaging in a philosophical discussion with no basis in reality? Or are you right now in a thread where people are advocating for the game they want just as you say they should?


Way to prove my point.  I thank you for doing it in less than 10,000 words.

#183
nicethugbert

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mrcrusty wrote...


Image IPB



* Fallout != Baldur's Gate
* Post Apocalyptic Roman != D&D Fantasy

I don't even want a new D&D game (outside of a Planescape one) or a "Baldur's Gate successor", but yeah...


DAO != D&D Fantasy.  The fact the DAO was not going to be D&D Fantasy was made explpicit from the start.  So, if people believe that a spiritual successor to BG must be a D&D Fantasy game then WTF where they thinking when they saw "not a D&D game", "custom world/rulest", and "spiritual successor to BG" in the same annoucement?

#184
A Crusty Knight Of Colour

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I don't get what you're arguing here.

You made the argument that AoD is cited as BG's spiritual successor because it has the same camera view and is like "medieval" and stuff.

Just pointing out the stupidity in the statement. I didn't mention DA:O at all.

As for the spiritual successor stuff, I don't really care all that much. It's a buzzword used for hype. DA:O was very different to BG in many areas of mechanics, but I suppose it was the BioWare game most like BG since NWN and shared many of it's design principles.

Modifié par mrcrusty, 01 juillet 2011 - 12:29 .


#185
Mad Method

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Lets pretend he's not trying to argue back, which would make his post a classic red herring fallacy, and that he's merely using it to segue into his new point about how expectations of DAO as a D&D fantasy game were bound to be disappointing, which is a topic we may as well discuss.

To answer that, Baldur's Gate-like doesn't mean a D&D system and wanting a spiritual successor to Baldur's Gate doesn't mean wanting a D&D ruleset. And I don't think people really wanted a D&D system - at least I certainly didn't. Aside from that, if you're just discussing D&D fantasy as a setting, then I'd argue DAO has the basic staples of a standard high fantasy story down: Medieval period, elves, dwarves, dragons, goblins ("genlocks"), orcs ("hurlocs"), ogres ("ogres"), magic, ancient ruins, magic forests, underground cities, epic quest, etc.

Age of Decadence, by the way, is low fantasy, meaning minimal magic, and no elves, dwarves, or stuff like that. It also takes place in an ancient roman, post-apocalyptic setting, so it's not quite medieval either. Again, this is more a spiritual successor to Fallout than Baldur's Gate.

Modifié par Mad Method, 01 juillet 2011 - 01:22 .


#186
In Exile

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AlanC9 wrote...
I'm not quite clear what you're saying should
have been done differently in DA:O. Better railroading? (If it's
upthread, sorry iI missed it; this thread's getting a little
wall-o-textish)


That's my bad. I compressed the posts into a single response, but I kicked the sacred cow so people now want to jump down my throat and win the internet... and I have enough free time to respond point by point.

Basically, yeah. DA:O essentially fails at motivation a few times. Beside Ostagar, you have the Sacred Ashes questline, where you could very well think Teagan is just outright unhinged from his ordeal. Bioware needs to have the situation force you into action better. DA2 is a symptom of that "make you do something and expect you to invent a reason" design.

Tirfan wrote...
The difference between us, I would guess was
that I really loved each and everyone of the origins - you were allowed
to do a few choices that had no effect, but these choices gave me some
incentive to think on the background of the character - what had been
going on with him before I assumed his role, and this too, helped me
form the opinions of the character and WHY he had those, it is one thing
I don't need to see in-game. And, well, there comes the metagame part,
you really do have to set out to do a character that has a) heard of
Grey Wardens and B) likes Ferelden, but, that is just one thing I have
accept. I just don't like the "here is your character, this is the basic
premise for him, GO!" Thing of DA2, I would not have liked origins as
much as if it had started the same way, "you are a Gray Warden, defeat
the blight, GO!" the brief prologue into your character was the thing
that for me gave me so very much in a way of allowing me to RP the
character.


But it doesn't come after you become a Grey Warden. Even Ducan's spiel at the start of the origin is about how you're (insert origin here) and about the world you come from. Moreover, there are origins where you have no reason to believe you could ever become a Warden (City Elf, Dalish Elf, Mage, Dwarf Noble & Commoner). The only story where you know about Ostagar and might want to fight & die for Ferelden is the Human Noble Origin.

To me, the brief prologue was about my character, but there was no reason for my character to want to be a Warden in some cases, and want to continue being a Warden in others.

Oh, yes, of course, I did nto want to attack  or make the mad-man
angry at first, went outside and noticed the High-Dragon, where it did
come kind of practical IMO not to really get on his wrong side.

Edit:
did some thigns about the quotes.


At that point, I had killed what, 40 of his cultists? 50? I had also killed teenage dragons (the Brecilian Forest), and never seen a dragon first hand. There was no reason to think I couldn't kill a mature dragon, and no reason to be afraid of Kolgrim. 

It's the usual Bioware problem: kill everyone and then the boss wants to talk; but why is the boss scary if you literally killed an army to get to him?

Imrahil_ wrote...
That is awesome! Here’s my second paragraph:


No, it isn't. Again:

1) It sounds like you enjoy The Witcher style RPG's, or maybe a hybrid
DA-ME game, which is what DA2 is. And that's fine. I enjoyed TW2. Great
game
. Everything you said you want, minus a constant, controllable
party, which is an important point, to be sure.  I like having a party
over not having a party as well, but otherwise TW2 is a great game with
PC VO & no control of companion inventory.

2) But, what you
really, really need to understand is that there lots of "other people"
that want to play DA:O types of games, despite its many flaws. DA2 took
away everything those other people want to play, leaving them with
nothing.  They now have *no game* at all that meets their desires.  You
now have one more game that meets yours.


Your first paragraph talks about how TW2 is "everything I want". Your second paragraph says I have one more game that meets mine. Your second paragraph talks about "DA:O type games". There's no reason to think you're simply not continuing to talk about TW2.

But again: feel proud of how you put me in my place. You win the internet.

#187
xkg

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In Exile wrote...

No, it isn't. Again:

1) It sounds like you enjoy The Witcher style RPG's, or maybe a hybrid
DA-ME game, which is what DA2 is. And that's fine. I enjoyed TW2. Great
game
. Everything you said you want, minus a constant, controllable
party, which is an important point, to be sure.  I like having a party
over not having a party as well, but otherwise TW2 is a great game with
PC VO & no control of companion inventory.


2) But, what you
really, really need to understand is that there lots of "other people"
that want to play DA:O types of games, despite its many flaws. DA2 took
away everything those other people want to play, leaving them with
nothing.  They now have *no game* at all that meets their desires.  You
now have one more game that meets yours.


Your first paragraph talks about how TW2 is "everything I want". Your second paragraph says I have one more game that meets mine. Your second paragraph talks about "DA:O type games". There's no reason to think you're simply not continuing to talk about TW2.

But again: feel proud of how you put me in my place. You win the internet.


IMO he is right. He didn't mention even once about TW2 in his second paragraph.
He did mention DA2 and that now you have "one more game that meet yours".
It is rather clear to me that he was talking about DA2 not TW2 and there is no reason to think otherwise.

#188
Tirfan

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In Exile wrote...


Tirfan wrote...
The difference between us, I would guess was
that I really loved each and everyone of the origins - you were allowed
to do a few choices that had no effect, but these choices gave me some
incentive to think on the background of the character - what had been
going on with him before I assumed his role, and this too, helped me
form the opinions of the character and WHY he had those, it is one thing
I don't need to see in-game. And, well, there comes the metagame part,
you really do have to set out to do a character that has a) heard of
Grey Wardens and B) likes Ferelden, but, that is just one thing I have
accept. I just don't like the "here is your character, this is the basic
premise for him, GO!" Thing of DA2, I would not have liked origins as
much as if it had started the same way, "you are a Gray Warden, defeat
the blight, GO!" the brief prologue into your character was the thing
that for me gave me so very much in a way of allowing me to RP the
character.


But it doesn't come after you become a Grey Warden. Even Ducan's spiel at the start of the origin is about how you're (insert origin here) and about the world you come from. Moreover, there are origins where you have no reason to believe you could ever become a Warden (City Elf, Dalish Elf, Mage, Dwarf Noble & Commoner). The only story where you know about Ostagar and might want to fight & die for Ferelden is the Human Noble Origin.

To me, the brief prologue was about my character, but there was no reason for my character to want to be a Warden in some cases, and want to continue being a Warden in others.


Okay, I can see your point - and I do see that in most of the origin-stories the recruitment was rather forced, my Human mage would not have exactly anticipated being conscripted, but he did jump at the opportunity to get out of the circle, as far as going on fighting & dying for Ferelden - I might have projected a bit too much, but my character was a fereldan who had some previous knowledge about the wardens and their heroics, I just played it so that he just wanted to keep his freedom, now that he had finally gotten out of the circle, and being a warden allowed this, there was also a bit of a need to show the world that a mage can do good and things. The Dalish-origin warden, I have to admit, reeaally did not make basically any sense at all, I tried that once and I just ended questioning myself that WHY am I doing any of this, I want to get back to my clan, and could not come up with any explanation, no matter how bad.

Perhaps I have too much love for the magi-origin and that clouds my judgement a bit, but that origin & my mage character really, for some reason, gave me one of the best rp-experiences I've ever had in CRPG:s.

#189
nicethugbert

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mrcrusty wrote...

I don't get what you're arguing here.

You made the argument that AoD is cited as BG's spiritual successor because it has the same camera view and is like "medieval" and stuff.

Just pointing out the stupidity in the statement. I didn't mention DA:O at all.

As for the spiritual successor stuff, I don't really care all that much. It's a buzzword used for hype. DA:O was very different to BG in many areas of mechanics, but I suppose it was the BioWare game most like BG since NWN and shared many of it's design principles.


I'm arguing exactly what I wrote.  There is nothing clandestine about it.  It is exactly what it says and what I have been saying for the past few posts.  Nobody ever clarified the phrase "spiritual successor to Baldur's Gate".  Yet, people are arguing over it.

#190
nicethugbert

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Mad Method wrote...

Lets pretend he's not trying to argue back, which would make his post a classic red herring fallacy, and that he's merely using it to segue into his new point about how expectations of DAO as a D&D fantasy game were bound to be disappointing, which is a topic we may as well discuss.

To answer that, Baldur's Gate-like doesn't mean a D&D system and wanting a spiritual successor to Baldur's Gate doesn't mean wanting a D&D ruleset. And I don't think people really wanted a D&D system - at least I certainly didn't. Aside from that, if you're just discussing D&D fantasy as a setting, then I'd argue DAO has the basic staples of a standard high fantasy story down: Medieval period, elves, dwarves, dragons, goblins ("genlocks"), orcs ("hurlocs"), ogres ("ogres"), magic, ancient ruins, magic forests, underground cities, epic quest, etc.

Age of Decadence, by the way, is low fantasy, meaning minimal magic, and no elves, dwarves, or stuff like that. It also takes place in an ancient roman, post-apocalyptic setting, so it's not quite medieval either. Again, this is more a spiritual successor to Fallout than Baldur's Gate.


The phrase "spiritual successor to Baldur's Gate" is broad enough, taking a plain reading of it, and AoD has enough similarity to BG that you could realistically consider AoD a spiritual successor to BG also.

#191
adlocutio

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InExile,

I didn't see you address the self-interest motivation of fighting the blight (may have missed it.)  It's explained somewhere (can't remember) that the nature of the joining bonds you to the Darkspawn in such a way that they will seek you out, or you them, without exception.  That such an eventuality is inevitable, and that your only real choices are to find allies to help you fight them or fight them alone.  And it's my understanding that the joining is what makes you a warden, not a duty or a uniform or a belief.

Now, I suppose it can be argued you might prefer to fight alone, but that wouldn't be a compelling argument for someone who actually wants to survive.  There is plenty of reason to think the Darkspawn would intercept and kill you if you tried to make it to Orlais.  Morrigan tells you at Flemeth's hut that it's only Flemeth's magic keeping them from you at that very moment. 

You are one of two Wardens in Ferelden, a target of the Darkspawn, and you are also a target of Loghain.  Remember, he tried to assassinate you in Lothering, so if you didn't have motivation to oppose him as a Warden or Ferelden loyalist, there it is.  And we know that the Orlesians were aware of the blight, but that they had probably written off Ferelden.  So you're stuck in a country being overrun by enemies with nobody but yourself and no help coming and everyone is out to get you.  If running away isn't feasible, then you have to fight, right?  And wouldn't allies make the fight more winnable?

Not saying it isn't weak, but it's a motivation - if you accept that you'll be fighting the blight no matter what you do or where you go, and immediately.  Your point about dialogue choices forcing you to support the Wardens or Ferelden is right on, imo.  You should at the least be able to express that you don't consider yourself bound to do anything other than save your own ass.  Your point about motivation re: Sacred Ashes is well taken, too. Magic Powder?  No, I'll just put Teagan or Eamon's son in charge and take command of their army.  I mean, what about an option to put the Arl out of his misery and challenge Loghain with Redcliffe's army?

In Exile wrote...
It's more.. I think you come from PnP. I just don't find that computer RPGs, as a basic principle of design, can actually support more than 2-3 personalities. But I think support for a personality = 1) how people react to you; 2) the number of different ways you have to say something, worded as written in the text choice (with tone not being something you can pick even without VO) and 3) a visible acknowledgement of the intent you had when you picked the dialogue option.

I disagree that 1 and 3 are necessary to support a personality, and you can pick your tone if it isn't contradicted by the game.  E.G.:I can roleplay a sarcastic tone even if someone doesn't react to it that way.  I can't control what others think.  In straight dialogue, without narration or description to qualify it, any tone not directly contradicted by the game is valid.

You are right in assuming that a cRPG can really support 2-3 personalities with all 3 types of support  included.  But your particular personality does not necessarily determine how people react to you to any degree above and beyond those 3 basic fully supported personalities. 

Number 3 is a bit different, because surely if we choose "yes" the game should acknowledge that by accepting. But in more complex sentences the game should leave as much ambiguity as possible, or support as wide range of conceivable intentions as possible.  But as I alluded above, a "visible acknowledgement" does not necessitate 300 different responses.

#192
Morroian

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adlocutio wrote...

You are one of two Wardens in Ferelden, a target of the Darkspawn, and you are also a target of Loghain.  Remember, he tried to assassinate you in Lothering, so if you didn't have motivation to oppose him as a Warden or Ferelden loyalist, there it is.  And we know that the Orlesians were aware of the blight, but that they had probably written off Ferelden.  So you're stuck in a country being overrun by enemies with nobody but yourself and no help coming and everyone is out to get you.  If running away isn't feasible, then you have to fight, right?  And wouldn't allies make the fight more winnable?


Why isn't running away feasible? If you can get to Orzammar you can get to Orlais.

#193
adlocutio

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Morroian wrote...

adlocutio wrote...
[snip]


Why isn't running away feasible? If you can get to Orzammar you can get to Orlais.

As I recall, the explanation was that you were being watched/pursued by the darkspawn as soon as you were away from Flemeth's hut, and that you wouldn't survive on your own.  Which is why Morrigan was necessary. Obviously no one was going to help you if you run away.   They track you by virtue of you being a warden. I also think there's some dialogue with Alistair about possibly running away, and he has some reason why it wouldn't work. 

Again, I'm not saying it's not specious at best, but if you accept it it solves the problem of no motivation.

#194
In Exile

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adlocutio wrote...

InExile,

I didn't see you address the self-interest motivation of fighting the blight (may have missed it.)  It's explained somewhere (can't remember) that the nature of the joining bonds you to the Darkspawn in such a way that they will seek you out, or you them, without exception.  That such an eventuality is inevitable, and that your only real choices are to find allies to help you fight them or fight them alone.  And it's my understanding that the joining is what makes you a warden, not a duty or a uniform or a belief.


That doesn't make sense.

Let's suppose that darkspawn hunt Grey Wardens first and foremost, and that any living Grey Warden is hunted by darkspawn without exception. More importantly, let's suppose this is actually conveyed to you as a player and not being used as a meta-game reason for an external argument.

Even if this were true, it still doesn't change the strategic value of the kinds of allies you should seek you.

Your argument is essentially this: darkspawn seek you out, you must fight them. Therefore, save Ferelden by seeking allies alone with Alistair.

In response, my argument is this: darkspawn seek you out, you must fight them. Flee the shattered land in the midst of a civil war, and find senior Grey Wardens to ally with and organize against the blight.

You are framing this as a 'running away' issue, but it is not. It is rather about pragmatism: what do you believe is the best way to combat the Blight?

DA:O has a terrible design because it excepts you to only do one kind of thing to fight the Blight, and that's strike it out on your own to save Ferelden. But there's reason you should do this unless you are a certain kind of character, e.g. DA:O predefined in similar ways to DA2.

Now, I suppose it can be argued you might prefer to fight alone, but that wouldn't be a compelling argument for someone who actually wants to survive.  There is plenty of reason to think the Darkspawn would intercept and kill you if you tried to make it to Orlais.  Morrigan tells you at Flemeth's hut that it's only Flemeth's magic keeping them from you at that very moment. 


Why would you except not to be hunted and killed in any other part of Ferelden? Why is travelling to Lothering, with the horde at your feet, safer than fleeing Ferelden entirely?

Simply put: if the darkspawn can track you everywhere, and you are never safe, why are you safer in Ferelden undertaking the risker plan?

You are one of two Wardens in Ferelden, a target of the Darkspawn, and you are also a target of Loghain. 


That is a plot-hole of such epic failure it's almost comical. Loghain has no reason to believe you are alive. He has no reason to know what you look like.

More importantly, it the fact you areone of only two Wardens is the ideal reason to seek out more.

Remember, he tried to assassinate you in Lothering, so if you didn't have motivation to oppose him as a Warden or Ferelden loyalist, there it is. 


No, it isn't. It's excellent motivation to get the hell out of dodge and find more Grey Wardens, instead of getting involed in a Civil War where the other side is already making plans to kill you.

And we know that the Orlesians were aware of the blight, but that they had probably written off Ferelden.  So you're stuck in a country being overrun by enemies with nobody but yourself and no help coming and everyone is out to get you.  If running away isn't feasible, then you have to fight, right?  And wouldn't allies make the fight more winnable?


You're wrong about running away not being feasible. The insane plant save Ferelden isn't feasible. Just because as players we know it works doesn't make it less crazy. You've yet to show how any of the concerns you've raised aren't symmetric.

More importantly, what if you''ve written off Ferelden too?

Not saying it isn't weak, but it's a motivation - if you accept that you'll be fighting the blight no matter what you do or where you go, and immediately. 


But I never said there was no motivation. I said repeatedly that you were railroaded into a motivation. Hawke has a motivation : family (and if you make the once choice that removes that) the friends that stay in Kirkwall, & then being Champion. The issue is how you're railroaded into it.

I disagree that 1 and 3 are necessary to support a personality, and you can pick your tone if it isn't contradicted by the game.  E.G.:I can roleplay a sarcastic tone even if someone doesn't react to it that way.  I can't control what others think.  In straight dialogue, without narration or description to qualify it, any tone not directly contradicted by the game is valid.


No. You can't roleplay a sarcastic tone, because your sarcasm is never acknowledged. If I play a character who YELLS EVERYTHING AND POUNDS HIS CHEST (especially during the romances!) every time she speaks. Or a character who spits on everyone's face and then attempts to lick their fingers.

You have one tone: the tone the game designers have used to write the dialogue option int he first place.

But your particular personality does not necessarily determine how people react to you to any degree above and beyond those 3 basic fully supported personalities.


Yes, they are. Because they exhaust the responses. If you and I both said the same line to the same person in the same context (but with a different interplay of statements because we are different personalities), the mere fact it was the two of us saying it would produce non-identical responses.

Number 3 is a bit different, because surely if we choose "yes" the game should acknowledge that by accepting. But in more complex sentences the game should leave as much ambiguity as possible, or support as wide range of conceivable intentions as possible.  But as I alluded above, a "visible acknowledgement" does not necessitate 300 different responses.


It is impossible for the game to accomodate more than 1 (or at best 2) tones for any dialogue option, irespective of how vague you try to make the response.

#195
In Exile

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adlocutio wrote...
Again, I'm not saying it's not specious at best, but if you accept it it solves the problem of no motivation.


But I don
't. Let's say I believe the risk is worth it (Flemeth is insane, Morrigain is an apostate and cannot be trusted). I do not believe those treaties have value, and that allies can be gathered from war-torn Ferelden. I honestly believe (and am happy to risk my life) for the small sliver of a chance I can make it to Orlais.

Then what? How does the game address that? It never does. Just like DA2 never adresses a Hawke who might want to save mages at every turn.

#196
Sidney

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DA2 is a spiritual successor to BG2. Seriously the core of BG2 was:

1. Stat driven actions
2. Party based
3. Pause n' Go real time combat
4. Story driven
5. Interaction with party members

DA2 nails all of those things. You might not like party members or the story but that's not really at issue. The spirit of the game is directly in line with what mattered in BG2.

#197
thedistortedchild

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Sidney wrote...

DA2 is a spiritual successor to BG2. Seriously the core of BG2 was:

1. Stat driven actions
2. Party based
3. Pause n' Go real time combat
4. Story driven
5. Interaction with party members

DA2 nails all of those things. You might not like party members or the story but that's not really at issue. The spirit of the game is directly in line with what mattered in BG2.

Let me adress you point by point for brevity's sake.

1. Yes I agree that that existed in da2
2. I'm not sure what you mean by this.
3.Not on console until after the patch ( no auto attak made it nigh impossible to be strategic)
4. I disagree but this is a ymmv
5. not nearly as much nor was it as interesting as bg or dao (ymmv on that last bit as well)

Modifié par thedistortedchild, 07 juillet 2011 - 02:14 .


#198
Tirfan

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In Exile: I think adlocutio was trying to make a point that you can RP the character as at least to some extent sarcastic because, while the npc:s don't react to the tone that can be explained in a few different ways at least, including that the npc:s aren't used to sarcasm and don't spot it, or the PC being very bad at conveying the fact that he is sarcastic. It is technically feasible, it just doesn't work for me at least.

Modifié par Tirfan, 07 juillet 2011 - 02:20 .


#199
Sidney

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thedistortedchild wrote...

1. Yes I agree that that existed in da2
2. I'm not sure what you mean by this.
3.Not on console until after the patch ( no auto attak made it nigh impossible to be strategic)
4. I disagree but this is a ymmv
5. not nearly as much nor was it as interesting as bg or dao (ymmv on that last bit as well)


2. It isn't a Oblivion type one person game. You have a party.
3. The failure to have the auto-attack was an mistake. They always claimed for all versions that should have been there. Quality control was not part of the "plan" for DA2.
4. I'm not sure how you can disagree. They clearly do not have the IWD kill everything from point A to point B type of game. There's a ton of dialog you've got all sorts of plot lines going. If anything the problem is too much breadth of story and not enough depth.
5. I'm not even sure the as much is true  but there is clearly NPC interaction and how much you liked it is just an opinion.

#200
xkg

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Sidney wrote...

DA2 is a spiritual successor to BG2. Seriously the core of BG2 was:

1. Stat driven actions
2. Party based
3. Pause n' Go real time combat
4. Story driven
5. Interaction with party members

DA2 nails all of those things. You might not like party members or the story but that's not really at issue. The spirit of the game is directly in line with what mattered in BG2.


"Pause n' Go real time combat" - sorry but Baldur's Gate has D&D mechanics so it is turn based. Proof - You can turn on "pause at the beginning of player turn".

Besides that, by your definition there are tons of games out there that are BG's spiritual successors including many JRPGs - my answer is simple - NO.