scyphozoa wrote...
I disagree. The reason Bioware made such a big deal about continuity in importing is because it hadn't been done before for many years, and certainly not in a AAA franchise. I don't know where or why you would think importing inaccurate data would be an acceptable form of importing data. If you say you will import data, it is expected that data is accurate, otherwise, why advertise importing it at all?
Simply put, there is no such thing as half-way consistent. Its either consistent or its inconsistent. And if you really think that DA isn't obligated to import consistent data when they specifically advertise doing so, then they should have said "We give you the option to import your save files but that data won't be accurately reflected in DA2." ...Lol, that would be a funny advertising campaign.
Still doesn't sound right to me. There's no real reason to advertise it as full continuity importing if there's no other kind but it's not important. What's important is that there's nothing definitive stopping Bioware from pursuing the partial continuity route. So my original statement still stands. Also, inconsistent and partially consistent are pretty much the same thing. Inconsistent doesn't imply that everything isn't consistent, only that there exists at least one thing that isn't consistent. The true opposite of consistency is simply not having any consistency at all, which in this case, would be having DA 2 have nothing to do with your player choices at all, which would mean no person or thing you could have affected in DA:O should appear or be mentioned in any shape or form in DA 2.
DaiyoukaiGeisha wrote...
Yep. Having said that, from a purely business standpoint, it is worth doing the planning or (like you would do for a TV show screenplay for example) leave in a few "outs" for each character. If your main star in a TV show gets pregnant you better have a good explanation for that in the show.Star Trek writers seem to be the masters of that scenario, heh. So I disagree that your choices would be "limited" just because there is full continuity, it depends on how you write it.
I don't really think this one is up for debate. Let me try to explain. TV shows aren't an accurate comparison. TV shows only have to worry about a linear development of the story. Even if at some point something happens that causes you to change the story, that's fine because the original story is gone forever and you can keep going under the new circumstances. This isn't true with player choices. Full Continuity insists that you write the story to satisfy all branches and the import reactivity you write for those branches could potentially also have branches. With each passing game, the permutations and combinations the game has to support risks increasing at an exponential rate unless limitations are purposely set in place. So at the very least, writers would have to limit the number of distinct choices a player can make for a situation as well as the frequency of these noteworthy choices. Scope/consequences of choices would be up to how much devs are willing to support large variations in the game flow.





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