csfteeeer wrote...
I'm Sorry, but that's not true.
Apologies, but it is true.
First off, yes, the quest feel like Sub stories, but at the end, you see those stories for one reason....
You're missing my point. These sub-stories are given such heavy focus, yet they do nothing for the overall story. Try this test. Take Dragon Age: Origins. Remove every quest associated with recruiting an army. Now tell me if the main plotline stops making sense.
Broken Circle, Nature of the Beast, and A Paragon of Her Kind can all be completely removed and the player can still understand the main plotline, without fail.
This is because nothing important to the narrative happens in these locations. Their purpose is to expand game time. It's fun game time, but still not plot-essential.
Build the army.
what do you want? just arrive and say "Give Me your armies" and they say "bah, why not?", where is the game there? that's just not entertaining , not to mention, it makes a good focus on the hole "Thedas is the Protagonist" thing, it introduces us to the world, if we just arrive at the place and they give us armies immediately, then we would have to find out the lore all by our selves, and that's not good, and like i said, you're are there to build the army, it's an overarching plot, it's just slow moving.
I want a focused narrative. Jade Empire, Planescape: Torment, Deus Ex all provided this. I can omit most of Origin's side stories and I lose nothing critical.
The goal of the game is to stop the Archdemon and depose Loghain. Along the way, I spend a great deal of time hunting in the deep roads, crowning a dwarven king, exterminating werewolves. I want the game to have focus.
Not to mention, from The Arl of Redcliffe to the Urn of Sacred ashes, to the section where the hole crisis starts in Denerim, the plot finally takes off, and at a good rate at that.
This is the only section with actual plot that you listed. But this isn't about the linear sections, but about the choose your mission order portions.
it's a slow but efficient pace, and besides, one the biggest reasons in an RPG (at least Fantasy RPGs) is to get you lost in the world, and thanks to the characters, i think they did it fairly well(although they really need to start making their cities more alive)
as a matter of fact, Mass Effect 2 had a similar pace, but multiplied:
in DAO, Prologe ----> In Between ----> plot speeds up -----> End
in ME2, Prologue ------> In Between -----> Plot speeds up ------> In Between -----> plot speeds ups -----> In Between ----> End
it's harder to notice because Mass Effect 2 is shorter, but is like that, you revive, you end the prologue, and then you start recruiting a team, then a scripted mission (plot) kicks off, repeat.
However like i said, it's harder to notice because ME2 is shorter, so it works a little better there, but it is no different.
It was not difficult to notice in Mass Effect 2. It was not difficult to notice in any Bioware game, and they've all relied on this style heavily. That's why it's called the 'Bioware formula'. Although, Obsidian has been guilty of this as well.
Modifié par Il Divo, 27 juin 2011 - 04:26 .