Poor writing killed DA2. Agree or disagree?
#26
Posté 03 juillet 2011 - 03:26
#27
Posté 03 juillet 2011 - 03:51
The companion writing was mostly fine but was at times too reliant on silly and unrealistic combat scenarios, like Aveline's quest. However it felt squeezed into Act II; Act I felt relatively empty of companion dialogue. Also there wasn't much of an opportunity to speak with characters about a given quest or their thoughts generally at the PC's initiative which felt annoying.
The fetch quests (here's your garbage, msir) were instances of terrible design and terrible writing. They simply beggar belief.
Lack of interaction with the world generally, and the fact that the world rarely responded to inter-Act events, was a weakness.
The game would be stronger with better writing, but the tedious and repetitious combat doesn't help either.
#28
Posté 03 juillet 2011 - 03:52
RPGs in general need to have some sort of hook for me but usually there is something that easily acts as that hook- whether its the combat, exploration, visuals, progression, loot or the story. With BioWare, I can usually count on decent writing with the characters and an interesting story.
DA2 never really hooked me at all. There were moments where I was almost hooked with certain elements but then they'd get dropped or bungled. And with BioWare games the stories have always been the one reliable hook, no matter if the other gameplay elements were subpar. Not with DA2 though. It was the only BioWare game I struggled to keep interest with and the only one where I became bored to the extent I fell asleep playing.
It was just a boring game to me and the lackluster story and characters were part of that.
#29
Posté 03 juillet 2011 - 03:56
Is it?
I mean, if I were to say that I wasn't hooked by DA:O, would you view that as a valid criticism of the writing? Maybe you would. In which case I wouldn't be sure how to follow up.
I wasn't hooked by TW2, to the extent I couldn't motivate myself to progress. But I think there's a difference between "the writing and characters are bad" and "I just couldn't bring myself to care about any of it."
Sometimes it just isn't for us.
Modifié par Upsettingshorts, 03 juillet 2011 - 03:57 .
#30
Posté 03 juillet 2011 - 04:00
Can't go into more detail than that, as this is the No Spoiler's forum...
#31
Posté 03 juillet 2011 - 04:01
#32
Posté 03 juillet 2011 - 04:02
Icy Magebane wrote...
Too many forced outcomes to most of the events that you'd expect to have an influence on.
But thou must is a problem in a lot of cRPGs, DA2 included. Or are you bemoaning the lack of clear plot flags for Hawke to set along the lines of "who is the King of Orzammar?"
Icy Magebane wrote...
Too much disregard for the player's imported storyline so that Bioware could tell the story they wanted to.
Do you mean because they set it in a different city? I'm not sure how directly BioWare could address all of the potential endings of Origins without literally creating a sandbox game. Or do you mean things like Sister Nightengale?
Icy Magebane wrote...
Too much politics that only serve to polarize groups on the internet.
Are you seriously asserting that the mage v. templar plotline only serves to polarize groups on the internet?
Modifié par Upsettingshorts, 03 juillet 2011 - 04:03 .
#33
Posté 03 juillet 2011 - 04:11
#34
Posté 03 juillet 2011 - 04:12
#35
Posté 03 juillet 2011 - 04:18
Brockololly wrote...
RPGs in general need to have some sort of hook for me but usually there is something that easily acts as that hook- whether its the combat, exploration, visuals, progression, loot or the story. With BioWare, I can usually count on decent writing with the characters and an interesting story.
I think Bioware is terrible at hooks. You essentially either buy into the premise or you don't. BG was like that, BG II was really like that because it forced a cannon on you among other things, and JE and KoTOR because they forced a task and faction on you.
DA:O is a particularly egrigious example because Bioware follows up narrative freedom with a heavily restricted plot. Every failure of DA2's hooks essentially come from DA:O's design.
DA2 never really hooked me at all. There were moments where I was almost hooked with certain elements but then they'd get dropped or bungled. And with BioWare games the stories have always been the one reliable hook, no matter if the other gameplay elements were subpar. Not with DA2 though. It was the only BioWare game I struggled to keep interest with and the only one where I became bored to the extent I fell asleep playing.
It was just a boring game to me and the lackluster story and characters were part of that.
I've never understood the praise Bioware gets for their stories. They're always fun and they're generally faithful to the genre which Bioware works under (e.g. how KoTOR was faithful to Star Wars and JE to old martial arts movies) but they've never been good stories, in the same way Star Wars is brilliant but not particularl good.
Modifié par In Exile, 03 juillet 2011 - 04:19 .
#36
Posté 03 juillet 2011 - 04:20
#37
Posté 03 juillet 2011 - 04:21
ipgd wrote...
I disagree. I didn't think it was boring. I was interested in the story, and found it dramatic.
Not all narratives must adhere to a strict eighth grade story format.
I agree with this.
#38
Posté 03 juillet 2011 - 04:22
The biggest thing I hated were the reused maps, enemies dropping out of the sky and endless waves of enemies in some areas. The time spent fighting endless mobs could have been better spent on more story.
#39
Posté 03 juillet 2011 - 04:26
#40
Posté 03 juillet 2011 - 04:31
#41
Posté 03 juillet 2011 - 04:38
#42
Posté 03 juillet 2011 - 04:47
#43
Posté 03 juillet 2011 - 04:53
What I mean by that, is the story wasn't malleable, almost any major plot point has the same outcome no matter what you did or how you acted throughout the entire game. In a way it felt like I was playing a full motion video with some combat in between.
It might have been an interesting story in novel form. But as a player, it was a cage. Not just that we couldn't change things, I don't want to argue that point, because it turns into DA vs DA2. What was wrong is the game foreshadows bad things, tells you who the bad guys are, creeps along with you knowing NPC's A, B and C are going to screw your world up. We meet these people several times, cut to cutscene, click the wheel and watch them walk away. We are ineffectual, an observer that only gets to choose mage or templar occasionally while everything happens no matter what we do.
Maybe a good story, but not a good story to play a game in.
#44
Posté 03 juillet 2011 - 04:55
The story was fine but the frame narrative made it seem like three short stories. Add on top of that the companion quests were just tossed at the player with very little build up, followed with limited interaction and events that were over before they even had a chance to start. On the bright side, the companions didn't spend the whole game doing calibrations. Oh and taking away player choices and limiting their options is never a good idea and will not be seen in a favorable light.
#45
Posté 03 juillet 2011 - 04:58
Kileyan wrote...
What I mean by that, is the story wasn't malleable, almost any major plot point has the same outcome no matter what you did or how you acted throughout the entire game. In a way it felt like I was playing a full motion video with some combat in between.
This is how Bioware always writes stories. DA2 just exposed them because it forced them to show consequences of your actions in-game, and to Bioware, the stories are about the choices you make in them as opposed to the consequences from those choices.
#46
Posté 03 juillet 2011 - 05:06
You can't talk to your companions or family much to learn about their stories and personalities and you pretty much can't talk to NPCs at all. How much "story" is there in piles of letters popping up at your house telling you to go kill some random guys or "investigate" something which just ends in killing random guys, or bring back some item which you have to kill some random guys to get. There's no intrigue or mystery no hard choices, hardly any memorable NPCs and fewer still that you actually care about.
It just seemed like there were too many chefs in the kitchen and they just threw in a bunch of random ideas and called it a plot. To me it seems like it would be easy to make the plot coherent. Either make the whole story about mage vs templars, or about the qunari or combine money making with either of those to make one story. They forced Merril, Anders, and on non mage playthroughs Bethany on you to try and force you to care about mages, but if they had actually written a compelling story with events beyond "kill random guys" or "fetch torn pantaloons" you'd care about it.
There was so much wasted potential in DA2's story. Characters will mention something and you think "hey that sounds interesting" but you don't get to be a part of it, it just shows up in your codex or not at all.
For example, a mage vs templar story could have had you joining an underground mage resistance where you see recurring characters such as resistance leaders/organizers, someone operating a safe house, local shop keepers that are supporters, etc...and any of them could be involved in the storyline. As the plot builds you could be making bigger and bigger strikes against the templars and rescuing higher profile mages. If you chose the templar side, almost all the plot events could be the same but with you working against the mages, trying to root them out and planning bigger attacks, etc...The templar side would have friendly NPCs as well that would add to the story and how much you care about the world. In the first arc of the game you could be neutral and get caught up in quests relating to both sides so that you would get to know the philosophy and characters of either side, then at the end of the first arc or the beginning of the second you would pick a side.
I would much prefer something with a building plotline and climax with interesting side characters, events, and lore to random running around.
Modifié par Nefla, 03 juillet 2011 - 05:10 .
#47
Posté 03 juillet 2011 - 05:08
#48
Posté 03 juillet 2011 - 05:08
ipgd wrote...
Not all narratives must adhere to a strict eighth grade story format.
Exactly and as you get to higher grade levels you learn (or rather are supposed to) that a good story can often be different from traditional archetypes.
I think just because there isn't one large and in plain sight conflict people start complaining that it didn't exsist beyond subplots.
I thought the writing in DA2 was great.
#49
Posté 03 juillet 2011 - 05:10
#50
Posté 03 juillet 2011 - 05:12
That said, this was just one problem amoung many that made the overall experiance less enjoyable for me.





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