Siansonea II wrote...
^Thirded. My favorite movie of all time is 2001: A Space Odyssey. Try doing a traditional story outline for that movie. Try finding a "protagonist" or a "plot". Go ahead, try.
I'm sorry Dave. I'm afraid I can't do that.
Siansonea II wrote...
^Thirded. My favorite movie of all time is 2001: A Space Odyssey. Try doing a traditional story outline for that movie. Try finding a "protagonist" or a "plot". Go ahead, try.
Filament wrote...
I disagree with those who disagree with those who agree about disagreeing about agreeing to disagree. Agreeably.
Cutlass Jack wrote...
Siansonea II wrote...
^Thirded. My favorite movie of all time is 2001: A Space Odyssey. Try doing a traditional story outline for that movie. Try finding a "protagonist" or a "plot". Go ahead, try.
I'm sorry Dave. I'm afraid I can't do that.
Modifié par Theagg, 03 juillet 2011 - 12:24 .
Modifié par snfonseka, 03 juillet 2011 - 12:31 .
XX55XX wrote...
The bad writing.
...
In most stories, you have a pyramid-style chart which waxes upwards towards the climax, and ebbs downwards towards a conclusion. They taught this back in my eighth-grade English class seven years ago. My old English teacher says that most good stories follow such a diagram. DAO had such a pyramid as part of its narrative structure, and so did many of BioWare's past games.
Yet, DA2's narrative decided to flatline itself for some reason. So, did BioWare's writers achieve something revolutionary by not following the model set forth by centuries of writing tradition? No. There was no excitement, no sense of rising action, nor any sense of falling action. Hence, the game's visible lack of progression dulled any sort of suspense within the player, and perhaps even discouraged a few players from finishing the game. It was boring. Hardly entertaining. Many events in the game were abrupt, occurring without the support of any suspense or anticipation.
...
BioWare did include a conflict in DA2. Yes, they did. But it resembled more of a series of sub-plots more than anything else - not strong enough to stand on their own, and yet, BioWare allowed them to do so anyway.
What was Hawke fighting for? At first, it looked as if he was fighting for riches. Okay, cliched, but perfectly fine.
The sub-plot BioWare introduces in the first act is fine, but they forgot to include one thing: a dramatic arc of events that would keep a player engaged and willing to keep playing. In short, by creating a series of "kill-everything" quests that lead to even more killing in the Deep Roads, BioWare killed the dramatic element in the first act then and there. There was no attempt to mix things up or even introduce any complications that may have a player scratching his or her head. The feeble attempt at drama near the end of the act does little to salvage it. Again, this relates back to my first point of DA's lack of narrative progression.
... BioWare, through some pretty bad writing, managed to strip away the most important elements of a good story: drama. Without drama to keep the story moving and the player entertained, who would continue playing?
Modifié par nightscrawl, 03 juillet 2011 - 12:51 .
Cutlass Jack wrote...
Disagree. Most problems were caused by poor development time. Others were caused by design issues. The writing itself was fine.
Guest_Fiddles_stix_*
Spacelion wrote...
... and Anders' lines, (''I lay awake all night ACHING for you'' - Oh God.)
Brockololly wrote...
But is DA2 really any different than your tried and true rags to riches type story?
Modifié par Alex Kershaw, 03 juillet 2011 - 02:26 .
Alex Kershaw wrote...
I disagree. In fact, I think the writing saved the game from being an utter failure; the fact that the game managed to get an 82/100 metacritic score in Mike Laidlaw's ridiculous idea of having the game take place in one city with almost no plot at all is a credit to the writers.
The companions were the best part of the game. While they weren't as deep as the DAO or ME characters, they were at least better than any non-Bioware game out there, which can't be said for any other aspect of the game. The companion quests were by far better than all the others and I think it's a credit to the writers that despite the game being mediocre, I'll remember every DA2 character for years and years and years to come.
I think that the main issue with DA2 was Kirkwall. I've gone back and played DAO and now am playing through the Witcher, and they get it completely right. You make locations (eg, Lothering) and then place quests inside those locations. For example, Lothering has maybe 10 side quests or so inside the village. They made a village, a Chantry, an inn and some surrounding areas, and then added those side quests.
In DA2, they can't do that because of the one location, so they do it the other way around. They write quests, then create locations for those quests, and that's where the feeling of simply doing a series of side quests in repeated areas came from.
Of course, the second problem was the fact that the game didn't have a plot, but again, that was Laidlaw's decision as Gaider cleared up the other week.
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.
Modifié par Areksu, 03 juillet 2011 - 03:23 .
Zeevico wrote...
The game would be stronger with better writing, but the tedious and repetitious combat doesn't help either.
Modifié par Huntress, 03 juillet 2011 - 03:47 .