MorrigansLove wrote...
Alex Kershaw wrote...
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.
Link, please?
I think he's referring to this interview which was published about one month ago but I think took place either prerelease or about as the game was being released in March:
Much has been made of the framed story in Dragon Age II. What was the inspiration for this addition, and how does it affect the experience of the game?
David Gaider:
The framed narrative was Mike’s idea, and the origin of it came from a desire to tell a story over a larger scope of time. In the past, all our stories began at point x and you played in a linear fashion through to the end. Having a larger time period to play with allowed us to introduce long-term consequences to the player’s actions in mid-game rather than at the end, and also have the concept of the “unreliable narrator”—such as in The Usual Suspects where you’re not certain by the end of the tale whether the narrator was telling the truth.
Modifié par Brockololly, 03 juillet 2011 - 04:30 .





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