JohnEpler wrote...
RussianSpy27 wrote...
John, your opinion is duly noted. However, as a fan of DA:O for its literary strength (and a huge fan of David Gaider's novels), I have to say that in my hubmle opinion, codex is brilliant and should not be decreased in any way. As much as I love DG's novels on my kindle, seeing some of the story and DAO lore in written form within the game itself is very important for me. It makes me feel as if I, the role playing hero, am actually picking up that scroll or a book about a part of Fereldan's history and that is a unique experience.
Moreover, out of all the criticism the development team has recieved from critics and users about DA2, do you really believe that improving DA expansions/sequels includes decreased codex?
I'm respectfully appauled at how out of all criticism posts, this suggestion actually recieves notable attention and agreement. As if the development team is thinking "hmmm so we got a B for DA2 from the community & critics and A for DA:O...what can we do? OH LOOK this guy feels presenting story in written codex form is weak...bingo!!!!
~RS
I think you're grossly misrepresenting what I said. I feel the Codex is best used when it's giving the player ancilliary information that they might not otherwise have access to - things like flavour, in-character essays, that sort of thing. However, sometimes, we lean on the Codex a little too hard to tell you things that would be stronger if they were shown through the world and through gameplay. I don't feel that's a particular controversial position to take - I'm not saying 'less reading is always better!', but, well, I feel that since this is an interactive medium, wherever possible, let's let you discover things through interactivity. A good example that's been brought up is the Enigma of Kirkwall - as it stands, it's entirely Codex-based. It might have been stronger if we'd shown signs of the Veil being thinner at Kirkwall, and little hints through gameplay and in-engine stuff that says 'hey, here's this important fact about Kirkwall' because, well, it -is- important information.
And contrary to what some think, I'm certainly not opposed to reading. My degree is in English, so a certain love of literature and reading is inherent in thatHowever, I also believe that games have certain strengths and abilities that are unique to the medium that we should, wherever possible, capitalize on. Again, I'm not saying 'no more Codex! Let's take out every bit of reading from the game!', because that's simply not something I feel would be productive. Nor would that decision be in any way made by me, regardless of my personal feelings. What I -am- saying, however, is that we can work on the confluence of gameplay and narrative - the two should work together, rather than existing in almost separate boxes. And part of that is going to be bringing more of the narrative into the game world, whether through ambient events or any of the other tools in our toolbox.
EDIT: Corrected 'showed' to 'shown'. I will now hang my head in shame, as I have dishonoured my ancestors.
Sorry for pyramiding, but this was a good post by both of you, and something I would like to expand on. I am all for reading and literature, don't get me wrong, I read the dictionary twice in primary school and high school, as well as the the thesaurus, just for simple reading pleasure. So I understand the love of linguistics and how people feel that this can be shown as a let down if it somehow gets degraded in anyway.
As an idea with some of the codex entries, I think how as you showed as an example, The Enigma of Kirkwall , personally I think that would have been handle more effectively with an approach similarly used in the beginning of the Wardens Keep, where it showed the veil being thin, and what caused it.





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