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The hypocritical criticism of choices not affecting DAII's plot......


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#26
MeAndMySandvich

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Upsettingshorts wrote...

The Witcher 1 was even more fixed and even more linear than Dragon Age II, so it allowed for that.

It'd be much more difficult for the game to react to say, the decision to give the Squirrels the supplies by the river if you could have entered Vizima before completing the Outskirts. As it stands, you had to complete the Outskirts mainquest - which included said section - before entering the city, and the next chapter's state of affairs could reflect this.

Even then, someone still tries to kill the King at the end at Geralt stops him, correct?  I only finished the game once.


Yeah, the question is whether nonlinearity in mission selection is worth ditching causality for.

#27
upsettingshorts

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I'd say if you're going to sacrifice non-linearity you better come up with some reactivity or replayability suffers.

Whether or not this is worth it from a design standpoint would be up to BioWare, I suppose.

#28
ademska

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OdanUrr wrote...

all that stuff

you say unfulfilled, and i certainly understand where people come from on this issue, but for me, for once having a story where the character wasn't destined to succeed -- where in fact his major success happens midway through the game and everything beyond it was a deconstruction of the aftermath, a study of his failure -- was completely fulfilling.. this is all personal preference, but i found it much more compelling than playing the epic hero who conquers all and averts disaster. so, again, i wasn't unfulfilled at all. origins certainly didn't get me talking and thinking this much, mass effect either.

side note: did i just read a transcript of an Extra Credits? because your writing style is identical.

Modifié par ademska, 12 juillet 2011 - 05:26 .


#29
MeAndMySandvich

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Upsettingshorts wrote...

I'd say if you're going to sacrifice non-linearity you better come up with some reactivity or replayability suffers.

Whether or not this is worth it from a design standpoint would be up to BioWare, I suppose.


Exactly. But honestly, the "wow I did mission B before mission A" thing doesn't really contribute to replay value anyway. And I was under the impression that Dragon Age 2 was designed with a single playthrough in mind, hence the illusion of causality rather than actual causality.

#30
A Crusty Knight Of Colour

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In Exile wrote...

This is how DA:O handled any choice it actually had to show in-game. If you refuse to join the Wardens, Duncan conscripts you. If you refuse to go along with the treaty plan, Flemeth and Alistair push you into it. It comes back to the same thing.


But what you're arguing here is not about choices within the narrative, what you're asking for is a choice to be honored that contradicts with the premise of the narrative. To which I say is impossible in a story driven game. What if Hawke didn't want to go to Kirkwall? What if Geralt didn't want to run after Triss or Letho? What if the Nameless One didn't want to regain his memories?

Admittedly, the design and writing in the latter two make it much less of an issue (if at all), but the idea is the same.

All story driven games are railroaded to some point, but how much freedom are you given within that narrative is the important aspect here. Personally, a cutscene along with a non-canon ending for such a decision would be appreciated, but unless you design an entirely player driven, open ended narrative, there will be railroading especially when it comes to the premise of the narrative. Even games like Fallout railroad you.

In Exile wrote...
Origins cheats, though, by not showing them in-game. DA:O got praise for the choice, even though it essentially had only an end-quest choice that was never referenced again in the game except for the epilogue and the praise that it got is what led Bioware to the "it's the choice that matters, not the consequence" approach of DA2. Because Bioware never was in the business of actually creating branching paths.


I agree but undoubtedly Origins handled it better, even if only through text because in that case, the game at least acknowledges the choices you made. It also altered your endgame army composition, which can be pretty significant (or not, depending on how things pan out).

In Exile wrote...
I want to restate this, beacause I think the real problem with DA2 comes from thinking that DA:O was reactive. It really, really wasn't. It treated all origins the same after Ostagar and gave essentially identical content. It had lines of dialogue (as throwaways) but otherwise treated everyone the same, which paved the way for anti-reactive Mage Hawke.


Neither game is very reactive, but Origins was more reactive in Dragon Age 2.

Also, I don't think a branching narrative is all that necessary. It's really a matter of choice and consequence. In the case of Origins, what I'd like to see was the Harrowmont/Bhelen choice could have affects on the economy, particularly from Dwarven merchants, your decision in the Brecilian Forest could lead to a couple of random encounters, or human refugees (Werewolves) in Denerim which you can talk with and so forth, with perhaps an "after the fact" type questline depending on your choices. Nothing that alters the greater narrative, but something much more significant.

Neither Origins or Dragon Age 2 handles it well, but Origins at least tries to maintain that there are consequences to your choices. Whereas in many areas, Dragon Age 2 dispenses with that completely (either by taking away choices or by removing consequence) and there are even people who claim that this is actually done intentionally to drive the thematic aspects of Dragon Age 2. I prefer unintended consequences, myself. A good implementation of this was Fallout 3's Tenpenny Tower quest when you get the "ideal" solution and convince the Ghouls to live in the Tower peacefully.

Modifié par mrcrusty, 12 juillet 2011 - 05:30 .


#31
OdanUrr

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ademska wrote...

side note: did i just read a transcript of an Extra Credits? because your writing style is identical.


I didn't know what that was until you brought it up. Is that supposed to be good/bad?:huh:

#32
DaggerFiend

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MeAndMySandvich wrote...

There is many ways to convey feeling of powerlessness without causality having to take it up arse. 


Actually, I meant to say that "causality taking it up the arse" was inherent in the plot. That the plot is Hawke reacting to everything that happens to him/her, as opposed to the other way around, with the results being an afterthought to him/her. Just look at what happened with the kidnapping incident. Brought up in Act I, but never thought to show up again. (You may have skipped this quest in Act I and not know what I'm talking about).

I won't say you're wrong, though. The personality building could have been shown alongside the norm of cause-and-effect RPing. As I said before, I don't want to argue about whether this is a good or bad thing.

#33
Anarya

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ademska wrote...

OdanUrr wrote...

all that stuff

you say unfulfilled, and i certainly understand where people come from on this issue, but for me, for once having a story where the character wasn't destined to succeed -- where in fact his major success happens midway through the game and everything beyond it was a deconstruction of the aftermath, a study of his failure -- was completely fulfilling.. this is all personal preference, but i found it much more compelling than playing the epic hero who conquers all and averts disaster. so, again, i wasn't unfulfilled at all. origins certainly didn't get me talking and thinking this much, mass effect either.

side note: did i just read a transcript of an Extra Credits? because your writing style is identical.


Honestly I agree with you and I thought the central plot was refreshingly different from the usual hero story, but I also thought that there could have been more alternate outcomes to some of the quests that didn't directly impact the main plot. Or perhaps they could have scrapped some of the sidequests in the early game that don't really do anything at all for the plot and given them their own story with branching outcomes that ultimately does not affect the endgame events but adds some interest to Act 1, which felt a little meandering anyway.

#34
Ronin2006

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MeAndMySandvich wrote...

Exactly. But honestly, the "wow I did mission B before mission A" thing doesn't really contribute to replay value anyway. And I was under the impression that Dragon Age 2 was designed with a single playthrough in mind, hence the illusion of causality rather than actual causality.


You!

Stop using MY avatar or I shall smite you!

#35
A Crusty Knight Of Colour

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Ronin2006 wrote...

MeAndMySandvich wrote...

Exactly. But honestly, the "wow I did mission B before mission A" thing doesn't really contribute to replay value anyway. And I was under the impression that Dragon Age 2 was designed with a single playthrough in mind, hence the illusion of causality rather than actual causality.


You!

Stop using MY avatar or I shall smite you!


I agree with you. Both of you. Or only just you.

:pinched:

#36
ademska

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Anarya wrote...

Honestly I agree with you and I thought the central plot was refreshingly different from the usual hero story, but I also thought that there could have been more alternate outcomes to some of the quests that didn't directly impact the main plot. Or perhaps they could have scrapped some of the sidequests in the early game that don't really do anything at all for the plot and given them their own story with branching outcomes that ultimately does not affect the endgame events but adds some interest to Act 1, which felt a little meandering anyway.

oh don't get me wrong, i would love for sidequests and subplots to be more reactive in da2. i may adore the game, but i recognize its mostly objective flaws that come from being rushed out the door. ideally, the primary narrative would stay the same, but sidequests and avoiding doing sidequests would have much more consequence than they actually showed, even if it's just a mix of sideplots diverging and certain key scenes panning out slightly differently (eg not reaching leandra in time to say goodbye, the qunari battle going differently with the same ultimate result), and maybe even smaller aesthetic changes to kirkwall proper over the years. but as @InExile and the OP pointed out, this isn't exactly bioware's strongest suit, despite what origins-lovers may believe.

i did very recently find out there's a way to keep seamus dumar from (spoilers), so that was a pleasant choice-reactive surprise.

i just think that the overall narrative of failure, choice reaction aside, was excellent.


@OdanUrr
this is a good thing. the guy's an excellent writer. give his vids a look, they're worth your time! i think you'll appreciate it since you have such reasoned, thought-out perspectives on videogame stuff.

Modifié par ademska, 12 juillet 2011 - 05:42 .


#37
OdanUrr

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ademska wrote...

@OdanUrr
this is a good thing. the guy's an excellent writer. give a vids a look, they're worth your time! i think you'll appreciate it since you have such reasoned, thought-out perspectives on videogame stuff.


Why thank you, but don't give me too much credit. If you get me in a bad mood, I'll probably rant till kingdom come.:D

#38
Ryzaki

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OdanUrr wrote...

Uhh... how does DA2 compare to JE? At least JE has two very different endings as opposed to DA2's one. That's at least twice as much!

EDIT: Unfortunately, I see your point. BUT... and here's the icing on the cake... DA2 evolves over ten or so years! Most WRPGs that I know (I don't claim to know them all) follow the PC over a short and continuous period of time. Over ten years, choices should have visible consequences.

 

Jade Empire actally has three endings. 

CF, OP, and idiot (where you let Li kill the SM)

With several variations. (excluding idiot). 

You could also choose to spare a town or let it rot (and saw some of the affects of it even though the second you leave it no longer matters and you can't go back to the area and see if the cannibals overran it :(

Modifié par Ryzaki, 12 juillet 2011 - 05:54 .


#39
Ronin2006

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OdanUrr wrote...

ademska wrote...

@OdanUrr
this is a good thing. the guy's an excellent writer. give a vids a look, they're worth your time! i think you'll appreciate it since you have such reasoned, thought-out perspectives on videogame stuff.


Why thank you, but don't give me too much credit. If you get me in a bad mood, I'll probably rant till kingdom come.:D


That video review of DA2 had to be the worst video review I have ever seen (I didn't bother reading it after seeing that video).  There's not one point there that I agree with, and yet, that's not what bothers me about it.  It's the complete lack of objectivity there that I can't stand.

It's one thing to have a review with points I disagree with but at least tries to give a balanced account of the game, it's another to completely dismiss or fail to even mention a game's most obvious faults.

I understand people liking DA2 and even giving it a positive review, but no objective review should fail to mention the reuse of maps or spawning in the very least.  The fact that this wasn't even mentioned suggests that either he didn't really play the game, or that he was "encouraged" to write a positive review, or maybe, that he's not very good at his job.

Modifié par Ronin2006, 12 juillet 2011 - 05:56 .


#40
In Exile

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mrcrusty wrote...
But what you're arguing here is not about choices within the narrative, what you're asking for is a choice to be honored that contradicts with the premise of the narrative.


I'm not at all. It would be one thing if we start the game post-Ostagar, as veteran Grey Wardens. But we don't. We start the game as something entirely different than a Grey Warden. Depending on the origin, you're either forced by circumstance or coerced by Duncan to go along with him - but there's no real reason given for your willingness to actually drink from the Joining chalice, especially after what happens with Duncan and Jory.

It's certainly against wha Bioware want the narrative to be, but not what they present as the narrative to the player. 

To which I say is impossible in a story driven game. What if Hawke didn't want to go to Kirkwall? What if Geralt didn't want to run after Triss or Letho? What if the Nameless One didn't want to regain his memories?


But these are things that set the tone for the start of the game. A better parallel is, what if Hawke wants to do something about the Meredith once becoming Champion?

All story driven games are railroaded to some point, but how much freedom are you given within that narrative is the important aspect here. Personally, a cutscene along with a non-canon ending for such a decision would be appreciated, but unless you design an entirely player driven, open ended narrative, there will be railroading especially when it comes to the premise of the narrative. Even games like Fallout railroad you.


There is a difference between being railroaded by circumstance and by authorial fiat. Here's a great reason to undertake the Joining (no matter what): if you are a Dalish elf and so infected with the taint. It is literally do it or die.

You can railroad the player effectively and poorly. DA:O mostly did it poorly, and so did DA2. It was about having to do it and coming up with a reason, versus having the situation such that you need to do it. 

I agree but undoubtedly Origins handled it better, even if only through text because in that case, the game at least acknowledges the choices you made.


But DA2 does this! Even the biggest offender (The Act of Mercy Chain) acknowledges what Hawke did, and you even get a different Act 2 sidequest for it (the mage board or the fugitive hunting). Characters reference your actions. But they're all overwritten by circumstance. DA:O was very anti-reactivity, and so long as that design is praised, then DA2 can't be criticized on grounds of lacking reactivty. At best, alll you can say is that DA2 had the wrong flavour of illusion of choice.

It also altered your endgame army composition, which can be pretty significant (or not, depending on how things pan out).


It's not at all. The army is entirely irrelevant story wise vis a vis your success, and gameplay wise if you're halfway compentent (never had to use the army on nightmare).

Neither game is very reactive, but Origins was more reactive in Dragon Age 2.


Again, disagree.

Also, I don't think a branching narrative is all that necessary. It's really a matter of choice and consequence. In the case of Origins, what I'd like to see was the Harrowmont/Bhelen choice could have affects on the economy, particularly from Dwarven merchants, your decision in the Brecilian Forest could lead to a couple of random encounters, or human refugees (Werewolves) in Denerim which you can talk with and so forth, with perhaps an "after the fact" type questline depending on your choices. Nothing that alters the greater narrative, but something much more significant.


Well, sure. But DA:O has none of this. I agree with you that branching narratives isn't needed (although I like that as a feature). 

Neither Origins or Dragon Age 2 handles it well, but Origins at least tries to maintain that there are consequences to your choices.  


So does DA2. It has consequences for Hawke - it's just the player who knows the content is identical. What you're asking for is satisfying for the player, but DA:O didn't have satisfication for the player. The standard is very problematic.

Whereas in many areas, Dragon Age 2 dispenses with that completely (either by taking away choices or by removing consequence) and there are even people who claim that this is actually done intentionally to drive the thematic aspects of Dragon Age 2. I prefer unintended consequences, myself. A good implementation of this was Fallout 3's Tenpenny Tower quest when you get the "ideal" solution and convince the Ghouls to live in the Tower peacefully.


But DA:O just dispenses with it by not showing the consequence and writing a blurb about it. If DA2 had "Act Blurbs" where it described the consequences of what Hawke did do you think that would be somehow make DA2 more reactive?

#41
In Exile

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Ronin2006 wrote...
I understand people liking DA2 and even giving it a positive review, but no objective review should fail to mention the reuse of maps or spawning in the very least.  The fact that this wasn't even mentioned suggests that either he didn't really play the game, or that he was "encouraged" to write a positive review.


People might not care. Hell, I have a friend who actually supports recycled maps as a way to produce much more story content at lowered cost.

#42
Ronin2006

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In Exile wrote...

Ronin2006 wrote...
I understand people liking DA2 and even giving it a positive review, but no objective review should fail to mention the reuse of maps or spawning in the very least.  The fact that this wasn't even mentioned suggests that either he didn't really play the game, or that he was "encouraged" to write a positive review.


People might not care. Hell, I have a friend who actually supports recycled maps as a way to produce much more story content at lowered cost.


I actually hope this is a joke.

#43
upsettingshorts

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Ronin2006 wrote...

I actually hope this is a joke.


Think about it from this perspective:

Remove every quest from the game that doesn't take place in a recycled location.  How many quests are left?

#44
ademska

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Ronin2006 wrote...

That video review of DA2 had to be the worst video review I have ever seen (I didn't bother reading it after seeing that video).  There's not one point there that I agree with, and yet, that's not what bothers me about it.  It's the complete lack of objectivity there that I can't stand.

It's one thing to have a review with points I disagree with but at least tries to give a balanced account of the game, it's another to completely dismiss or fail to even mention a game's most obvious faults.

I understand people liking DA2 and even giving it a positive review, but no objective review should fail to mention the reuse of maps or spawning in the very least.  The fact that this wasn't even mentioned suggests that either he didn't really play the game, or that he was "encouraged" to write a positive review, or maybe, that he's not very good at his job.

what... are you even talking about?

the extra credit series isn't a review series, it's discussion of general gaming themes. are you talking about yahtzee on zero punctuation? or did i miss extra credit reviewing da2?

#45
A Crusty Knight Of Colour

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In Exile wrote...

snip


Something to think about. I find myself agreeing in theory, but my own experiences of the games were vastly different. Perhaps it's better presented, or there are enough consequences in key areas to hold it together? Because I did feel like my choices in Origins were being honored, whereas Dragon Age 2 took a lot of that away. I think perhaps the worst area was when you are forced to chose after <spoiler> but then the <spoiler> happens pretty much the same anyway and maybe that tars the perception of the whole game. It would be similar to Landsmeet giving you a choice in how you defend yourself, how you deal with Loghain and all the related areas like the Ritual, the Throne, etc. Then having all of that play out almost exactly the same regardless of what you do, with the only difference being in whether your Warden stayed afterwards to help rebuild Denerim or not. That would certainly ****** me off and tar my perception of Origins as a whole.

#46
mordarwarlock

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DAII had two endings and two endgames....there is no one ending for Hawke's story. For the outside frame, yes, for the inside of the frame, no.


ummm no

you choose templars?, well, you kill orsino AND you kill meredith

you choose Mages?, well..you kill orsino AND you kill meredith

stop with that nonsense, there's only one outcome to anything you do in DA2, no matter which side you pick you get the same ending, the same people to kill and the same reason for you to kill them

#47
alex90c

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Upsettingshorts wrote...

Ronin2006 wrote...

I actually hope this is a joke.


Think about it from this perspective:

Remove every quest from the game that doesn't take place in a recycled location.  How many quests are left?


Oh God.

#48
CrimsonZephyr

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Upsettingshorts wrote...

Ronin2006 wrote...

I actually hope this is a joke.


Think about it from this perspective:

Remove every quest from the game that doesn't take place in a recycled location.  How many quests are left?


The prologue.

Modifié par CrimsonZephyr, 12 juillet 2011 - 06:25 .


#49
Giga Drill BREAKER

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wait, how is it hypocritical?

#50
Gallimatia

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In Exile wrote...

mrcrusty wrote...
But what you're arguing here is not about choices within the narrative, what you're asking for is a choice to be honored that contradicts with the premise of the narrative.


I'm not at all. It would be one thing if we start the game post-Ostagar, as veteran Grey Wardens. But we don't. We start the game as something entirely different than a Grey Warden. Depending on the origin, you're either forced by circumstance or coerced by Duncan to go along with him - but there's no real reason given for your willingness to actually drink from the Joining chalice, especially after what happens with Duncan and Jory.


What happens with Jory has always been what explained my willingness to drink from the chalice. If you don't Duncan will cut you down, without a second thought or trying to reason with you. In fact I think this is Jory's reason for living. He exists to show that it's a drink or die situation for everyone, not just the dalish. The PC can learn from his example and doesn't have to embarass him/herself by trying to refuse (and failing).

It's really only when you get to Flemmeth that things start to get contrived for us force recruits. What's that line "Why not? As long as there's some profit in it.". :whistle: