Do choices affect DAII's plot in the grand scope of things? No, except for the ending choice.
But, think, its no different from DAO or any Bioware game.
Criticizing the lack of choice and consquence in the main plot in DAII because it fails to match some RPG like The Witcher 2, that does have plot altering decisions, or to rise above the common Bioware stock is a valid criticism. But saying that DAII has less choice and consquence than most WRPGs is unknowledgable and hypocritical.
One of the reasons I liked DAO was because it offered more choices than most other games I've played. Some of the consequences for those actions weren't as immediate, severe, long-term, or as far-reaching as I would have liked, but it was still a lot of fun to be allowed to make choices that altered the narrative.
I won't say that "DAII has less choices and consequence that most WRPGs". I agree with Shadow of Light Dragon in that my only criticism of the "choices and consequence" aspect of DA2 is that it didn't seem to live up to what was advertised.
Mike Laidlaw on Framed Narrative: "In Dragon Age: Origins you traveled across the land, but in Dragon Age 2 you're traveling through time. We're focused on a more specific area--you see it over time; you see it evolve; you see it change. This i think gives it more depth."
http://www.youtube.c...AJNMKKsk#t=187s
Most of the "choices" we are allowed to make are dialog choices that while they do shape the character, they don't really impact the overall plot. While the choices are still there, I would have liked the choices to have had more of an impact on the narrative, or a visual impact upon the world. We were told that the framed narrative and the 10 year span would allow us to see the world change, and it did, but mostly just as a consequence of time and not as a consequence of chosen character actions.
Theagg wrote...
There is also seems to be a sense of entitlement running through some of the arguments, insomuch as there is the belief that the player should be by default this great instigator of change. That the world of Thedas should shape around each and every of their 'important' actions.
Which, of course, is nothing like real life.
Is it a sense of entitlement that might move a person to want to make an impact on the world? I prefer to play a hero that is more than reactionary, and is more than a bystander.
ademska wrote...
a lot of people equate change and consequence with, say, picking a leader or annihilating a large clan, like what dao offered (and, i might add, what da2 offers endgame and with the dalish), but in my opinion? the kind of change hawke effects on that personal level is far more detailed and actually game-effecting in da2 than any of the major choices in dao.
In my opinion, having Anders (or any other party member) as my Friend or Rival is not the primary accomplishment I would have wanted my character to make. For me, the most memorable choices in the game are the ones with the most impactful consequences, and while I do find the ability to change the outlook of certain NPCs to be a significant part of the story, I don't find that changing their outlook makes any significant impact on the major points of conflict.
DA2 did have some very good, personal dialog and character-centric choices, but it seemed like Hawke's circle of impact was very small. Personally, I wasn't nearly as interested in a any of my party members as I was in the main plot.
Modifié par phaonica, 12 juillet 2011 - 09:33 .