OdanUrr wrote...
Incomparables pop more often than not when we talk customization, so let's talk customization. Consider "Section 8: Prejudice." In this game, as in many other FPS, you're restricted to the number of weapons you can carry, if memory serves, you can carry between two to three weapons out of an arsenal of six or more. Which one do you take? The pistol? The assault rifle? The sniper rifle? All have different perks, for instance the SR has greater accuracy and damage output but the AR also deals considerable damage in close quarters. If the game's done properly, you can approach it using different weapon combos, and we haven't even entered the realm of selecting different ammunition or mods, like in ME. Some ammo is better suited for synthetics, other for organics. Some mods give you greater stability, others dissipate heat more effectively. See? Choices.
I don't think Bioware's ever really done a game where choices matter. And the real problem with this is that, essentially, you've risk hitting either the irrelevant approach build (ME, where you had lots of options but one of them really meant anything) or the rock-paper-scissors approach (where you pretty much just have to guess the immunity and win).
The video mentioned WoW as a perfect example of this, and even Mike Laidlaw (was it him?) at some point complained that players in DAO ended up using the same armor for all their companions. Why? Probably because that particular armor was better than any other in the game. When you can turn an item into a set of numbers, it's easy to decide which one you'll end up using. This isn't a choice, it's a calculation, a decision based solely on reason that has a clear correct answer, remember?
It's certainly a problem with the design of the game... but I think the real answer is to just make sure you have multiple equally viable numbers, so to speak.
Let's bring it closer to home: DA2. I'm sure people out there are already fine-tuning the perfect class-combos.
I can give you a list, if you want.
Hey, maybe this is true of DAO as well.
DA:O was even easier. As long as you wanted to use mages, anyway.
On the other hand, when certain abilities are restricted to a specific class, your options are reduced, and the task of turning abilities into numbers becomes so much easier. For instance, whenever I play a mage, I find myself going for pretty much the same abilities: heal, fireball, lightning bolt. It's just what the video said, you look to maximize your damage output while boosting your defense/health values. You might veer off the path a little for variety's sake, but when push comes to shove, you go for the same abilities every time.
Are you talking about DA:O or DA2? DA:O was a game you could solo by mages alone. With the way cross-class combos work, in DA2 you can't rely on more than 2 of one party member (and I'd honestly say archer+dual wield rogue should be the pair). I think DA2 in a sense gives you more variance in party variability, at the cost of character variability.
None of this is related to story, though.
By this point, you're probably thinking, "How does this relate to Hawke and his companions?" I'm thinking it too. But remember, choice is overcoming conflict. There is no conflict when you can safely say that A is the correct answer. There is no right answer when talking to your companions about their thoughts, opinions, and ideals, as opposed to your own. Conflict may very well arise from discussing the issue of slavery, the validity of using blood magic, or the fine line between justice and vengeance.
Actually, I think the real problem DA2 had (and it influenced the whole design) is that most players
did have an easy answer to the mage-tempalr problem, and then DA2 had a lot of elements designed to tip the scales and it just ended up creating a giant, incoherent mess.
The more fulfilling aspect of choice, however, comes not from discussing these topics but from facing them. Would you resort to blood magic to save someone you loved? Would you free a slave if it meant jeopardizing your own mission? These choices go to the core of who you are, of who you want to be. Some of them arise from the points described above, others from carefully considering your own ethics and morals. Satisfaction comes from putting who you are as a person to the test and, sometimes, the test is enough in and of itself, without the player looking for a reward. Of course, it's always welcome.
Here is the problem: Bioware retained
the worst aspect of RPG design: in-character rewards being the reward for a choice instead of "player" rewards.
Let me clarify by looking at DA:O, precisely the origins. How much does an origin change in DA:O,
in terms of content? Very little. The origin is just something the player is that gets very quickly overwritten by the secret warrior order the player is a part of and the fact the game is set outside the societies where this type of racial background would really matter. DA:O
from the start created a situation where player choice is nothing more than flavour.
What this means, essentially, is that Bioware isn't doing anything to challenge the player. They create a social and ethical sandbox (of sort) and expect you to create these conflicts yourself in it.
Bioware doesn't think you should be free to do
anything; they give you lines and fixed attachments (in DA2 it was to the Hawke family and later to Kirkwall & your friends and in DA:O it was to Ferelden and the Wardens) and think you will create your character out of that.
Perhaps this is why it wasn't very difficult for me to side with the mages rather than the templars at the end of Act III. Yes, we're shown throughout the game that most mages in Kirkwall are deranged, borderline psychotic. We're also shown that templars can act like zealots, fanatics with an insatiable bloodlust. Both feed off each other and perpetuate this circle. But this isn't what sparks the conflict at the end of Act III, this is merely the backdrop, something that's already been going on for a long time. What sparks the conflict is an event, one that is just as unfair to pin on the mages as it would be to pin another one on the templars or the Chantry as a whole.
That's because of how it resonates for you, the player. But Bioware designed this to resonate for your character, i.e. who you want Hawke to be. But what Bioware thought players did to RP and what players do is not the same thing. And that was a big part of their failure.
And we're coming to the crux of the matter. The reason why it's so easy for me to choose, and, yes, it's still a choice, is that the question comes down to a very simple (for me) ethical dilemma: do you hold an entire group responsible for the actions of one of its members? Well, the member isn't quite a member but you get the point. It would be more difficult for me if, say, siding with the templars would provide a quicker resolution to the conflict, or maybe more lives would be spared.
And here you emphasize my point:
for you it came down to this. But Bioware never wanted it to come down to that. It should be "for Hawke" and that rationale should be unique to the Hawke you create.
But, yes, it's a choice, one that comes down to your ethics sure, but that doesn't diminish its value. Choices based on ethics can be an immensely rich field to explore, but the problem is DA2 doesn't really take advantage of that. Do other Bioware titles successfully explot this? I don't know, and this post has already gone on long enough. So, you might want to explore how many of your decisions in DA2 are really reactions and calculations, and how many are choices and what kind of choices. Just saying. Have fun!
I don't think Bioware ever wanted it to come down to that.