Not all decisions need to change the world state or narrative, nor should they.
While this is a slight off topic tangent to the character of Hawke, I'm seeing a misconception that choices = changing world state. To be fair, most of BioWare's choices have always been about changing world state, usually through the use of slides.
But here's the thing. I find Hawke's role to be utterly pitiful in Dragon Age 2 because his/her decisions don't matter.
Does that mean I want a Hawke who can fix all the world's problems? Do I want a character WHO CAN MOVE MOUNTAINS THROUGH THE POWER OF BELIEF? No. But what I do want
and expect from RPGs nowadays is for choices to have consequences. Otherwise, it's imaginary.
What do I mean by that? When Hawke and co. are given the opportunity to impact their will on a questline, I want that to be honored. Changing world states and branching narratives are nice and ultimately preferred, but there are many, many ways to make a decision feel important.
Plot-related specialisations and talents are one way. For example, the Blood Mage talent tree was literally screaming for plot involvement. Then, have the game react to that through prompts in the dialog (Mage option becomes Blood Mage option), comments from companions, NPCs, etc and you've got a hold of something there.
Ambient NPCs are another. Have them change clothes, discuss events, move around according to what you did in certain quests. Tipped the balance of power towards the Mages? Make the player feel like it means something, let the NPCs in the streets talk more positively about Mages. Have one dress in a robe with mocking ambient dialog. Or the opposite.
There was a little of this already, but far too little.
Taking a hammer to Act 3 would've been nice as well. The basic world state for Kirkwall is similar regardless of what you choose, and I don't care to change that. But what could've been done to make your decisions more important is obvious. A "but thou must!" moment followed by railroading. Not fun.
The side quests too, were just begging for depth. Magistrate's Son? Changes how you interact with the nobility, opening up new dialog options and alternative ways to resolve future quests. Also, Assassins in Darktown replace thugs. Have ambient NPCs comment on the situation.
The Bone Pit? Oh man, if you're roleplaying a Hawke who's remotely interested in Ferelden and the refugees at all, this was
the quest to really give you a chance to roleplay. A group of ambient NPCs discussing the refugees, discounts in certain stores, comments from your companions or other NPCs, a couple of cutscenes after the quest(s) where you "run into" some Fereldens and deal with them according to your character and the decisions you made. Maybe it affects the shop in Lowtown? Helping the Fereldens reduces the amount of NPCs, people are thankful and the shop gets a facelift with new items for you to buy (at a discount).
Also, Act 1 should've really had branching narrative based on who helps you get into the city. Smugglers v Red Iron. Well, Act 1 and Act 3, really. Not necessarily in the sense of Witcher 2, but have a handful of main quests to define the story of Act 1 where the narrative is the same, but you're playing it from a different angle. So, a Smuggler quest will have you trying to
sneak into Hightown at night to smuggle weapons (or not, if you so choose) while the Red Irons will have you being hired by the City Guards to hunt and find the smugglers (or not, if you so choose). That way, you can use most of the same assets, levels and characters without making it feel too much like it's lazy, since the content is different.
Things like that.
You don't need to move mountains or solve everyone's problems, you don't even need to have a branching narrative (though it's obviously the ideal solution). You just need to make your decisions have impact and make them matter.
Dragon Age 2 overwhelmingly failed to do that. Now, they had a rushed development cycle, which is likely the main cause of the lack of consequences. So, there's at least that.
Regardless of the rushed development time, there are many many people who love the game despite it. The characters, the writing, the story, Hawke, there are plenty of reasons to love the game. That's fine. Nothing's wrong with that.
However, I am a little tired of people defending the lack of consequences and meaningful choices as a result of some esoteric brilliance on the part of the game, or that it's somehow a "slice of life" narrative. It's not, I don't think Hawke's story is an everyday, mundane story. Even if it was, it still doesn't change the fact that the game has far too little consequences for your choices, if it even acknowledges them at all.
Now, regarding Mummy dearest, I would still have the end play out the same. But adjust it so that a proactive Hawke
can investigate, warn Leandra, take action, etc. Just have Hawke needing the resources of the Circle Mages/Templars to lure Gascard and/or Quentin out into the open while asking them to protect Leandra at home. Orsino "promises" aid, Meredith stonewalls you. You go it alone, rest happens as planned. In the manor, if the situation warrants.
Still railroading but if you add a bunch of consequences like unique dialog when going back to Orsino/Meredith, maybe it's enough.
Modifié par mrcrusty, 04 août 2011 - 04:58 .