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Why make Hawke a character?


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#1
andrewmetroid8

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I think that Hawke is meant to be a party member and not a protagonist in DAIII. This would explain why Hawke's decisions did not have as much impact or influenence as the Warden's. We are learning the history, motives, and personality that drive the Champion of Kirkwall. Will they be a humourous companion who fights for mage freedom? Or an mean individual who allowed their own sister to be killed by the templars? My theory is that DAII was meant to determine if Hawke as a companion will help you or oppose you. This is why Hawke was never OUR character, they are already set to fufill a specific role in the next game.

#2
Sajuro

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I liked Hawke better than the Warden I must say, and I would like it better to play Hawke again than trust the game to reflect my Hawke's personality accurately.

#3
whykikyouwhy

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I felt that Hawke was my character, and that there was some influence exercised upon the events in the game (though moreso in the lives of specific individuals). In comparison to the Warden, the scope of influence is going to naturally be smaller - its a difference of how much map was covered. DA2 is comprised of the microcosm that is Kirkwall.

I don't think Hawke as a party member would work though. With 3 base personalities to work with (and all sorts of dialogue/decisions combos therein), that might make for some inconsistencies down the line. Hawke will feel less "Hawke" as an NPC - (s)he would lose some of vitality that came from directly playing that protagonist.

#4
andrewmetroid8

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I can accept that you like Hawke better than the warden, but they why would the only choices in dialouge be helpful, humourous, or aggressive? Whichever you choose the most determines your Hawke's tone of voice and dialogue lines. And you do not pick what Hawke will SAY but the approach. I am certain this leads to a NPC companion who reacts based on your choices in DAII.

#5
Rifneno

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andrewmetroid8 wrote...

I can accept that you like Hawke better than the warden, but they why would the only choices in dialouge be helpful, humourous, or aggressive? Whichever you choose the most determines your Hawke's tone of voice and dialogue lines. And you do not pick what Hawke will SAY but the approach. I am certain this leads to a NPC companion who reacts based on your choices in DAII.


*looks under avatar*  Nope, no Mass Effect, that explains that.  :)  The dialogue system in DA2 is the same one from the Mass Effect series.  Originally it was just "paragon" (helpful) and "renegade" (aggressive).  Not sure why humorous got added as a third option.  Probably because people complained when they found out after playing paragon Shepards that a douchebag Shepard is positively hilarious (and my God is he ever), so they wanted to give a way to be funny without also setting hobos on fire for giggles.

Anyway, lots of people ****ed about it.  Personally I think it's a daft complaint.  There's a lot of legitimate issues with this game and while the dialogue wheel is far from perfect it's a damn good system in my view.  It's like people complaining about Alistair looking wrong; really, that is what bothers them?  Not the railroaded plot, missing years that existed only so they could sucker in people with "a story so grand it takes a decade!" advertisements, not the fact everyone in Kirkwall has a combined IQ of one of those little pieces of paper that turn into a sponge when you get them wet?  ....  But I digress.  I'm positive Hawke won't be relegated to the role of a companion in DA3.  They told us that Hawke is going to become "the most important character in the Dragon Age universe."  There's a whole assload of people way ahead of him at the moment.  He's got a ways to go before he even passes the Warden, let alone historical figures like Andraste.

#6
Wulfram

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No. Bioware do not have anything like enough information to work out how my character would react.

#7
Guest_Queen-Of-Stuff_*

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Rifneno wrote...

*looks under avatar*  Nope, no Mass Effect, that explains that.  :)  The dialogue system in DA2 is the same one from the Mass Effect series.  Originally it was just "paragon" (helpful) and "renegade" (aggressive).  Not sure why humorous got added as a third option.  Probably because people complained when they found out after playing paragon Shepards that a douchebag Shepard is positively hilarious (and my God is he ever), so they wanted to give a way to be funny without also setting hobos on fire for giggles.


As far as I recall from playing Mass Effect, there is usually a third, more neutral dialogue option that is neither paragon nor renegade. I think the humorous option is supposed to be the neutral  third option - for instance, a diplomatic response would be helping people without question, an aggressive one would tell the needy to crawl into a hole and die, while the humorous option fits a roguish character that agrees to help people if there's a reward involved.

Modifié par Queen-Of-Stuff, 02 août 2011 - 03:12 .


#8
ReallyRue

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andrewmetroid8 wrote...

I can accept that you like Hawke better than the warden, but they why would the only choices in dialouge be helpful, humourous, or aggressive? Whichever you choose the most determines your Hawke's tone of voice and dialogue lines. And you do not pick what Hawke will SAY but the approach. I am certain this leads to a NPC companion who reacts based on your choices in DAII.


I found in Origins, there tended to be a friendly/humorous/rude divide in the dialogue options. Sometimes there would be a random fourth option, or a few "investigate/question" options, but other than that, they seemed similar. It was just more obvious in DA2.

#9
Pzykozis

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Meh I found Hawke a lot easier to play as than muted death stare Warden. Then again I don't have the problem of bouncing off of characters like Shep or Hawke or anyone for that matter.

As for changing a PC over to an NPC... that'd be a bad idea I think. In the same way that I view Prototype 2 with much mehness (PC from 1 is the antagonist in 2 because of a switch in PoV) making a character that was you (in my case every character I play as is an avatar for me I don't make characters up) suddenly become a companion would give them thoughts and the like of their own whereas before... they were yours (to the extent that can be done).

Imagine your identity suddenly put into a friend of yours or something, and then talking to yourself but instead of you the person that is you speaks and thinks completely different, decidedly odd.

#10
Corwyn

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I think that Bioware realizes there wasn't a way to bring everybody's warden back and make everybody happy that's why they went with a character that was a little more set in stone. I don't think Bioware has the time or money to make a game that encompasses all the things your Warden might have been or might have done in a way that won't make people complain.

#11
Sepewrath

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Hawke was your character, allowing the character to lord over the world, shaping everything to their whim, would not have made them anymore of "your" character. They made Hawke a human instead of a god because its better for the story, not in preparation for them being a party member.

#12
Taura-Tierno

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There were about as many options to choose from as there were in DA:O, or in BG2, or Nevewinter Nights 2 ... mostly. I guess there were a few more choices at certain dialogues in DA:O, but much of that was just "investigate", although instead of having sublevels of questions they were all just dumped on screen.

When you actually have to make decisions, you can still get 4 mutually exclusive decisions, that aren't necessarily "aggressive" or "helpul", and so on.

As ReallyRue said, the limited number of replies you can have your character make is just much more obvious in DA2 than in most other CRPG's. The issue still exists in other allegedly "great" RPG's, though.