Once again you make quite the valid argument.
But it is probable that this "what makes us human" thing varies with every person and different cultures ... *scratches head*
(edited some foggy language-use)
Modifié par eroeru, 26 août 2011 - 04:01 .
Modifié par eroeru, 26 août 2011 - 04:01 .
FemaleMageFan wrote...
the problem is for players like me...when i play bioware games im not really imagining "my player was this" and "my player was that" cause it is hard to see the effects of your imagination. It's like the more you are imagining the more the choices branch out to more of your imagination and you are creating all this imagination with no effects to it physically...import saves are also based on imagination to a certain degree thus your imagination is working parallel to the original content. The only reason i play bioware games is because...i like a good story...bioware stories are amongst the best in the video game world. David gaider has done a good job. E.G with dragon age 2.....i was not worried whether i get to choose origin or not , i just wanted to hear the tale and the different variations
highcastle wrote...
eroeru wrote...
edit note:
The problem I had with DAO was that the things I thought mattered were those the game never acknowledged, and thus I felt like I'd "chosen wrong" or "misunderstood the character." Let me give a specific example. In the human noble origin, Cousland loses his entire family. This seemed like a pretty big moment. We saw an innocent child dead on the floor and left our parents to die. Wow. That's the sort of thing to leave a big impression on a character. And yet, after Ostagar, it's never mentioned again. Oh, there are a few throwaway lines, but the impact of this event is largely ignored in preference for the Blight.
So if RPed a character who loved his family and wanted to go find Fergus and kill Howe before he reached Denerim, too bad. I couldn't even express these emotions in the game. Cousland stood around largely stoic and just went about his business as a Warden. The game invalidated the feelings I had by not allowing me to express them. I felt as though I'd missed the point. And maybe I had. The game was an epic. It was supposed to be about defeating an ancient evil. But the things I personal relate to are not necessarily the "save the world at any cost" moments, but the smaller ones.
Sylvius the Mad wrote...
By being the wrong emotions. Why does the Warden look aghast when Daveth and Jory die? What if your Warden design wouldn't have done so? Sorry, the cinematics just broke your character.
I don't dispute that your character should be allowed to express emotions. My complaint is when your character is forced to express emotions.
But in these new cinematic games, the designers have to choose whether to express and emotion, and what that emotion will be, and that's a problem. We were better off before we got cinematic dialogue.
What if we don't love them? We were told explicitly during DA2's development that Hawke would not be forced to love his family. So why are his emotional reactions pre-written?
So don't. As you say, if the Warden isn't experiencing emotion, that's your fault. The population of the PC's mind is the player's primary job in an RPG. What does the PC want? How does the PC feel? Those are the things over which you, the player, can have total control in DAO.
But not DA2. You can't control Hawke's desires or emotions in DA2 because they're decided for you by the cinematics.
But Hawke's behaviour isn't. Too often, Hawke behaved in a way that was inconsistent with my design, or even ran directly contrary to my immediate preferences. That's why Hawke is a mystery to me. I cannot explain why she behaves as she does because her behaviour is effectively random.
Except the dialogue system than contradicts me. If I define Hawke as being someone who doesn't hate slavers, and instead views them simply as businesspeople, why then does Hawke sneer at them and say "Get out of my sight!" when I choose to let them live. The choice was presented only as let them live or kill them, and the game inserted the motives itself without consulting the player at all. Why did Hawke sneer at the slavers? Hawke doesn't view the slavers as his concern. Hawke is indifferent to the slavers (in fact, she likes these slavers because they just made a deal with her), and yet the game makes Hawke sneer at them.
Making Hawke's behaviour explicit on screen without having the player choose that behaviour forces the player either to abandon his character design, or to ignore in-screen content. I think it would be better simply not to have that content, so as to avoid having the designers expect the players to accept it as true.
The game can only reject my interpretations by contradicting them. Failure to acknowledge them is not a rejection. It isn't anything at all. It's the absence of a thing. Assuming that my interpretation is incorrect because the game doesn't explicitly confirm it is absurd.
The game's positive acknowledgement is irrelevant. I already know why my character did what she did. Why would I need to game to confirm that? The only acknowledgement that matters is contradiction, and it's something to be avoided.
A blank slate PC isn't going to have emotional ties to her family unless the player decides she does.
Sylvius the Mad wrote...
1. Sociology is bunk. It's an entire field that supposedly studies society, except society doesn't exist, thus rendering any study of it demonstrably nonsensical.
It's a part of the game I don't want, as it's a part of the game completely lacking in player agency.highcastle wrote...
That you're not watching the cinematics for anything but the subtitles, though, says to me you're missing out on a big part of this game.
Improvisational Theatre? How do how do you propose to build something that you can't understand as it doesn't react in a manner that you can understand in the first place?highcastle wrote...
But Hawke's behaviour isn't. Too often, Hawke behaved in a way that was inconsistent with my design, or even ran directly contrary to my immediate preferences. That's why Hawke is a mystery to me. I cannot explain why she behaves as she does because her behaviour is effectively random.
Except the dialogue system than contradicts me. If I define Hawke as being someone who doesn't hate slavers, and instead views them simply as businesspeople, why then does Hawke sneer at them and say "Get out of my sight!" when I choose to let them live. The choice was presented only as let them live or kill them, and the game inserted the motives itself without consulting the player at all. Why did Hawke sneer at the slavers? Hawke doesn't view the slavers as his concern. Hawke is indifferent to the slavers (in fact, she likes these slavers because they just made a deal with her), and yet the game makes Hawke sneer at them.
Making Hawke's behaviour explicit on screen without having the player choose that behaviour forces the player either to abandon his character design, or to ignore in-screen content. I think it would be better simply not to have that content, so as to avoid having the designers expect the players to accept it as true.
No, what the game asks you to do is decide how your character's on-screen reactions match the personality and history you've created. Maybe she sneered because she wants to put up a strong face to people who have already proved to be killers. You seem to be under the impression that if Hawke emotes without your direct control, your concept of the character is ruined forever. Why? Why can't you view it like improv theatre? Roll with the punches, go with what the game gives you and build from there.
Modifié par Sacred_Fantasy, 28 août 2011 - 11:32 .