This long post is almost a reply to highcastle's post from the last page. Almost. It deals with player agency but not in comparison to DA:O.
I hope the next game takes choices and makes them more invisible. I feel too many choices are easily classified as Good and Evil. This is the Right Path and this is the Wrong Path. These things are unavoidable (or at least I will continue to think so until I can think of a way to make an action-RPG without good or evil choices ever cropping up, something I believe impossible). But it would be nice if there were some cases where the game realizes your choices.
And this would mean being less linear. Miss a conversation with an NPC, then this event happens differently. Take a secret path then all the guards are alive when you cause that explosion. Leave this guy alive not only does that guy continue to impact the story but the fact that he was spared also affects other NPCs, hopefully a few in unexpected ways. The same is true if you kill that guy instead.
Stealth should return for this purpose as well. Being able to sneak through an area or sabotage some choke point or not would show player's choice mattering. This generally would call for more open maps, not sandbox maps but open with multiple paths to victory and multiple points of entry. Storm the gate, climb the wall, sneak through the celler, or just bribe the rent-a-cops guarding the place. Your choice and reactions based on those choices.
Murder Knife often? When you go meet an NPC to discuss Import Plot-y Stuff that NPC does not show and instead has armed guards waiting in ambush for you. Play diplomatic and pragmatic? The person shows up, trusting that this isn't a trap. You're a flippant devil-may-care smart-ass? The NPC sends you through the official bureaucracy since you're not a threat nor trustworthy... just another person wanting their time and undeserving of it.
Or any mix depending on that NPC's character traits. Maybe that person likes dealing personally with funny people they can share a drink with?
These things would help. It would give player agency, help underscore the current personality system, and add to replayability.
Modifié par Foolsfolly, 20 septembre 2011 - 08:44 .