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Playing as a mage this doesn't feel right :S


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#426
Quething

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Bestyj669 wrote...

I have no doubts Meredith would have been very pleased to see that ... In fact few hundred bodies later she calls us the champion.


That right there is why my non-mage Hawkes always do the duel. Because as dangerous as it is, it's still a better option than asking their blood mage and abomination buddies to start flinging fireballs around in front of every surviving noble in Kirkwall.

(My mage Hawkes just kind of don't worry about roleplaying that kind of thing, since the game makes it fairly impossible.)

#427
MichaelFinnegan

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Satyricon331 wrote...

I think for literature, it's just that people think the happy ending is overdone - it was so common you could often anticipate plot events simply because you knew they had to resolve so as to produce a happy ending.

I'll agree with you here.

I think the idea here is that to keep reader interest, you need to be less predictable, and tragedy is less predictable.  My take anyway.

I'm not sure why tragedy (in itself, I mean) is thought to be that way. In the case of DA2, for instance, I'd say tragedy is over-used, to the extent of it becoming predictable.

Considering Jennifer's example about Alistair sacrificing himself to save his beloved: is it unpredictable because one'd not expect that to happen (as in perhaps his character did not reflect that earlier), or is it so because this is rarely done in games? I believe this distinction isn't so clear.

Another example: on my own playthrough, when it came to deciding Loghain's fate during the Landsmeet, I'd expected all along to have been able to spare his life and also to reconcile situations somehow with Alistair. I knew Alistair'd not take it so easily, but I was expecting a high enough persuade check'd have been sufficient. But, because of the choices I'd made earlier, this turned out to be impossible at that point in time. And I had no idea whether I could make the situation turn out differently. That situation to me highlights both the unpredictability of things, and the complexity in the way events were interwoven.

This is not to say that the story shouldn't have elements that tend toward the tragic, because that'd be unrealistic, if realism is what the writers'd want in the game.

The obvious example is lying.  He thought a lie was never permissible, under any circumstance, no matter the result of not answering or of telling the truth.  So if circumstances were such that the only way you could stop some psycho from, say, using a powerful bomb to blow up the planet was to lie to her/him about a question s/he's asked, Kant would say tough luck.  As for whether that could happen in reality... maybe at some point in the future such an unlikely scenario could arise, but for now I doubt it.  The point though is just that he doesn't care (directly, at least) about outcomes in terms of human welfare.

I see. And that to me illustrates your point. As to what I myself did, I did lie at times in DA:O and in DA2, not because I wanted to be deceitful, but because I thought I could prevent someone's death (or something along those lines), at least in the immediate present. So I'm definitely not like Kant in that sense, although I prefer not to lie.

Without meaning to sound too obsequious, the credit should go to you.  I really let the situation get away from me even though I usually try consciously to avoid that type of thing.

All right then. Thank you.

#428
Killjoy Cutter

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Satyricon331 wrote...
The obvious example is lying.  He thought a lie was never permissible, under any circumstance, no matter the result of not answering or of telling the truth.  So if circumstances were such that the only way you could stop some psycho from, say, using a powerful bomb to blow up the planet was to lie to her/him about a question s/he's asked, Kant would say tough luck.  As for whether that could happen in reality... maybe at some point in the future such an unlikely scenario could arise, but for now I doubt it.  The point though is just that he doesn't care (directly, at least) about outcomes in terms of human welfare.


And that's a big part of why I consider Kant dismissable. 

#429
Bestyj669

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EmperorSahlertz wrote...

If you are all so dead set on roleplaying an apostate, perhaps you shouldn't be flinging spells in public, hm?


So ... basically move mage Hawke to the other end of the map and let his friends do all the fighting while he/she is hiding in safety? Kind of kills the whole "champion" idea.

From what I can remember all the swords, shields, daggers, bows, pitchforks, butter-knives, bricks etc. were locked for a mage. So there goes being involved in any combat whatsoever.

Any suggestions of how to duel Arishok with mage Hawke then? (Fairly large crowd of nobles around)

Also ... Meredith accepting Hawkes help when she clearly wants to get rid of all the mages ?

M -"All mages can be blood mages so they have to die. However Hawke I think you're quite cool so, if you are to side with me, I'll let you kick ass and chew bubble gum while tossing fireballs right, left and center. Oh and if you do have to use blood magic to be even more awesome go for it. End of the day you have been using it for 6 years anyway ..." 
H -"Okay. Just don't try to kill me after"
M -"Promise!"

Modifié par Bestyj669, 06 octobre 2011 - 05:26 .


#430
Lisa_H

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The problems with that one notice that you are a mage are the same no matter if you play as a mage-Hawke or not(unless you never bring any mage companions with you) Bethany, Anders and Merrill throw spells around just as happily as Hawke.

#431
Killjoy Cutter

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Well, at least in the case of the moments immediately following the defeat of the Arishok, if Meredith were to have attacked Hawke at that moment, she'd probably have been torn apart by hand by the people of Kirkwall.

#432
Bestyj669

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Actually the Arishok point is invalid. She says something along the lines "I'll overlook your use of magic for now" in Hightown.

Apart from that short lived moment it just doesn't make a lot of sense ...

Prologue - Arriving in Kirkwall, having a fight after which guard (or even templar? can't remember) agrees to find Gamlen ... Errr ... I thought you guys are quite strict about mages around here ?

Act 1 - well ... technically you're "nobody" for the whole act.
Act 2 - Bit more difficult to judge since you're helping the viscount, still ... I thought you guys are quite strict about mages around here ?
Act 3 - see previous post.

#433
EmperorSahlertz

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by the time that Hawke duels the Arishok, hte Templars are already aware he is a mage. And other weapons encahtned with runes got special effects to them, so jsut melee with Hawke and you can RP an apostate like you want so badly. The rest of us, will segregate gameplay and story as neccesary...

#434
Killjoy Cutter

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Bestyj669 wrote...

Actually the Arishok point is invalid. She says something along the lines "I'll overlook your use of magic for now" in Hightown.

Apart from that short lived moment it just doesn't make a lot of sense ...

Prologue - Arriving in Kirkwall, having a fight after which guard (or even templar? can't remember) agrees to find Gamlen ... Errr ... I thought you guys are quite strict about mages around here ?

Act 1 - well ... technically you're "nobody" for the whole act.
Act 2 - Bit more difficult to judge since you're helping the viscount, still ... I thought you guys are quite strict about mages around here ?
Act 3 - see previous post.


How does her comment about overlooking magic, make the suggestion that she doesn't act after you defeat the Arishok because she worries about the public reaction, invalid?

The Guard officer at the start of Act 1 probably overlooks any magic use because you just saved his life... 

#435
Killjoy Cutter

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EmperorSahlertz wrote...

by the time that Hawke duels the Arishok, hte Templars are already aware he is a mage. And other weapons encahtned with runes got special effects to them, so jsut melee with Hawke and you can RP an apostate like you want so badly. The rest of us, will segregate gameplay and story as neccesary...


Why bother having story at all then, if gameplay constantly violates and contradicts it? 

"Gameplay and story segregation" is just a poor excuse for lazy writing and design.

#436
Bestyj669

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EmperorSahlertz wrote...

by the time that Hawke duels the Arishok, hte Templars are already aware he is a mage. And other weapons encahtned with runes got special effects to them, so jsut melee with Hawke and you can RP an apostate like you want so badly. The rest of us, will segregate gameplay and story as neccesary...


Other weapons don't hit people with fire from a distance though. And you can't even "unequip" the staff since it's automatically replaced by generic one.

Killjoy Cutter wrote...

1 How does her comment about overlooking magic, make the suggestion that she doesn't act after you defeat the Arishok because she worries about the public reaction, invalid?

2 The Guard officer at the start of Act 1 probably overlooks any magic use because you just saved his life...  


1 - I meant my argument about "hiding the fact of being a mage" while duelling the Arishok, not your reply.

2 - So he's willing to risk not mentioning that you've cast some spells even though the Knight Commander would have been severly displeased, but he's not willing to risk letting 4 people through the gates for the same reason ... 

I'm not trying to be "uber-hardcore-bg2 zealot-role player" bashing DA2, I'm just pointing out that playing a mage in DA 2 isn't presented in a way that makes any sense, so it does not happen in future.

Modifié par Bestyj669, 06 octobre 2011 - 06:46 .


#437
Morroian

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Bestyj669 wrote...

Prologue - Arriving in Kirkwall, having a fight after which guard (or even templar? can't remember) agrees to find Gamlen ... Errr ... I thought you guys are quite strict about mages around here ?

Act 1 - well ... technically you're "nobody" for the whole act.
Act 2 - Bit more difficult to judge since you're helping the viscount, still ... I thought you guys are quite strict about mages around here ?
Act 3 - see previous post.


Prologue they're guards not tempars, there are no templars around at that point hence its a non issue.
Act 1 there is some dialogue about avoiding templars and the Wilmod quest is the only time you use magic around a templar, and yes the dialogue there didn't fit.
Act 2 as I said there is an implication that Varric is bribing the templars.
Act 3 Champion, Hawke is essentially untouchable and Meredith won't touch Hawke so long as s/he toes the the line mostly.

#438
Bestyj669

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Morroian wrote...

Prologue they're guards not tempars, there are no templars around at that point hence its a non issue.
Act 1 there is some dialogue about avoiding templars and the Wilmod quest is the only time you use magic around a templar, and yes the dialogue there didn't fit.
Act 2 as I said there is an implication that Varric is bribing the templars.
Act 3 Champion, Hawke is essentially untouchable and Meredith won't touch Hawke so long as s/he toes the the line mostly.


Prologue - still logically thinking guards should alert the templars about an apostate. IMHO anyways

Act 1 Quite sure you have to do some quests for them which logically has very little to do with the "avoiding" bit. Also fairly sure there is a dialogue option "I am a mage!" (which unfortunately is only text, and my Hawke says something different) while talking with Cullen after rescuing the recruit.

Act 2 Tricky. Probably the most "mage friendly" act.

Act 3 I'm not buying the champion thing. Conversations with virtually everyone give a clear picture that she became paranoid with every mage in the city.

Well at least I can't say that Legacy felt "racist" against the mages.

#439
Morroian

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Bestyj669 wrote...

Prologue - still logically thinking guards should alert the templars about an apostate. IMHO anyways

Act 1 Quite sure you have to do some quests for them which logically has very little to do with the "avoiding" bit. Also fairly sure there is a dialogue option "I am a mage!" (which unfortunately is only text, and my Hawke says something different) while talking with Cullen after rescuing the recruit.

Act 2 Tricky. Probably the most "mage friendly" act.

Act 3 I'm not buying the champion thing. Conversations with virtually everyone give a clear picture that she became paranoid with every mage in the city.


Re the prologue there's no reason for the guards to be friendly to the templars, just the opposite really.

Act 1 the quests are for Thrask who is mage friendly, or searching for Keran then Wilmod, when you speak to the templar recruits about Keran you don't reveal you're a mage. The Wilmod fight is where you reveal yourself as a mage to Cullen, and I've acknlowdged that as weak, its a pity because with a bit of tweaking to teh dialogue it would have come across better.

And in Act 3 Meredith explicitly says she doesn't want to touch you as Champion unless she has to.

#440
Bestyj669

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Morroian wrote...

Re the prologue there's no reason for the guards to be friendly to the templars, just the opposite really.

Act 1 the quests are for Thrask who is mage friendly, or searching for Keran then Wilmod, when you speak to the templar recruits about Keran you don't reveal you're a mage. The Wilmod fight is where you reveal yourself as a mage to Cullen, and I've acknlowdged that as weak, its a pity because with a bit of tweaking to teh dialogue it would have come across better.

And in Act 3 Meredith explicitly says she doesn't want to touch you as Champion unless she has to.


Re:Re the prologue, the very guard says he finds keeping his neck from Meredith blade far more attractive then any of us (If you go for purple option at some point). Pretty sure she'd be upset if she'd found out you were casting spells and no one told her about it.

Act 1 Still, trying to avoid someone by all means and then working for that very group seems just daft. A simple chat with Elthina(?) upon arriving to Kirkwall could easily clarify why Hawke was allowed to live in Lowtown instead of Gallows.

And in Act 3 I admit I can't remember her saying that. I can remember her "threat" when I was doing whatever was in my power not to get On the loose quest.  Meredith is a nut case. Unpredictable lyrium junkie who thinks every mage is evil and needs to die. 

Few simple cut scenes with Elthina, Dumar, Meredith and Orsino could have solved that problem easily if you ask me ...

#441
Satyricon331

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MichaelFinnegan wrote...
I'm not sure why tragedy (in itself, I mean) is thought to be that way. In the case of DA2, for instance, I'd say tragedy is over-used, to the extent of it becoming predictable.

Considering Jennifer's example about Alistair sacrificing himself to save his beloved: is it unpredictable because one'd not expect that to happen (as in perhaps his character did not reflect that earlier), or is it so because this is rarely done in games? I believe this distinction isn't so clear.

Another example: on my own playthrough, when it came to deciding Loghain's fate during the Landsmeet, I'd expected all along to have been able to spare his life and also to reconcile situations somehow with Alistair. I knew Alistair'd not take it so easily, but I was expecting a high enough persuade check'd have been sufficient. But, because of the choices I'd made earlier, this turned out to be impossible at that point in time. And I had no idea whether I could make the situation turn out differently. That situation to me highlights both the unpredictability of things, and the complexity in the way events were interwoven.

This is not to say that the story shouldn't have elements that tend toward the tragic, because that'd be unrealistic, if realism is what the writers'd want in the game.


I think it's not that the tragedy's existence is unpredictable (which depends at least partly on how often the "peer" media uses tragedy, imo), but that things can go wrong in so many more ways than they can go right that how it plays out is less predictable.  

Also, looking over Jennifer's post again, she's right that tragedy can help to create a sense in which the protagonist has earned whatever happiness s/he has by the conclusion.  I'll give you two examples:  In LOTR, there were so, so many times when mere random chance saved Frodo that I think it's fair to say his idea of not bringing Aragorn with him all the way to Mordor was probably a bad one (and perhaps Tolkein was making an implicit point about Providence).  Frodo's luck even starts in the Shire, when those elves just happened to be passing by as that one Black Rider was about to find him with the ring (and regarding predictablity, btw, you just knew that e.g. something like Tom Bombadil was going to rescue them from that evil tree).  The other is the Belgariad - there was never a sense of suspense since the good guys always won.

#442
MichaelFinnegan

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Satyricon331 wrote...

I think it's not that the tragedy's existence is unpredictable (which depends at least partly on how often the "peer" media uses tragedy, imo), but that things can go wrong in so many more ways than they can go right that how it plays out is less predictable.

Yes, that's true. The unpredictability is actually in the outcomes, which could be either good or bad. Not sure how relevant the number of times things going bad is, since we're not talking about ordinary stories or individuals.

There are limits of course. The main protagonist, for example, cannot die (or otherwise "disappear"), at least till the end, otherwise there won't be a story to tell. So whatever it is that has to be done has to be done with the side-events. I'm sure the situation could be handled in not having a main protagonist for the overall story, as is the case going from DA:O to DA2, so one could kill of the Warden or Hawke. Anyway, this is not totally relevant to what we're discussing.

Also, looking over Jennifer's post again, she's right that tragedy can help to create a sense in which the protagonist has earned whatever happiness s/he has by the conclusion.


there was never a sense of suspense since the good guys always won.

You're right again, of course. The question I suppose is, overall, should tragic events overshadow happy ones, which is what I think her whole reply was about, that they prefer tragic ones to happy ones. Looking at the themes of DA:O vs. DA2, this is especially apparent: DA:O was about stopping a blight, having the potential to resolve, many of the things that lead up to the final conflict, to one's content; and DA2 was about not beling able to stop the mage-templar conflict, not being able to amicably resolve the many events that lead up to it, no matter what one did.

Even then there is the aspect of a threshold, a "tragedy-fatigue" that she introduced, which perhaps isn't the same for everyone. It isn't a definite number. This is especially true since there seem to have been many gamers who thought this threshold was crossed with DA2. So I'd say it isn't all that clear what it is exactly that holds an audience, whether the mean is really at the center, or whether it's got something to do with particular events, and so on. And it could also be that by having many tragic events we cherish the somewhat little ones (for example, losing the whole of Hawke's family, but discovering Charade). These are all relative things.

Overall, though, I think all of these happy endings vs. tragic ones is coming at the cost of losing branching story lines, like the one I brought up with Loghain. I'd have preferred a more dynamic story line, rather than a static one. With Leandra, for instance, I'd have preferred it to have been different, even though the end result was always predetermined to be something - for instance I save her, only to lose her later, say during the Qunari conflict, or even during the mage - templar war.

I'll give you two examples:  In LOTR, there were so, so many times when mere random chance saved Frodo that I think it's fair to say his idea of not bringing Aragorn with him all the way to Mordor was probably a bad one (and perhaps Tolkein was making an implicit point about Providence).  Frodo's luck even starts in the Shire, when those elves just happened to be passing by as that one Black Rider was about to find him with the ring (and regarding predictablity, btw, you just knew that e.g. something like Tom Bombadil was going to rescue them from that evil tree).  The other is the Belgariad - there was never a sense of suspense since the good guys always won.

Yes, I understand. But the thing is I suppose such uncertaintly ought to be built into the story line. In LOTR, for example, the theme was always that Frodo would destroy the ring, so losing him along the way wasn't an option. We did lose Boromir, though. And we did lose Gandalf for some section of the story. And humans did lose the Battle of Osgiliath, and the ones that survived were forced back to Osgiliath by the mad Denethor. And the few hundreds or so defending Helm's Deep did all die - including the company of elves lead by Haldir. These are all elements that did drive the audience to dispair. But the overarching plot was that Middle Earth would be saved.

But, if a story, such as DA, is really about "human tragedy" or about "dark fantasy," I suppose it's best that they changed course in DA2. It's about what the authors prefer in their work of fiction - whether it's tragedy to the extent of how GRRM carries it, whether for novelty's sake or something else.

I apologize if I went off in tangents.

#443
Killjoy Cutter

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I'd say that DA2 went way way over the "tragedy" and uselessness thresholds both, to the point of near nihilism.

No matter what, a sibling dies. No matter what, the other sibling is taken awaym leaves, or dies. No matter what, Leandra dies. No matter what, the Qunari go on their rampage. No matter what, Seamus and the Viscount die. No matter what, Anders blows up the Chantry. No matter what, the mages and templars will tear the city apart. Etc.

#444
Persephone

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Killjoy Cutter wrote...

I'd say that DA2 went way way over the "tragedy" and uselessness thresholds both, to the point of near nihilism.

No matter what, a sibling dies. No matter what, the other sibling is taken awaym leaves, or dies. No matter what, Leandra dies. No matter what, the Qunari go on their rampage. No matter what, Seamus and the Viscount die. No matter what, Anders blows up the Chantry. No matter what, the mages and templars will tear the city apart. Etc.


No matter what, the Couslands die. No matter what, City Elf's fiance dies. No matter what, you become a Grey Warden. No matter what, Loghain leaves at Ostagar. No matter what, you have to agree with Eamon's coup and revive him (I wanted neither), no matter what, you must choose between Alistair & Loghain, no matter what, Riordan dies, no matter what, Archie is your final boss etc. Want no railroading? Join a LARP.

And nihilism and DAII have nothing in common. Sounds fancy though.....

#445
Killjoy Cutter

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Persephone wrote...

Killjoy Cutter wrote...

I'd say that DA2 went way way over the "tragedy" and uselessness thresholds both, to the point of near nihilism.

No matter what, a sibling dies. No matter what, the other sibling is taken awaym leaves, or dies. No matter what, Leandra dies. No matter what, the Qunari go on their rampage. No matter what, Seamus and the Viscount die. No matter what, Anders blows up the Chantry. No matter what, the mages and templars will tear the city apart. Etc.


No matter what, the Couslands die. No matter what, City Elf's fiance dies. No matter what, you become a Grey Warden. No matter what, Loghain leaves at Ostagar. No matter what, you have to agree with Eamon's coup and revive him (I wanted neither), no matter what, you must choose between Alistair & Loghain, no matter what, Riordan dies, no matter what, Archie is your final boss etc. Want no railroading? Join a LARP.


Sorry you don't understand the difference between the two.  Oh well. 

#446
Persephone

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Killjoy Cutter wrote...

Persephone wrote...

Killjoy Cutter wrote...

I'd say that DA2 went way way over the "tragedy" and uselessness thresholds both, to the point of near nihilism.

No matter what, a sibling dies. No matter what, the other sibling is taken awaym leaves, or dies. No matter what, Leandra dies. No matter what, the Qunari go on their rampage. No matter what, Seamus and the Viscount die. No matter what, Anders blows up the Chantry. No matter what, the mages and templars will tear the city apart. Etc.


No matter what, the Couslands die. No matter what, City Elf's fiance dies. No matter what, you become a Grey Warden. No matter what, Loghain leaves at Ostagar. No matter what, you have to agree with Eamon's coup and revive him (I wanted neither), no matter what, you must choose between Alistair & Loghain, no matter what, Riordan dies, no matter what, Archie is your final boss etc. Want no railroading? Join a LARP.


Sorry you don't understand the difference between the two.  Oh well. 


There is no difference except that YOU happen to like one and dislike the other.  Railroading is railroading, whether the game is called DAO, DAII or TW2. (Yes, it happened in TW2 as well)

#447
Killjoy Cutter

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Persephone wrote...

Killjoy Cutter wrote...

Persephone wrote...

Killjoy Cutter wrote...

I'd say that DA2 went way way over the "tragedy" and uselessness thresholds both, to the point of near nihilism.

No matter what, a sibling dies. No matter what, the other sibling is taken awaym leaves, or dies. No matter what, Leandra dies. No matter what, the Qunari go on their rampage. No matter what, Seamus and the Viscount die. No matter what, Anders blows up the Chantry. No matter what, the mages and templars will tear the city apart. Etc.


No matter what, the Couslands die. No matter what, City Elf's fiance dies. No matter what, you become a Grey Warden. No matter what, Loghain leaves at Ostagar. No matter what, you have to agree with Eamon's coup and revive him (I wanted neither), no matter what, you must choose between Alistair & Loghain, no matter what, Riordan dies, no matter what, Archie is your final boss etc. Want no railroading? Join a LARP.


Sorry you don't understand the difference between the two.  Oh well. 


There is no difference except that YOU happen to like one and dislike the other.  Railroading is railroading, whether the game is called DAO, DAII or TW2. (Yes, it happened in TW2 as well)


(TW2?) 

Side note, only the male fiance dies.  The female financee survives and returns home to Highever. 

While some of those moments in DA:O bugged me, they largely result from things that you're not in a position to affect.  In DA2, there's much more of a sense of forced helplessness, as you could affect them, but the game simply doesn't give you the option to follow up on things you want to. 

And note that I never used the word "railroad". 

#448
Satyricon331

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MichaelFinnegan wrote...
You're right again, of course. The question I suppose is, overall, should tragic events overshadow happy ones, which is what I think her whole reply was about, that they prefer tragic ones to happy ones. Looking at the themes of DA:O vs. DA2, this is especially apparent: DA:O was about stopping a blight, having the potential to resolve, many of the things that lead up to the final conflict, to one's content; and DA2 was about not beling able to stop the mage-templar conflict, not being able to amicably resolve the many events that lead up to it, no matter what one did.

Even then there is the aspect of a threshold, a "tragedy-fatigue" that she introduced, which perhaps isn't the same for everyone. It isn't a definite number. This is especially true since there seem to have been many gamers who thought this threshold was crossed with DA2. So I'd say it isn't all that clear what it is exactly that holds an audience, whether the mean is really at the center, or whether it's got something to do with particular events, and so on. And it could also be that by having many tragic events we cherish the somewhat little ones (for example, losing the whole of Hawke's family, but discovering Charade). These are all relative things.

Overall, though, I think all of these happy endings vs. tragic ones is coming at the cost of losing branching story lines, like the one I brought up with Loghain. I'd have preferred a more dynamic story line, rather than a static one. With Leandra, for instance, I'd have preferred it to have been different, even though the end result was always predetermined to be something - for instance I save her, only to lose her later, say during the Qunari conflict, or even during the mage - templar war.


I too prefer branching storylines, and I thought DAO did it well in that it had a mix of happy and tragic conclusions to its different subplots and plot choices.  I'm not as sure as you are that they want the tragedy to overshadow the positive outcomes all the time.  Any of the four endings in DAO have elements of tragedy or at least darkness, but does (to take the most obvious example) the personal tragedy of the Warden's death overshadow the success at stopping the Blight?  It might vary by reader, but to an extent that's the point - they seem to be open to having a mix, and not just having an lopsided balance of tragedy as they did with DA2.

Yes, I understand. But the thing is I suppose such uncertaintly ought to be built into the story line. In LOTR, for example, the theme was always that Frodo would destroy the ring, so losing him along the way wasn't an option. We did lose Boromir, though. And we did lose Gandalf for some section of the story. And humans did lose the Battle of Osgiliath, and the ones that survived were forced back to Osgiliath by the mad Denethor. And the few hundreds or so defending Helm's Deep did all die - including the company of elves lead by Haldir. These are all elements that did drive the audience to dispair. But the overarching plot was that Middle Earth would be saved..


Yeah, I'm not saying LOTR was entirely predictable, but it was more predictable than it would have been if it had included more tragic elements.  Also, come to think of it, I think one of the ideas of the fairly unpredictable "A Song of Ice and Fire" is that it has no set protagonist, so tragedy can affect even its hero-characters.

Killjoy Cutter wrote...
I'd say that DA2 went way way over the "tragedy" and uselessness thresholds both, to the point of near nihilism.


I thought it had too much tragedy (I was one of the people in that thread who voiced "tragedy fatigue").  Hawke wasn't useless, but I agree I felt the story could have been appreciably better on that issue w/o giving up its overall arc (although I'm no creative writer so take it fwiw).

#449
DPSSOC

DPSSOC
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Satyricon331 wrote...

Killjoy Cutter wrote...
I'd say that DA2 went way way over the "tragedy" and uselessness thresholds both, to the point of near nihilism.


I thought it had too much tragedy (I was one of the people in that thread who voiced "tragedy fatigue").  Hawke wasn't useless, but I agree I felt the story could have been appreciably better on that issue w/o giving up its overall arc (although I'm no creative writer so take it fwiw).


I think the issue with Hawke was that they never made Hawke powerless, just the player.  Petrice is a good example of this.  In two instances we're offered motive and opportunity to kill her (witness free none the less) and the player is even given the option to acknowledge this in at least one, but the player is denied.  There is quite literally nothing stopping Hawke from knifing the old bat in either instance and yet we're not allowed to.

A way you could get the same result without this would be that in Act 1 we confront Petrice in the Chantry rather than Lowtown and, when/if Hawke says, "I should kill you" line she could respond, "You would murder a Sister in cold-blood within the walls of the Chantry itself?  I wonder how many steps you could take before the Templars cut you down?"  This makes it so that it's Hawke who can't take action, the situation prohibits him/her from just killing Petrice, rather than the simple lack of an option.

In Act 2 simply don't have Petrice show up at the meeting, but have Varnell explain that Hawke was expected.  Again you can't confront Petrice until you get back to the Chantry where she's protected by the presence of Templars and witnesses.

Character powerlessness can be a great tool in moving the player, it can produce profound tragedy within the game.  Player powerlessness is just infuriating.  The loss of your family as a Cousland was made all the more tragic for me because try as he might my Cousland couldn't save them.  Your sister-in-law and nephew were killed while you slept, your father was wounded long before you reached him, and no matter what you say your mother refuses to leave your father's side.  It would have driven me up the flipping wall though if the character had been witness to these events and just sat back and watched while I furiously pounded the controls trying to get the dunce to step in and save the day..

Modifié par DPSSOC, 08 octobre 2011 - 12:55 .


#450
Killjoy Cutter

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DPSSOC wrote...

Satyricon331 wrote...

Killjoy Cutter wrote...
I'd say that DA2 went way way over the "tragedy" and uselessness thresholds both, to the point of near nihilism.


I thought it had too much tragedy (I was one of the people in that thread who voiced "tragedy fatigue").  Hawke wasn't useless, but I agree I felt the story could have been appreciably better on that issue w/o giving up its overall arc (although I'm no creative writer so take it fwiw).


I think the issue with Hawke was that they never made Hawke powerless, just the player.  Petrice is a good example of this.  In two instances we're offered motive and opportunity to kill her (witness free none the less) and the player is even given the option to acknowledge this in at least one, but the player is denied.  There is quite literally nothing stopping Hawke from knifing the old bat in either instance and yet we're not allowed to.

A way you could get the same result without this would be that in Act 1 we confront Petrice in the Chantry rather than Lowtown and, when/if Hawke says, "I should kill you" line she could respond, "You would murder a Sister in cold-blood within the walls of the Chantry itself?  I wonder how many steps you could take before the Templars cut you down?"  This makes it so that it's Hawke who can't take action, the situation prohibits him/her from just killing Petrice, rather than the simple lack of an option.

In Act 2 simply don't have Petrice show up at the meeting, but have Varnell explain that Hawke was expected.  Again you can't confront Petrice until you get back to the Chantry where she's protected by the presence of Templars and witnesses.

Character powerlessness can be a great tool in moving the player, it can produce profound tragedy within the game.  Player powerlessness is just infuriating.  The loss of your family as a Cousland was made all the more tragic for me because try as he might my Cousland couldn't save them.  Your sister-in-law and nephew were killed while you slept, your father was wounded long before you reached him, and no matter what you say your mother refuses to leave your father's side.  It would have driven me up the flipping wall though if the character had been witness to these events and just sat back and watched while I furiously pounded the controls trying to get the dunce to step in and save the day..


Thank you.  I was having a devil of a time trying to put the difference between things like the murders of the Cousland family, and just not having the options to do things as a player in DA2 that could easily have been done, into words. 

Modifié par Killjoy Cutter, 08 octobre 2011 - 03:31 .