txgoldrush wrote...
Whine all you want about DAII's storytelling but DAO's has SIGNIFICANT flaws that I DO NOT want to see back in DAIII.
A) The entire storyline is very generic and cliched. Truly, there is nothing remotely original about the story, it is basically a typical story in too many uninspired RPGs. While Biowares other games do have their cliches, at least the plot as a whole or the world has some originality. DAO lacks this. It is a by the nubers story and extremely predictable, not to mention the typical human bad guy being a huge idiot and why we even have the story in the first place.
As said, wrong forum, but I see where this is going and what your trying to do. So I shall naturally feel inclined to argue. Don't take this personally. While I strongly argue against some of your points, I do agree with some of the others as well.
I agree that DA:O had a generic and cliched plot. At least the main one. However, the stories that made up each chapter, such as the political dwarves, the sacred ashes, the werewolves and the elves,venturing in the fade, and heck, even the characters, made the game interesting. If you think DA2 improved on this, I will disagree. DA2 brought together a disjointed plot that had little to no connection between each subplot. There was little to learn in DA2, little to discover, little to explore. In fact, some of th e mini subplots conflicted with each other so much that it actually ruined what is left of the story. Sorry, but I'd rather take generic and cliched over inconsistent, incoherent, and broken.
Recycled plot and characters. DAO fans must admit that the games plot and the party characters are recycled from past games. There is no doubt about this. Lets see Jedi, Spirit Monks, Specters, and Grey Wardens....tell me DAO is no different...lol. Same four midgame major quest format where you collect plot coupons for the finale. DAO easily follows the formula of every other Bioware game. This extends to their characters which strongly are recycled from past Bioware characters. Its entirely to obvious, every character is the same "Bioware archtype" revisited. There is less of this in DAII, in which only Sebastian (which is done intentionally even featuring the specific character he "copies" in his quest) and Merill (who is a Tali and ME1 Liara mix) feel like typical Bioware characters. Characters like Bethany, Varric, and new Anders break Bioware mold. Not to mention the plot of DAII is very unique for a WRPG. Before DAII, Bioware was becoming like the final Fantasy teams, who recycle their plots and characters over and over.
Hmm. First off, breaking the mold doesn't necessarily constitute an improvement, and you hardly explained how the characters in DA:O were achetypical from past games. I can possibly see characters like Ogren being your typical fighter dwarf, but the rest of the fare didn't seem so archetypical to me.
In DA2, you have characters who's motivations are grounded primarily by their obsession with something. For example: Fenris and his hatred in mages. Merill and her obsession with blood magic. Isabela, and her roguish demeanor and obsession with sex. Anders and his obsession with the mage vs. templar conflict. Sabastian and his obsession with revenge.
Bethany and Varric were unique in their own ways. Sadly, the former had almost little involvement in the plot and dies either from the very beginning or suddenly dies an act there after. So, only Varric is left. Unfortunately, his character beyond being the narrator doesn't really strike me as influential through the rest of the game.
C) Charcters are divorced from the plot (excluding Alistair and partially Morrigan, as well as Loghain). This makes the characters more window dressing than plot participants. The characters simply do not matter in the plot, either mechanically or even thematically. In my RPG experience, RPGs both Western and Japanese, either A) have them all or nearly all play a role in the story or
a significant number do while other don't (and most of these games have large casts). Leliena, my fave DAO character, does not have to be even recruited and DAO's plot doesn't change, thats how insignificant she is. Oghren and Wynne are subplot players nothing more. Zervan is introduced by plot event and then he doesn't matter. And Morrigan can easily be written out of the story with very little alteration. Only Alistair plays a role in the plot. DAII is a HUGE step forward, its too bad fanboys are too blinded to see this. Most of DAII cast plays significant roles in the plot (Varric, sibling, Aveline, Isabela, and Anders as well as in the end Sebastian) while the others like Fenris and Merrill are strongly connected to the plots conflicts and themes.
Hmm, well if the blight didn't affect just about everyone, I might just agree. But maybe there is something you just didn't see in DA:O whereas most others did. Or maybe you've never actually played the game? Personally I'd like to see registered DA:O icons beneath your avatar to take such bold statements seriously. How is Wynne just a subplot character? She was there at Ostagar, and the blight affects the mages just as much as she, who was dying from "borrowed time" anyways. While it's true that the omission of some characters, like Leliana, had no bearing on the plot, you had to look at the perspective of how the plot affects everyone, from the politics to the motivations of each individual to see how neatly some of the characters fit in the story. The companions are supporting characters who add to the story. You are the central foci, as it was meant to be.
DA2 a step forward? Again, I disagree. Certainly, a lot of the NPC characters triggered something that triggered something else in the plot or subplots (i.e., Anders conducting terrorism, Isabela stealing something, sibling uh... dying), but that seemed to be as far as it went. Please explain the role of Fenris and Merrill for me, if you please? I certainly had trouble seeing how they are that strongly connected to the plot conflicts and themes. Certainly, Merrill was a mage (a rather bloody one at that), and Fenris was an anti-mage (an enraged anti-mage), but that doesn't make them necessarily connected, nor do they really affect the outcome of the story either. Even Hawke has a tough time playing a significant role in the story. He (she) seems like the middle ground guy (girl) who just slays monsters, mages, and templars. Whatever you do, the outcome remains exactly the same and neither the Templars nor the Mages are moved by whatever else this champion says. It's kind of hard to see what motivation backs up his or her role as a champion either. Events seem to just happen around the PC like the local newspaper, which doesn't offer a lot of support when games are meant to engage the player.
D) Sidequests are divorced from the plot. This goes for the main four midgame quests (which is DAO's saving grace) and the terrible side quests that seem out of place. Lets take a look at Biowares past games and their midgames. KOTOR, while looking for Star Maps, you have to deal with the main plot elements such as the Sith and their allies such as that slaver corp on the Wookie world. Malak sends you not one but two men after you and between the third and fourth planet there is a huge main plot mission. Mass Effect...Therum, Feros, Noveria, and Virmire all deal with Saren, the Geth, and his allies. While each place has their own stories, they are intergrated well with the main plot. Now DAO....the only connection the midgame has to the main plot is some plot coupons given for an alliance, a few darkspawn and abroodmother more connected to the side plot than th emain one, and one assasin hire from Loghain. The side plots simply overpower the main plot, causing DAO to lose all focus. In DAII's sideplots, while they seem disconnected from the main story at first, eventually connect themselves to the main plot. And for side quests, a great RPG will have sidequests either A) deal with the main plot or
deal with the narrative themes of the game. Look at Jade Empire, the quests were not random, almost all deal with a break in the natural or social order, just like the main story itself. The Witcher does this well, DX; HR does this well, but DAO does not. They are just random quests and boring ones to boot. DAII however, most of its sidequests deal in both the main plot OR the main narrative themes and conflicts of the game. They are not random. This is a huge aspect that seperates the well written RPGs (Fallout New Vegas) from the poor or mediocre written ones (like Fallout 3).
Some quests in DA:O are, yes, and I won't argue the point that a lot of the sub-plots are tied together based on alliances and such. Kind of like the whole "build the team and save the world" in Mass Effect concept. DA:O did not have the perfect plot, and I can agree with you on that. I too found the side plots overpowering the main plot.
What I don't agree with is how DA2's sideplots connect to the main story. I can maybe see faint traces of connection, but they don't tie in very well. And oh, can those quests be random. I don't consider saving a mining company from monsters, slaughtering bandits repeatedly around the ally, a high dragon appearing out of no where, and returning x item to y individual who you don't even know to exactly be in any way coherent to the main story. Building upon principle characters like Meredith at so late in the game, making the Kunari disappear, or having the family just die off suddenly isn't that helpful either.
There are plenty more, but these are the main four problems with DAO....many which are addressed in DAII. Going back to Origins is taking a step back. What Bioware really needs to do is tell an entirely different story, different from DAO, different from DAII, and hell, different from any other Bioware game. Heavily cliched and recycled stories and characters shows flaws in wirting talent, simply put. Instead of making your work look good, it just makes the works you ripped of from look better.
Cliches can be worn, but when one tells a story, it has to make sense and flow either way. I value creativity, but there is plenty of ways to botch a story if one is not careful. The framed narrative in DA2, for instance, really didn't accomplish anything in my opinion. They could have told the story from point A to B without Varric's intervention and I would still get the same impression out of it than with his storytelling. I enjoyed DA:O a lot more, and even though the story was cliched, the game felt much more coherent to me.
The new DLC is a very bad sign.....it looks like Bioware is back to recycling their plots and characters. Look its Kasumi: Stolen Memory II....or Tallis: Recycled Memory.
Indeed.





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