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Lets look at DAO story flaws and not re-implement them in DAIII


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#101
txgoldrush

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OdanUrr wrote...

A) This has turned into the same, old, critic of DAO and praise of DA2. Why I bother to write, I do not know. Perhaps I believe there's light at the end of this tunnel. Anyway, let's get down to it.

txgoldrush wrote...

Aveline becomes a guardswoman and even captain which lets you roam freely around the city, she is also the Arishoks final straw.


B) Only in your mind Aveline's the reason you can roam around the city freely. In my mind, I can roam around the city freely because there's no-one there to stop me. Correction, there's no-one who can stop me. You could still argue that she doesn't stop me because she's my friend, and that that makes a difference, and then I could argue that if she were my enemy I'd just kill her and dump her body in some alley. We could still argue further and it would be pointless.


txgoldrush wrote...

Varric convinces his brother to even allow Hawke on his expedition and Varric is the huge driver of the story. The elements of his story contribute to Meredith's.


C) I find I can agree with the first part, Varric is a key character in Hawke's world. Although if Hawke had showed up with the money, I think Bartrand would have taken him in anyway. The second part, however, is connected to one of the most "uninspired" (I'm trying to be kind here) twists I've ever seen, and so I'd rather not dwell on it.


txgoldrush wrote...

The characters in DAO talk, but DAII shows their development. This cannot be debated.


D) I admit DA2 tried to show more character development and probably did. However, to my mind, it was poorly done, and it was not nearly enough. The time skips actually hurt character development rather than helped.


txgoldrush wrote...

E) Cassandra is important, she is the Seeker looking for Hawke. In a story like DAII, you have to know the outcome first and thats Thedas is at war. You lose that, then the story will have no focus.


E) Only in your mind, my very young apprentice. Cassandra is somewhat important if you believe the framed narrative to be essential for DA2 to successfully tell its story. I don't think it's essential, in fact, I think it did more harm than good. Ergo ipso facto, Cassandra is not important to me.


txgoldrush wrote...

And when is a cliffhanger bad.....The Empire Strikes Back says hi.


F) Do not even think of comparing DA2 with TESB.:ph34r:


A) Perhaps because DAO fans keep saying how the game is a masterpiece and a classic, neverminding the flaws of the narrative or the gameplay or how it doesn't move the genre forward. Tying to get Bioware to go backwards and keep making Origins over again or keep recycle the same stuff over and over. I have a problem with that.

B) And then the guards woul dhunt you down............at least DAII gives you some reason why you can freely roam the city and particpate in shady activities. Is it done well? Not really, but many RPGs do not even try.

C) Could the twist be done better? Yes, however, it successfully goes to show that an action does have an unintended consquence.

D) Compare it to DAO's talk talk talk and small sidequest....which DAII easily trumps. Wanna know why Leliana may be the most fleshed out cast member or one of them....that DLC that lets you PLAY her story, not just hear about it.

E) Too bad, Bioware is making her important. She gets her own movie and I guarantee that she will be in DAIII. And like I said, the frame ESTABLISHES THE THEME OF THE STORY. Were the time skips well done? Not fully, it relies to much on codex, kind of like Loghain's motive (lol), but the frame allows them to even time skip successfully.

F) Just did....

Modifié par txgoldrush, 02 octobre 2011 - 03:44 .


#102
Foolsfolly

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You know an actual thing from DA:O that I hope isn't done in DA3? And not any of that TXGoldRush garbage.

Origins had some great Origin stories, my favorites tend to be Dwarven in nature. You go through these Origins and there's plenty of leeway to your opinion, like a thug, or ruthless noble, or honorable knight, or any of those things.

Then you arrive in Ostagar and the game's never the same again. You don't have the same leeway you have during those Origin stories.

Dwarven Noble, for example, can look down on everyone and tell Gorim to talk in their stead, you can promise death threats (or actually murder) for the slightest of insults.

All that's gone the moment you arrive in Ostagar because the game generalizes its dialogue after that so all the origins and races can have the same interactions.

If Origins are back in DA3 (and I hope they are) I hope that there's more consistency between characterization options between Origins and the main game.

#103
MingWolf

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txgoldrush wrote...

A) Wrong, the storylines interact with eachother....might as well bring up the characters of Sheparding Wolves and The Unbridled Rescue again. Notice how those two stories converged in Act II, which helps lead to the big even in Act II. The stories DO connect mechanically. Blackpowder Courtesy and Promise matter in the plot. The First Sacrifice matter, etc. The only part that IS NOT FOCUSED is Act I, where the stories do seem far apart and don't connect, but as Act II and III roll along, they DO connect. The Qunari were a strong hallmark in Act II, however they are either A) defeated or B) leave with the relic, their purpose in Kirkwall fufilled. Hence only a Qunari remanat in Act III.

Hawke's family fleshes out the reason he or she is in Kirkwall, but they are not the focus of the story, just part of it.

And DAO is highly guilty of lack of focus, especially in the midgame. I can use your logic for the four main mid quests as well. They converge far more weakly than DAII's subplots do.


I would have preferred you stating the details rather than merely listing quest names as your response, for it does little in explaining you claim.  Sheparding wolves introduces certain characters that appear in Act II, such as the Qun and Petrice, and Unbidden Rescue was about the Viscount's son, no?  While it certainly ties certain characters between the acts together, the events that transpire, the best to my memory, has little to do with the larger conflict/crisis in Act II. 

Let's look at Blackpower Courtesy, hmm.  Oh yes, the poison ally quest.  Well, the Arishok and the Viscount is in it, I'll give you that.  And I suppose we learn a little something about the Qun, the elves and Isabella if she is in the party.  Interesting story, though has little to do with the events that will ultimately transpire at the end of Act II.  First Sacrifice... let's see, hmm... your going to have to explain this one because I can find little connection between this and say, Mages vs. Templars, or Qunari troubles. 

Not to say that these are bad quests.  The problem is that they don't really help piece together any obvious plot or narrative.  They are interesting in isolation, and brings in a few interesting NPCs, but does little in tying the story together or bear much relationship to Hawke and his party. 

You say that you can use my logic to support your claim that the main quests in DA:O lacks focus.  Please explain further because you didn't mention it.  The segments all lead to the support of the Grey Warden, no?  Did DA2's subplots really lead up to Mages vs. Templars or Qunari troubles?  Both games are guilty of some side-tracked story telling, but DA2 felt all over the place whereas DA:O, despite it's flaws, actually came together. 

B) recycling archtypes shows a lack of creativity. Look at the Final Fantasy team, it was evident with them when they refered to FFXIII's Lightning as a "female Cloud". In almost every Final Fantasy game is about stopping a nihilist from destorying the world. They basically repackage FFVI over and over again when they stopped recycling the first five games. And hence how the series has declined. Even the protagonists are the same two archtypes.

Do I have to show the chart from Hellforge or the numerous posts comparing Bioware characters from different games?


They are cliched, ok.  Lack of creativity?  Maybe.  The thing is, I don't see how making things differently necessarily consitutes an improvement.  At the end of the day, it is the execution that matters.  I'm not the one to say it, but a lot of people on this thread have already stated that they prefer a well executed cliche than poorly executed originality.  I'm sure they aern't the minority either.

And no, I've seen the chart from Hellforge already, but thanks for your thoughtfulness.  Hellforge seems to depict that DA:O was rather loose on the common cliches of previous Bioware games, but really, the most obvious indicators of cliches are: belonging in an elite order, thwarted by evil, dream sequences, and the discovery of ancient civilizations.  DA2 didn't have any of the stated cliches, but it also wasn't that well received.  As said before, being different doesn't constitute an improvement.  Some aged old formulas do work.

C) They are bystanders other than Alistair and at a point Morrigan. This is a worse problem than most RPGs who mostly have their companions participate in the or have stronger ties to the story. Look at Planescape Torment, many of its companions knew the Nameless One before and had their lives impacted by him. They are just "there", they mattered. Half of KOTOR's cast participates in the plot, so do most of Jade Empire's cast...Dawn Star, Sagacious Zu, and Silk Fox play huge roles and the lesser cast members have their moments. Mass Effect 1 characters play their roles and the sequel characters define ME2's plot. DAO was a huge step back for Bioware in character relevance.

Its more than Anders and Isabela.....Aveline becomes a guardswoman and even captain which lets you roam freely around the city, she is also the Arishoks final straw. Varric convinces his brother to even allow Hawke on his expedition and Varric is the huge driver of the story. The elements of his story contribute to Meredith's. And Merrill and Fenris have much more fleshed out companion quests that do add to the plot and its themes. Most of DAII's cast is used in the plot properly, and even if they aren't important, particpate more in th eplot as well.

And how do they bear their "team". In fact Anders and Merrill do not like eachother, even if they are both mages. Sebastian supports the Templar position more, but doesn't always like their tactics. Also, the character development is FAR stronger in DAII than it was in Origins, in fact, a major part of the problem in DAO is the interesting stuff, most of the character development has already happened. The characters in DAO talk, but DAII shows their development. This cannot be debated. Look at Leliana's Song, her DLC, she is the only character in DAO where you can experience her full character development. The other cast comes in 90% developed.


Since you mentioned Mass Effect, the companions in DA:O weren't all that much different from the whole space faring troupe, so I don't see how exactly step backwards DA:O was in this regard.  They were worthy to be recruited to battle the blight.  Sten wasn't anymore as alien to the group as Wrex, and both were blunt weapons at the disposal of the protagonist.  They formed a part of the bigger story, even if their absence makes little to affect the final outcome.  Your companions cooperated with you, even when their motivations differed from one another.

In DA2, they force the story, which is a whole other thing entirely.  You have Bethany, who just dies suddenly.  You have Hawke's mother, who just gets Frankensteined and dies.  You have Fenris, who is so obsessed with revenge that he just sides with a faction until you give him a one line speach in which case he goes, "oh, in that case...".  You have Anders/Justice, who forces the conflict in Act III from his already one-sided anti-templar thinking since you first meet him from the beginning.  And you have Isabella, ah, a rogue from start to finish whom I'm surprised isn't downed by STDs already.  Is this what you mean by development? 

As for Varric, well, he is telling the story isn't he?  I suppose he is the most interesting of the bunch, but just because he leads you down to the deep so that you can get rich doesn't really make the story all that much more interesting than the Cliche of an epic that is DA:O.  While I enjoyed his character, personally, but it didn't help the rest of the story in my opinion.

D) There is an aspect of a story called "theme" it is the underlying message the story portrays. A great story will always have a great theme....and DAII's is clear, that one person cannot be held soley responsible for a societal failure. So what does DAII do, have every quest be a part of the theme, about human failure and weakness, just like New Vegas's quests were centered around factional fighting ("War never changes, but men do" Lonesome Road) and how Jade Empire's quests were based on harmony and discord. Really another charge against DAO, its central theme, the one on a hero's sacrifice, isn't established until th every end.


"That one person cannot be held solely responsible for a societal failure."  (I'm sure Anders would love to hear that).  Heh, perhaps if they printed that statement on the box, people might just marginally give the game a higher score.  But seriously, that theme isn't so clear at all.  Not when the game consists of slaughtering bandits after bandits who parachute down on you, and taking up menial tasks left right and centre.  If the game was about Templar Vs. Mages, I and many others certainly had a tough enough time finding any smooth transition to that conflict.  The first suggestion of that sort of narrative was back in Act 1, but in Act 1, you were so focused on getting rich that the point simply got buried.  If the game was about the Qunari, they should have kept them around in the third act.  If the game was about Hawke's rise of power, they should have made the point more prevalent or made his role more than that of an "observer" that you previously mentioned. 

And if the theme is really about societal failure and whose to blame, it certainly didn't surface much throughout the jumble of narrative that existed.  I saw a lot of finger pointing between Qunari, Mage, and Templar, all of which did lead to societal failure, but unfortunately, for the wrong reasons because the characters in the story were so dichotomous that one simply has to ask: "what is wrong with these people?!" 

E) Cassandra is important, she is the Seeker looking for Hawke. In a story like DAII, you have to know the outcome first and thats Thedas is at war. You lose that, then the story will have no focus.

And when is a cliffhanger bad.....The Empire Strikes Back says hi.

And things DO change from act to act, while I do think it wasn't represented visually well, storywise they do change. The characters change as well...Isabela and Aveline come to respect eachother, Merill becomes far more pessemistic, Anders becomes more moody and loses more of his humor, etc. The lack of "change" wa sless of a writing problem than a world design one....although if you are observant, each act does have a different color filter.


Knowing the outcome first is like picking up a novel, reading the last chapter before reading the first.  Or reading the spoilers for a game before finishing it through.  Can be useful, but not needed.  If the story tied together a little better, the audience should have been able grab hold of a hint that something was brewing.  A story should have a focus throughout the entire narrative anyways. 

When is a cliffhanger bad?  When it starts from the very beginning of the game.  "Let me guess, your precious chantry's fallen to pieces and has put the entire world in the brink of war, and you need the one person who can put it back together, " say Varric at the beginning,  and while the story followed Hawke from his slaughter of darkspawn to his slaughter of Templars and Mages, by the end of the game, nothing really gets put back together and oh, where did Hawke go?  What can Hawke really do to resolve the conflict?  Why Hawke?  The latter two questions should have been answered in DA2, but if there were any signs to an answer, they certainly weren't obvious.  To further add to this, each time we go back to the interrogation between Cassandra and Varric, the only thing we even see from Cassandra is her asking what happened next. 

At least the Empire Strikes Back actually answered a few questions and that there was some resolution to the story.  An effective cliffhanger should leave the audience wondering "what will happen next?" not "what just happened?"

While things do change slightly by the end, the worst part of it all was that certain stories were left to linger way too long.  Merrill's story was moving in some parts, but her "obsesssions" lingered so long that it seemed absurd.  The same can be said about Fenris, but then, he never really changed. 

I won't even try to comment about the color filter.

#104
Sepewrath

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How those things tie together are obvious, you see what Petrice is trying to stir up, you see that she is inciting people to act, they eventually do act and the Arishok responds. The events of Act 1 and Act 2, mages running amok, abusive Templar's, these things were pouring gasoline on a powder keg, that was ready to go long before Hawke showed up. Hawkes presence sped things up.

Yeah Blackpowder wasn't directly involved with the events at the end of Act 2, so. Not every quest, even main quest will tie directly into the main conflict. What did a bunch of abominations in Circle Tower have to do with the Darkspawn? Some things are just going to be related on the periphery, while others wont at all. These things are not movies, where it has to keep you interested for 2hrs. These are 50hr games, everything cant be directly tied together, it would get old.

#105
TEWR

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Foolsfolly wrote...

You know an actual thing from DA:O that I hope isn't done in DA3? And not any of that TXGoldRush garbage.

Origins had some great Origin stories, my favorites tend to be Dwarven in nature. You go through these Origins and there's plenty of leeway to your opinion, like a thug, or ruthless noble, or honorable knight, or any of those things.

Then you arrive in Ostagar and the game's never the same again. You don't have the same leeway you have during those Origin stories.

Dwarven Noble, for example, can look down on everyone and tell Gorim to talk in their stead, you can promise death threats (or actually murder) for the slightest of insults.

All that's gone the moment you arrive in Ostagar because the game generalizes its dialogue after that so all the origins and races can have the same interactions.

If Origins are back in DA3 (and I hope they are) I hope that there's more consistency between characterization options between Origins and the main game.



Yes this. I'm never given the option to truly roleplay my Dwarf Noble how I want to. Sure he does the same things as my other Wardens, but for different reasons.


Xanthos Aeducan kept the Urn intact because:

A) The Urn contains the remnants of humanity's only true Paragon.
B) He figured that the Urn -- and Genitivi's declaration that it was found -- would serve as a great morale boost for Ferelden's army.

Xanthos Aeducan sided with the elves because:

A) They're master archers, and archers are useful
B) they can craft Ironbark very well, which Werewolves cannot
C) Werewolves stink.

Xanthos Aeducan preserved the Anvil because:

A) He's a friggin' Dwarf!
B) He wanted to use it to help ascend to the throne of Orzammar (something Origins didn't allow for that disappointed me Posted Image)
C) Golems

Xanthos Aeducan put Bhelen on the throne because.... well, okay if he had been able to say what I wanted him to say there he'd be breaking the fourth wall.

But I've made my point. I'm certainly not saying he should've been able to say all these things (well, he should've been able to take the throne. I'll always bring that up when Orzammar and Dwarf Nobles pop up).

But I do want to better characterize my characters from the rest of them and keep them in line with how they thought in the Origin stories, though my DN couldn't think or say these things in his Origin story except for taking the throne.

My Dwarf Noble Xanthos Aeducan was cunning, shrewd, ruthless, practical, a reformist, etc..

He was a natural born leader with one of the mightiest beards ever (equal to Duncan's in sheer badassery) and his hair slicked back into a tightly braided ponytail. The tattoos on his face remind him of his dealings with the honorable Darius Brosca, a Casteless Dwarf. He also has a lot of chest hair.

If he was made King of Orzammar, he would introduce sweeping reforms that would change the very nature of Orzammar and lead them into a Golden Era. However there would naturally be assassinations, but he'd forge many alliances between the more honorable Dwarves like Jerrik Dace and Denek Helmi and force the hand of others into being on his side. He'd always be eight steps ahead of the nobles plotting against him.

....I may have gone too far away from my point now....Posted Image

Also Bioware, I support being able to give my male characters -- specifically my Dwarven males -- chest hair Posted Image

Modifié par The Ethereal Writer Redux, 02 octobre 2011 - 08:10 .


#106
alex90c

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how the f*ck does DA:O's story lack focus? It literally whacks you over the head repeatedly with STOP THE BLIGHT STOP THE BLIGHT STOP THE BLIGHT for crying out loud. We need to go the Circle Tower to recruit the mages, TO STOP THE BLIGHT. We need Orzammar's assistance TO STOP THE BLIGHT. We need the Dalish elves, TO STOP THE BLIGHT. We need to bring Arl Eamon back to consciousness so we can use his men to help STOP THE BLIGHT. Sure, they all had their own self-contained stories in each section, but they all lead up to one main point, it being the whole "recruit allies then do final battle" thing Bioware like doing.

DA2 was just "ite lets get some gold from the Deep Roads" then "yo Qunari yo" then "oh yeah, I forgot Mages & Templars were the story, lets just slip that in now".

#107
txgoldrush

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MingWolf wrote...

txgoldrush wrote...

A) Wrong, the storylines interact with eachother....might as well bring up the characters of Sheparding Wolves and The Unbridled Rescue again. Notice how those two stories converged in Act II, which helps lead to the big even in Act II. The stories DO connect mechanically. Blackpowder Courtesy and Promise matter in the plot. The First Sacrifice matter, etc. The only part that IS NOT FOCUSED is Act I, where the stories do seem far apart and don't connect, but as Act II and III roll along, they DO connect. The Qunari were a strong hallmark in Act II, however they are either A) defeated or B) leave with the relic, their purpose in Kirkwall fufilled. Hence only a Qunari remanat in Act III.

Hawke's family fleshes out the reason he or she is in Kirkwall, but they are not the focus of the story, just part of it.

And DAO is highly guilty of lack of focus, especially in the midgame. I can use your logic for the four main mid quests as well. They converge far more weakly than DAII's subplots do.


A) I would have preferred you stating the details rather than merely listing quest names as your response, for it does little in explaining you claim.  Sheparding wolves introduces certain characters that appear in Act II, such as the Qun and Petrice, and Unbidden Rescue was about the Viscount's son, no?  While it certainly ties certain characters between the acts together, the events that transpire, the best to my memory, has little to do with the larger conflict/crisis in Act II. 

Let's look at Blackpower Courtesy, hmm.  Oh yes, the poison ally quest.  Well, the Arishok and the Viscount is in it, I'll give you that.  And I suppose we learn a little something about the Qun, the elves and Isabella if she is in the party.  Interesting story, though has little to do with the events that will ultimately transpire at the end of Act II.  First Sacrifice... let's see, hmm... your going to have to explain this one because I can find little connection between this and say, Mages vs. Templars, or Qunari troubles. 

Not to say that these are bad quests.  The problem is that they don't really help piece together any obvious plot or narrative.  They are interesting in isolation, and brings in a few interesting NPCs, but does little in tying the story together or bear much relationship to Hawke and his party. 

You say that you can use my logic to support your claim that the main quests in DA:O lacks focus.  Please explain further because you didn't mention it.  The segments all lead to the support of the Grey Warden, no?  Did DA2's subplots really lead up to Mages vs. Templars or Qunari troubles?  Both games are guilty of some side-tracked story telling, but DA2 felt all over the place whereas DA:O, despite it's flaws, actually came together. 

B) recycling archtypes shows a lack of creativity. Look at the Final Fantasy team, it was evident with them when they refered to FFXIII's Lightning as a "female Cloud". In almost every Final Fantasy game is about stopping a nihilist from destorying the world. They basically repackage FFVI over and over again when they stopped recycling the first five games. And hence how the series has declined. Even the protagonists are the same two archtypes.

Do I have to show the chart from Hellforge or the numerous posts comparing Bioware characters from different games?


B) They are cliched, ok.  Lack of creativity?  Maybe.  The thing is, I don't see how making things differently necessarily consitutes an improvement.  At the end of the day, it is the execution that matters.  I'm not the one to say it, but a lot of people on this thread have already stated that they prefer a well executed cliche than poorly executed originality.  I'm sure they aern't the minority either.

And no, I've seen the chart from Hellforge already, but thanks for your thoughtfulness.  Hellforge seems to depict that DA:O was rather loose on the common cliches of previous Bioware games, but really, the most obvious indicators of cliches are: belonging in an elite order, thwarted by evil, dream sequences, and the discovery of ancient civilizations.  DA2 didn't have any of the stated cliches, but it also wasn't that well received.  As said before, being different doesn't constitute an improvement.  Some aged old formulas do work.

C) They are bystanders other than Alistair and at a point Morrigan. This is a worse problem than most RPGs who mostly have their companions participate in the or have stronger ties to the story. Look at Planescape Torment, many of its companions knew the Nameless One before and had their lives impacted by him. They are just "there", they mattered. Half of KOTOR's cast participates in the plot, so do most of Jade Empire's cast...Dawn Star, Sagacious Zu, and Silk Fox play huge roles and the lesser cast members have their moments. Mass Effect 1 characters play their roles and the sequel characters define ME2's plot. DAO was a huge step back for Bioware in character relevance.

Its more than Anders and Isabela.....Aveline becomes a guardswoman and even captain which lets you roam freely around the city, she is also the Arishoks final straw. Varric convinces his brother to even allow Hawke on his expedition and Varric is the huge driver of the story. The elements of his story contribute to Meredith's. And Merrill and Fenris have much more fleshed out companion quests that do add to the plot and its themes. Most of DAII's cast is used in the plot properly, and even if they aren't important, particpate more in th eplot as well.

And how do they bear their "team". In fact Anders and Merrill do not like eachother, even if they are both mages. Sebastian supports the Templar position more, but doesn't always like their tactics. Also, the character development is FAR stronger in DAII than it was in Origins, in fact, a major part of the problem in DAO is the interesting stuff, most of the character development has already happened. The characters in DAO talk, but DAII shows their development. This cannot be debated. Look at Leliana's Song, her DLC, she is the only character in DAO where you can experience her full character development. The other cast comes in 90% developed.


C) Since you mentioned Mass Effect, the companions in DA:O weren't all that much different from the whole space faring troupe, so I don't see how exactly step backwards DA:O was in this regard.  They were worthy to be recruited to battle the blight.  Sten wasn't anymore as alien to the group as Wrex, and both were blunt weapons at the disposal of the protagonist.  They formed a part of the bigger story, even if their absence makes little to affect the final outcome.  Your companions cooperated with you, even when their motivations differed from one another.

In DA2, they force the story, which is a whole other thing entirely.  You have Bethany, who just dies suddenly.  You have Hawke's mother, who just gets Frankensteined and dies.  You have Fenris, who is so obsessed with revenge that he just sides with a faction until you give him a one line speach in which case he goes, "oh, in that case...".  You have Anders/Justice, who forces the conflict in Act III from his already one-sided anti-templar thinking since you first meet him from the beginning.  And you have Isabella, ah, a rogue from start to finish whom I'm surprised isn't downed by STDs already.  Is this what you mean by development? 

As for Varric, well, he is telling the story isn't he?  I suppose he is the most interesting of the bunch, but just because he leads you down to the deep so that you can get rich doesn't really make the story all that much more interesting than the Cliche of an epic that is DA:O.  While I enjoyed his character, personally, but it didn't help the rest of the story in my opinion.

D) There is an aspect of a story called "theme" it is the underlying message the story portrays. A great story will always have a great theme....and DAII's is clear, that one person cannot be held soley responsible for a societal failure. So what does DAII do, have every quest be a part of the theme, about human failure and weakness, just like New Vegas's quests were centered around factional fighting ("War never changes, but men do" Lonesome Road) and how Jade Empire's quests were based on harmony and discord. Really another charge against DAO, its central theme, the one on a hero's sacrifice, isn't established until th every end.


D) "That one person cannot be held solely responsible for a societal failure."  (I'm sure Anders would love to hear that).  Heh, perhaps if they printed that statement on the box, people might just marginally give the game a higher score.  But seriously, that theme isn't so clear at all.  Not when the game consists of slaughtering bandits after bandits who parachute down on you, and taking up menial tasks left right and centre.  If the game was about Templar Vs. Mages, I and many others certainly had a tough enough time finding any smooth transition to that conflict.  The first suggestion of that sort of narrative was back in Act 1, but in Act 1, you were so focused on getting rich that the point simply got buried.  If the game was about the Qunari, they should have kept them around in the third act.  If the game was about Hawke's rise of power, they should have made the point more prevalent or made his role more than that of an "observer" that you previously mentioned. 

And if the theme is really about societal failure and whose to blame, it certainly didn't surface much throughout the jumble of narrative that existed.  I saw a lot of finger pointing between Qunari, Mage, and Templar, all of which did lead to societal failure, but unfortunately, for the wrong reasons because the characters in the story were so dichotomous that one simply has to ask: "what is wrong with these people?!" 

E) Cassandra is important, she is the Seeker looking for Hawke. In a story like DAII, you have to know the outcome first and thats Thedas is at war. You lose that, then the story will have no focus.

And when is a cliffhanger bad.....The Empire Strikes Back says hi.

And things DO change from act to act, while I do think it wasn't represented visually well, storywise they do change. The characters change as well...Isabela and Aveline come to respect eachother, Merill becomes far more pessemistic, Anders becomes more moody and loses more of his humor, etc. The lack of "change" wa sless of a writing problem than a world design one....although if you are observant, each act does have a different color filter.


Knowing the outcome first is like picking up a novel, reading the last chapter before reading the first.  Or reading the spoilers for a game before finishing it through.  Can be useful, but not needed.  If the story tied together a little better, the audience should have been able grab hold of a hint that something was brewing.  A story should have a focus throughout the entire narrative anyways. 

When is a cliffhanger bad?  When it starts from the very beginning of the game.  "Let me guess, your precious chantry's fallen to pieces and has put the entire world in the brink of war, and you need the one person who can put it back together, " say Varric at the beginning,  and while the story followed Hawke from his slaughter of darkspawn to his slaughter of Templars and Mages, by the end of the game, nothing really gets put back together and oh, where did Hawke go?  What can Hawke really do to resolve the conflict?  Why Hawke?  The latter two questions should have been answered in DA2, but if there were any signs to an answer, they certainly weren't obvious.  To further add to this, each time we go back to the interrogation between Cassandra and Varric, the only thing we even see from Cassandra is her asking what happened next. 

At least the Empire Strikes Back actually answered a few questions and that there was some resolution to the story.  An effective cliffhanger should leave the audience wondering "what will happen next?" not "what just happened?"

While things do change slightly by the end, the worst part of it all was that certain stories were left to linger way too long.  Merrill's story was moving in some parts, but her "obsesssions" lingered so long that it seemed absurd.  The same can be said about Fenris, but then, he never really changed. 

I won't even try to comment about the color filter.


A) This is a non spoiler forum for DAII, thats why I dopn't go into detail.

But you are very wrong, the conlficts involving those two quests's characters help ignite the main conflict in the second act. Look at this.....the Blackpowder Courtesy quest infames the Arishok, the disappearance of the diplomats angers him more, then the events of Following the Qun, then Aveline's insistance on him handing over the suspects. You see, each event does involve the main plot of Act II. It was the conflict between the city and the Qunari..why? Because some in the city feel frightened that the Qunari's values are destroying their way of life. That fits RIGHT INTO the theme of the game I keep stating about human flaws and weaknesses inflaming the situation at hand. Not only that, it is relevant to todays world where immigration and thei ideas they bring can make the native population fear that their way of life and values are threatened, see Europe and the immigration of migrants from the Muslim world. Notice the rise of far right parties and the minaret ban in Switzerland.

And the First Sacrifice/All That Remains storyline ALSO plays a role in the main plot...it shows not only Orsino's involvement but the theme of someone close to Hawke being affected by dark magic. Even Meredith BRINGS THIS UP in Act III.

Both games have some side tracked storytelling, but the diffence is that DAO's whole midgame does, and DAO's sidequests do not follow a theme, most are random. DAII has a far stronger sense of theme. DAO only reveals its narrative theme at the last minute which is bad.

B) Age old formulas should not be repeated over and over by the same company across different IPs. Obsidian doesn't do this. The Witcher games follow a different formula and have a much different plotline. And to some people, DAII's story IS an improvement.

And Bioware WAS gettiing criticized for recycling their plots. It may not be an issue for die hard Bioware fans, but too the observant, it is a knock on the company.

Also fans NEED to be more open minded and sometimes accept that Bioware does need to do something different and change it up, because the more you recycle the same formula, the more diminishing returns you get, plus more criticism you get.

C) So characters are not allowed to force the story? Give me a break. Companions do NOT need player input on everything. DAII DOES strike a balance between player influencing character development and characters developing on their own. Some like Anders mostly develop on their own while a character like Isabela requires alot of player input. In fact, there are MORE character development options for the companions than in DAO. But they also have their own values and their own agendas and will do things without the players input, they don't need your permission and they will go against you sometimes. Try bringing Varric to the killer's lair in All That Remains with Gascand present. Hell, you can't convince Anders to not kill Karl, because to him, there is no option. You don't need to have the PC dictate all the companion's actions, its unrealistic. And in fact, Isabela develops significantly throught the game especially if she is a rival and will no longer be the same rogue she was before.

Companions are NPCs meaning Non Player Characters....they do NOT have to develop or take action on your terms all the time.

D) You simply don't get it do you. That theme encompasses more than Anders, more than the Mage and Templar conflict, more than the Qunari uprising.....one person is not soley reponsible for what happened, its a multitude of things and city on the edge of consuming itself. In fact, not only does the frame narrative define the theme, but so does a quote from the viscount in Act II...."What hope does this city have when we fail our own so completely". Its too bad many role gamers have the inabaility to pick up on theme as theme is one of THE most important aspects in storytelling.

The story IS NOT about the Mage and Templar conflict, it is NOT about the Qunari, and it is NOT about Hawke;s rise to power. Those were ONLY elements of the plot. Its about how a character gets involved in a city which finally goes over its tipping point (affecting the entire land) and how while some his or her actions help move the crises along, he or she was NOT solely responsible for what happened. Honestly, people cannot see the bigger picture only concentrating on its elements. The entire thing was a downward spiral endless cycle into the abyss.

E)  And when does a work have to answer all the questions, some works pose more questions than answers and that is fine. And the story wasn't about how it ends, its about what happened to get to the ending. It is unconventional, not poor storytelling.

Not everything as to have a happy ending either. In fact, one of th egreatest modern authors, Cormac McCarthy, thrives on not only ambigious and question filled endings, but dark and unhappy ones as well. Matter of fact, The Crossing, has a very similiar three act structure DAII uses without the frame.

Also DAII can stand on its own as te entire story was about the spiral into the abyss and how it happened.

Is DAII's narrative perfect? Far from it. The main reason is that it was rushed so many of the ideas Bioware had such as templars chasing Mage Hawke or Bethany didn't get implimented. Many parts and characters, such as Grace (if player supported her) or Orsino do not entirely work. Act I spends too long in exposition and Act III was rushed. But the story WAS good, it just could have been better with more time spent in development.

#108
txgoldrush

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alex90c wrote...

how the f*ck does DA:O's story lack focus? It literally whacks you over the head repeatedly with STOP THE BLIGHT STOP THE BLIGHT STOP THE BLIGHT for crying out loud. We need to go the Circle Tower to recruit the mages, TO STOP THE BLIGHT. We need Orzammar's assistance TO STOP THE BLIGHT. We need the Dalish elves, TO STOP THE BLIGHT. We need to bring Arl Eamon back to consciousness so we can use his men to help STOP THE BLIGHT. Sure, they all had their own self-contained stories in each section, but they all lead up to one main point, it being the whole "recruit allies then do final battle" thing Bioware like doing.

DA2 was just "ite lets get some gold from the Deep Roads" then "yo Qunari yo" then "oh yeah, I forgot Mages & Templars were the story, lets just slip that in now".


Because the side plots in the midgame overpower the main plot, instead of work in concert with the main plot. Signifcant enough to throw the focus nearly completly off the main plot.

Do I need to compare KOTOR with it, in which while there are subplots in the midgame, the work in concert with the main plot....KOTOR was FAR more focused. In KOTOR the side plots never overpower the main plot.

#109
Herr Uhl

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alex90c wrote...

how the f*ck does DA:O's story lack focus? It literally whacks you over the head repeatedly with STOP THE BLIGHT STOP THE BLIGHT STOP THE BLIGHT for crying out loud. We need to go the Circle Tower to recruit the mages, TO STOP THE BLIGHT. We need Orzammar's assistance TO STOP THE BLIGHT. We need the Dalish elves, TO STOP THE BLIGHT. We need to bring Arl Eamon back to consciousness so we can use his men to help STOP THE BLIGHT. Sure, they all had their own self-contained stories in each section, but they all lead up to one main point, it being the whole "recruit allies then do final battle" thing Bioware like doing.

DA2 was just "ite lets get some gold from the Deep Roads" then "yo Qunari yo" then "oh yeah, I forgot Mages & Templars were the story, lets just slip that in now".


The threat of the blight is hidden past Ostagar. After that you're just fixing people's problems.

I don't think many felt any kind of pressure in terms of time spent or any looming threat (and blights are kind of supposed to be a big deal). That is bad writing.

Modifié par Herr Uhl, 02 octobre 2011 - 10:36 .


#110
alex90c

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Herr Uhl wrote...

alex90c wrote...

how the f*ck does DA:O's story lack focus? It literally whacks you over the head repeatedly with STOP THE BLIGHT STOP THE BLIGHT STOP THE BLIGHT for crying out loud. We need to go the Circle Tower to recruit the mages, TO STOP THE BLIGHT. We need Orzammar's assistance TO STOP THE BLIGHT. We need the Dalish elves, TO STOP THE BLIGHT. We need to bring Arl Eamon back to consciousness so we can use his men to help STOP THE BLIGHT. Sure, they all had their own self-contained stories in each section, but they all lead up to one main point, it being the whole "recruit allies then do final battle" thing Bioware like doing.

DA2 was just "ite lets get some gold from the Deep Roads" then "yo Qunari yo" then "oh yeah, I forgot Mages & Templars were the story, lets just slip that in now".


The threat of the blight is hidden past Ostagar. After that you're just fixing people's problems.

I don't think many felt any kind of pressure in terms of time spent or any looming threat (and blights are kind of supposed to be a big deal). That is bad writing.


The threat isn't hidden since everyone harps on about it, it's just the game doesn't portray the threat well. Blight is going round tearing Ferelden apart, and we are reminded of this constantly, we just don't see it enough in the game. So visually, perhaps, but in regards to the story, definitely not.

#111
Gibb_Shepard

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Execution trumps originality any day of the week. I applaud Bioware for attempting to take the story in a different direction, and i was even excited to try out this new story revolving around your family and their struggles; but the execution, as previously stated by many thousands of times for the past 7 months, was horrible.

#112
Herr Uhl

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alex90c wrote...

Herr Uhl wrote...

The threat of the blight is hidden past Ostagar. After that you're just fixing people's problems.

I don't think many felt any kind of pressure in terms of time spent or any looming threat (and blights are kind of supposed to be a big deal). That is bad writing.


The threat isn't hidden since everyone harps on about it, it's just the game doesn't portray the threat well. Blight is going round tearing Ferelden apart, and we are reminded of this constantly, we just don't see it enough in the game. So visually, perhaps, but in regards to the story, definitely not.


No, I don't remember people going on about the blight. They were all too occupied with civil war from what I heard.

Who are these people that harp on about it (outside your party). And other from Lothering (which you don't see), what lands get ravaged by the blight. Denerim?

#113
AlexXIV

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Herr Uhl wrote...

alex90c wrote...

Herr Uhl wrote...

The threat of the blight is hidden past Ostagar. After that you're just fixing people's problems.

I don't think many felt any kind of pressure in terms of time spent or any looming threat (and blights are kind of supposed to be a big deal). That is bad writing.


The threat isn't hidden since everyone harps on about it, it's just the game doesn't portray the threat well. Blight is going round tearing Ferelden apart, and we are reminded of this constantly, we just don't see it enough in the game. So visually, perhaps, but in regards to the story, definitely not.


No, I don't remember people going on about the blight. They were all too occupied with civil war from what I heard.

Who are these people that harp on about it (outside your party). And other from Lothering (which you don't see), what lands get ravaged by the blight. Denerim?


I actually felt pressure which annoyed me because the game didn't seem to feel it. I agree with you in this respect. Morrigan always states that it is a waste of time and ressources to help everyone who crosses our path instead of persueing our main objective, stopping the Blight. That's one weakness of RPGs in general, not just DA:O. You can go back as far as Baldur's Gate or further. Simply the main plot will always wait for you to finish all the side quests. You can go to Denerim and confront Loghain after having assembled the armies and then you can still do the Crow's quest which requires you to travel as far back as Orzammar. Same as Sarevok would wait for his Bhaalspawn brother/sister to travel the swordcoast up and down until he/she is ready to finish the game. It is basically RPG tradition. One I don't especially like much, but it seems there is no other way to do it, since you find it in every single RPG out there.

Modifié par AlexXIV, 02 octobre 2011 - 11:28 .


#114
Herr Uhl

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AlexXIV wrote...

I actually felt pressure which annoyed me because the game didn't seem to feel it. I agree with you in this respect. Morrigan always states that it is a waste of time and ressources to help everyone who crosses our path instead of persueing our main objective, stopping the Blight. That's one weakness of RPGs in general, not just DA:O. You can go back as far as Baldur's Gate or further. Simply the main plot will always wait for you to finish all the side quests. You can go to Denerim and confront Loghain after having assembled the armies and then you can still do the Crow's quest which requires you to travel as far back as Orzammar. Same as Sarevok would wait for his Bhaalspawn brother/sister to travel the swordcoast up and down until he/she is ready to finish the game. It is basically RPG tradition. One I don't especially like much, but it seems there is no other way to do it, since you find it in every single RPG out there.


This is one of the things I think the DA series can take from ME2. There threat was shown more than in the beginning and in the end, and if you're tardy you have your crew become milkshake, and if you haven't done enough quests your party gets screwed. There is a way to circumvent that though, but still.

One of the better RPG's (ARPG or TPS, call it what you will) I've encountered in that respect.

#115
AlexXIV

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Herr Uhl wrote...

AlexXIV wrote...

I actually felt pressure which annoyed me because the game didn't seem to feel it. I agree with you in this respect. Morrigan always states that it is a waste of time and ressources to help everyone who crosses our path instead of persueing our main objective, stopping the Blight. That's one weakness of RPGs in general, not just DA:O. You can go back as far as Baldur's Gate or further. Simply the main plot will always wait for you to finish all the side quests. You can go to Denerim and confront Loghain after having assembled the armies and then you can still do the Crow's quest which requires you to travel as far back as Orzammar. Same as Sarevok would wait for his Bhaalspawn brother/sister to travel the swordcoast up and down until he/she is ready to finish the game. It is basically RPG tradition. One I don't especially like much, but it seems there is no other way to do it, since you find it in every single RPG out there.


This is one of the things I think the DA series can take from ME2. There threat was shown more than in the beginning and in the end, and if you're tardy you have your crew become milkshake, and if you haven't done enough quests your party gets screwed. There is a way to circumvent that though, but still.

One of the better RPG's (ARPG or TPS, call it what you will) I've encountered in that respect.

RPG is fine, and yes ... what you do between prologue and epilogue should actually matter on the outcome of the story, that's true.

#116
Il Divo

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txgoldrush wrote...

Because the side plots in the midgame overpower the main plot, instead of work in concert with the main plot. Signifcant enough to throw the focus nearly completly off the main plot.

Do I need to compare KOTOR with it, in which while there are subplots in the midgame, the work in concert with the main plot....KOTOR was FAR more focused. In KOTOR the side plots never overpower the main plot.


What are you talking about? KotOR was the quintessential example of the unfocused plotline. Nothing you do on any of the four planets actually moves the narrative forward. Here's a great test: remove each of those segments and tell me how the narrative changes.

Tatooine doesn't do it. Neither does Kashykk. Nor Manaan and Korriban. They're side stories. The same applies to Origins with the Circle Tower, Nature of the Beast, and Paragon of her Kind. I consider KotOR Bioware's best product, but let's not pretend that it's a shining example of focused storytelling. If anything, that belongs to Jade Empire (ignoring Act II).

Modifié par Il Divo, 02 octobre 2011 - 01:59 .


#117
Il Divo

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Gibb_Shepard wrote...

Execution trumps originality any day of the week. I applaud Bioware for attempting to take the story in a different direction, and i was even excited to try out this new story revolving around your family and their struggles; but the execution, as previously stated by many thousands of times for the past 7 months, was horrible.


In general, I would agree. The problem with Origins is that it follows the typical Bioware formula, except in this case the Darkspawn are extremely underdeveloped, especially in comparison to KotOR's and Mass Effect's main villains. In exchange for originality, I'm willing to allow a somewhat weaker narrative in exchange for a new experience. But Origins follows Bioware formula 101 and doesn't really do anything special with it.

Modifié par Il Divo, 02 octobre 2011 - 02:02 .


#118
King Cousland

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Wait, you're saying DA:O was cliched? And underground skeletal demons, zombie brides, conflicting ideologies, ****ty women afraid of being loved, jealous brothers, insane tyrants and escapees who "aren't truly free" aren't?

#119
Yuqi

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Reading this thread, I'm reminded of a famous qoute:

"Nothing is ever new, just recycled"-C.S Lewis

:whistle:

Modifié par Yuqi, 02 octobre 2011 - 02:40 .


#120
Rovay

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Yuqi wrote...

Reading this thread, I'm reminded of a famous qoute:

"Nothing is ever new, just recycled"-C.S Lewis

:whistle:


It also brings another famous quote to mind, that I think is relevant to this 'discussion':

"The cycle cannot be broken."-Sovereign

Posted Image

#121
TheRealJayDee

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txgoldrush wrote...

Gamers simply do not pay attention to stories, especially if they are unconventional. They expect everything to be traditionally told and epic, like DAO. Its not.


Seriously, you can just stop posting now, this is your masterpiece. I you want to continue your DA:O bashing and DA2 praising, I'm in no position to stop you, but I don't think it'll get better than this.

#122
tmp7704

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Herr Uhl wrote...

And other from Lothering (which you don't see), what lands get ravaged by the blight. Denerim?

The presence of darkspawn on the map is marked with a black stain. As you acquire the treaties (which the game uses as system to track passage of time, of sorts) that stain keeps expanding, covering nearly all of populated Ferelden in the end. Of special importance would be the Bannorn, which is said to have the most population.

Also, Denerim is supposed to be packed with refugees fleeing from the darkspawn. And during the Landsmeet you can get a noble to support you, stating how 'the south has fallen'.

This is what the map is like with treaties collected, before you trigger the Landsmeet arc:

Posted Image

Modifié par tmp7704, 02 octobre 2011 - 05:55 .


#123
MingWolf

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txgoldrush wrote...
A) This is a non spoiler forum for DAII, thats why I dopn't go into detail.

But you are very wrong, the conlficts involving those two quests's characters help ignite the main conflict in the second act. Look at this.....the Blackpowder Courtesy quest infames the Arishok, the disappearance of the diplomats angers him more, then the events of Following the Qun, then Aveline's insistance on him handing over the suspects. You see, each event does involve the main plot of Act II. It was the conflict between the city and the Qunari..why? Because some in the city feel frightened that the Qunari's values are destroying their way of life. That fits RIGHT INTO the theme of the game I keep stating about human flaws and weaknesses inflaming the situation at hand. Not only that, it is relevant to todays world where immigration and thei ideas they bring can make the native population fear that their way of life and values are threatened, see Europe and the immigration of migrants from the Muslim world. Notice the rise of far right parties and the minaret ban in Switzerland.

And the First Sacrifice/All That Remains storyline ALSO plays a role in the main plot...it shows not only Orsino's involvement but the theme of someone close to Hawke being affected by dark magic. Even Meredith BRINGS THIS UP in Act III.

Both games have some side tracked storytelling, but the diffence is that DAO's whole midgame does, and DAO's sidequests do not follow a theme, most are random. DAII has a far stronger sense of theme. DAO only reveals its narrative theme at the last minute which is bad.

B) Age old formulas should not be repeated over and over by the same company across different IPs. Obsidian doesn't do this. The Witcher games follow a different formula and have a much different plotline. And to some people, DAII's story IS an improvement.

And Bioware WAS gettiing criticized for recycling their plots. It may not be an issue for die hard Bioware fans, but too the observant, it is a knock on the company.

Also fans NEED to be more open minded and sometimes accept that Bioware does need to do something different and change it up, because the more you recycle the same formula, the more diminishing returns you get, plus more criticism you get.

C) So characters are not allowed to force the story? Give me a break. Companions do NOT need player input on everything. DAII DOES strike a balance between player influencing character development and characters developing on their own. Some like Anders mostly develop on their own while a character like Isabela requires alot of player input. In fact, there are MORE character development options for the companions than in DAO. But they also have their own values and their own agendas and will do things without the players input, they don't need your permission and they will go against you sometimes. Try bringing Varric to the killer's lair in All That Remains with Gascand present. Hell, you can't convince Anders to not kill Karl, because to him, there is no option. You don't need to have the PC dictate all the companion's actions, its unrealistic. And in fact, Isabela develops significantly throught the game especially if she is a rival and will no longer be the same rogue she was before.

Companions are NPCs meaning Non Player Characters....they do NOT have to develop or take action on your terms all the time.

D) You simply don't get it do you. That theme encompasses more than Anders, more than the Mage and Templar conflict, more than the Qunari uprising.....one person is not soley reponsible for what happened, its a multitude of things and city on the edge of consuming itself. In fact, not only does the frame narrative define the theme, but so does a quote from the viscount in Act II...."What hope does this city have when we fail our own so completely". Its too bad many role gamers have the inabaility to pick up on theme as theme is one of THE most important aspects in storytelling.

The story IS NOT about the Mage and Templar conflict, it is NOT about the Qunari, and it is NOT about Hawke;s rise to power. Those were ONLY elements of the plot. Its about how a character gets involved in a city which finally goes over its tipping point (affecting the entire land) and how while some his or her actions help move the crises along, he or she was NOT solely responsible for what happened. Honestly, people cannot see the bigger picture only concentrating on its elements. The entire thing was a downward spiral endless cycle into the abyss.

E)  And when does a work have to answer all the questions, some works pose more questions than answers and that is fine. And the story wasn't about how it ends, its about what happened to get to the ending. It is unconventional, not poor storytelling.

Not everything as to have a happy ending either. In fact, one of th egreatest modern authors, Cormac McCarthy, thrives on not only ambigious and question filled endings, but dark and unhappy ones as well. Matter of fact, The Crossing, has a very similiar three act structure DAII uses without the frame.

Also DAII can stand on its own as te entire story was about the spiral into the abyss and how it happened.

Is DAII's narrative perfect? Far from it. The main reason is that it was rushed so many of the ideas Bioware had such as templars chasing Mage Hawke or Bethany didn't get implimented. Many parts and characters, such as Grace (if player supported her) or Orsino do not entirely work. Act I spends too long in exposition and Act III was rushed. But the story WAS good, it just could have been better with more time spent in development.


A) I can't believe your taking your explanation of relevancy so far as to relate a game to that of Natives, Muslims, immigrants, and Switzerland.  It's looking pretty deep.  I'll take your word that some of those quests you mention explained a little more about the Arishok and what is going on between the Qunari and the People.  What I won't take is that the mechanics used actually promoted a strong story that was in any way superior to that in DA:O.  Each quest was just another event that passed by (which, by the way, also included hordes of bandits that seem to keep popping up every other quest).  They may explain a few things, kind of like what politicians do before an election, but the problem is that they don't converge at the end.  Events involved the story but didn't necessarily add to it.  When the Qunari disappeared in Act III because their purpose was "served," boy did that come rather abruptly.  Sure they might have left something small that related to Hawke's status, but having such a strong contrast between acts II and III isn't exactly a selling point to most in the audience.  Going from Qunari vs. People to Mages vs. Templars felt like mixing orange juice and milk.  Then we add in dark magic.  Boy, we're talking about a lot of things at once here. 

Also, I don't know where you keep pulling the theme of "human flaws and weakness" from.  It sounds almost entirely your interpretation of the story to explain why things were executed the way they were.  But just because it works for you doesn't quite make it the showcase story for everyone.  Quite frankly, I saw a lot more in DA:O than DA2 because it doesn't try to mix so many story elements into a boiling pot (qunari, mage, templar, dark magic, blood magic, ghosts, chantry, mining companies, etc etc.).  They existed, certainly, but at least they weren't the prime drivers of the story.  That is my opinion of what unfocused really is, and it's make or break from there on.  Take it for what it is.

B) If we are talking about diminishing returns, let us not forget how successful DA:O was both in reception and in monetary gain.  DA2 didn't exactly fare so well. 

And while people do bring up the cliches that occured in the game, I feel that you are taking such mentionings out of context for how important it really is.  I support creative thinking and innovation, but sometimes it can only go so far: www.paperstreetbrigade.com/blog/wp-content/uploads/2011/01/SwordChucks.jpg

C) I never said they weren't allowed to or that Characters needed to be gripped by the chain.  The problem is that they were so conveniently placed to drive the story that it seems that that was the only thing they were good for. 

D) Here we go about the whole human weakness theme again.  The Dragon Age series doesn't exactly strike me as the next Oedipus, especially not when it jumps from gold, to Arishok, to mages, to dark magic, to templars.  You say that the whole game is about human weakness.... okay, but is it really the fault of the gamer for not sharing the same interpretation as you do?  Great stories may have great themes, but a great theme doesn't always imply a great story, and I think this is why you and I are not on the same page here.  The theme can only show itself so well by how the story is told. 

E) If you want to entertain the audience, you should at least answer for some of the more important questions that you bring up to the focal point.  Hawke was a pretty clear focal point from the discussion between Cassandra and Varric at the beginning.  If you drop the framed narrative, maybe we can come a little closer to the theme you keep bringing up.  It's perfectly fine to bring up new questions by the end, but going offroading with something so important derails the story. 

I'll give you that the story in DA2 had potential, but theres as much flaw in it as DA:O and possibly more so in my opinion. 

Modifié par MingWolf, 02 octobre 2011 - 06:24 .


#124
txgoldrush

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MingWolf wrote...

txgoldrush wrote...
A) This is a non spoiler forum for DAII, thats why I dopn't go into detail.

But you are very wrong, the conlficts involving those two quests's characters help ignite the main conflict in the second act. Look at this.....the Blackpowder Courtesy quest infames the Arishok, the disappearance of the diplomats angers him more, then the events of Following the Qun, then Aveline's insistance on him handing over the suspects. You see, each event does involve the main plot of Act II. It was the conflict between the city and the Qunari..why? Because some in the city feel frightened that the Qunari's values are destroying their way of life. That fits RIGHT INTO the theme of the game I keep stating about human flaws and weaknesses inflaming the situation at hand. Not only that, it is relevant to todays world where immigration and thei ideas they bring can make the native population fear that their way of life and values are threatened, see Europe and the immigration of migrants from the Muslim world. Notice the rise of far right parties and the minaret ban in Switzerland.

And the First Sacrifice/All That Remains storyline ALSO plays a role in the main plot...it shows not only Orsino's involvement but the theme of someone close to Hawke being affected by dark magic. Even Meredith BRINGS THIS UP in Act III.

Both games have some side tracked storytelling, but the diffence is that DAO's whole midgame does, and DAO's sidequests do not follow a theme, most are random. DAII has a far stronger sense of theme. DAO only reveals its narrative theme at the last minute which is bad.

B) Age old formulas should not be repeated over and over by the same company across different IPs. Obsidian doesn't do this. The Witcher games follow a different formula and have a much different plotline. And to some people, DAII's story IS an improvement.

And Bioware WAS gettiing criticized for recycling their plots. It may not be an issue for die hard Bioware fans, but too the observant, it is a knock on the company.

Also fans NEED to be more open minded and sometimes accept that Bioware does need to do something different and change it up, because the more you recycle the same formula, the more diminishing returns you get, plus more criticism you get.

C) So characters are not allowed to force the story? Give me a break. Companions do NOT need player input on everything. DAII DOES strike a balance between player influencing character development and characters developing on their own. Some like Anders mostly develop on their own while a character like Isabela requires alot of player input. In fact, there are MORE character development options for the companions than in DAO. But they also have their own values and their own agendas and will do things without the players input, they don't need your permission and they will go against you sometimes. Try bringing Varric to the killer's lair in All That Remains with Gascand present. Hell, you can't convince Anders to not kill Karl, because to him, there is no option. You don't need to have the PC dictate all the companion's actions, its unrealistic. And in fact, Isabela develops significantly throught the game especially if she is a rival and will no longer be the same rogue she was before.

Companions are NPCs meaning Non Player Characters....they do NOT have to develop or take action on your terms all the time.

D) You simply don't get it do you. That theme encompasses more than Anders, more than the Mage and Templar conflict, more than the Qunari uprising.....one person is not soley reponsible for what happened, its a multitude of things and city on the edge of consuming itself. In fact, not only does the frame narrative define the theme, but so does a quote from the viscount in Act II...."What hope does this city have when we fail our own so completely". Its too bad many role gamers have the inabaility to pick up on theme as theme is one of THE most important aspects in storytelling.

The story IS NOT about the Mage and Templar conflict, it is NOT about the Qunari, and it is NOT about Hawke;s rise to power. Those were ONLY elements of the plot. Its about how a character gets involved in a city which finally goes over its tipping point (affecting the entire land) and how while some his or her actions help move the crises along, he or she was NOT solely responsible for what happened. Honestly, people cannot see the bigger picture only concentrating on its elements. The entire thing was a downward spiral endless cycle into the abyss.

E)  And when does a work have to answer all the questions, some works pose more questions than answers and that is fine. And the story wasn't about how it ends, its about what happened to get to the ending. It is unconventional, not poor storytelling.

Not everything as to have a happy ending either. In fact, one of th egreatest modern authors, Cormac McCarthy, thrives on not only ambigious and question filled endings, but dark and unhappy ones as well. Matter of fact, The Crossing, has a very similiar three act structure DAII uses without the frame.

Also DAII can stand on its own as te entire story was about the spiral into the abyss and how it happened.

Is DAII's narrative perfect? Far from it. The main reason is that it was rushed so many of the ideas Bioware had such as templars chasing Mage Hawke or Bethany didn't get implimented. Many parts and characters, such as Grace (if player supported her) or Orsino do not entirely work. Act I spends too long in exposition and Act III was rushed. But the story WAS good, it just could have been better with more time spent in development.


A) I can't believe your taking your explanation of relevancy so far as to relate a game to that of Natives, Muslims, immigrants, and Switzerland.  It's looking pretty deep.  I'll take your word that some of those quests you mention explained a little more about the Arishok and what is going on between the Qunari and the People.  What I won't take is that the mechanics used actually promoted a strong story that was in any way superior to that in DA:O.  Each quest was just another event that passed by (which, by the way, also included hordes of bandits that seem to keep popping up every other quest).  They may explain a few things, kind of like what politicians do before an election, but the problem is that they don't converge at the end.  Events involved the story but didn't necessarily add to it.  When the Qunari disappeared in Act III because their purpose was "served," boy did that come rather abruptly.  Sure they might have left something small that related to Hawke's status, but having such a strong contrast between acts II and III isn't exactly a selling point to most in the audience.  Going from Qunari vs. People to Mages vs. Templars felt like mixing orange juice and milk.  Then we add in dark magic.  Boy, we're talking about a lot of things at once here. 

Also, I don't know where you keep pulling the theme of "human flaws and weakness" from.  It sounds almost entirely your interpretation of the story to explain why things were executed the way they were.  But just because it works for you doesn't quite make it the showcase story for everyone.  Quite frankly, I saw a lot more in DA:O than DA2 because it doesn't try to mix so many story elements into a boiling pot (qunari, mage, templar, dark magic, blood magic, ghosts, chantry, mining companies, etc etc.).  They existed, certainly, but at least they weren't the prime drivers of the story.  That is my opinion of what unfocused really is, and it's make or break from there on.  Take it for what it is.

B) If we are talking about diminishing returns, let us not forget how successful DA:O was both in reception and in monetary gain.  DA2 didn't exactly fare so well. 

And while people do bring up the cliches that occured in the game, I feel that you are taking such mentionings out of context for how important it really is.  I support creative thinking and innovation, but sometimes it can only go so far: www.paperstreetbrigade.com/blog/wp-content/uploads/2011/01/SwordChucks.jpg

C) I never said they weren't allowed to or that Characters needed to be gripped by the chain.  The problem is that they were so conveniently placed to drive the story that it seems that that was the only thing they were good for. 

D) Here we go about the whole human weakness theme again.  The Dragon Age series doesn't exactly strike me as the next Oedipus, especially not when it jumps from gold, to Arishok, to mages, to dark magic, to templars.  You say that the whole game is about human weakness.... okay, but is it really the fault of the gamer for not sharing the same interpretation as you do?  Great stories may have great themes, but a great theme doesn't always imply a great story, and I think this is why you and I are not on the same page here.  The theme can only show itself so well by how the story is told. 

E) If you want to entertain the audience, you should at least answer for some of the more important questions that you bring up to the focal point.  Hawke was a pretty clear focal point from the discussion between Cassandra and Varric at the beginning.  If you drop the framed narrative, maybe we can come a little closer to the theme you keep bringing up.  It's perfectly fine to bring up new questions by the end, but going offroading with something so important derails the story. 

I'll give you that the story in DA2 had potential, but theres as much flaw in it as DA:O and possibly more so in my opinion. 


A) Its unconventional and you are not getting it...like I said the Qunari are a plot element, not the plot. So is the Mage/Templar conflict. Not every story has to state a goal at the beginning and follow it. In fact, those are the stories that may have the LEAST focus because they often go off on a tangent....like most Rockstar games, Red Dead Redemption being an example. It stays on trying to find these outlaws for so long it totally loses focus. DAO is also guilty of this....you are fighting the Blight but the game decides to go off on a tangent with the four mid quests overpowering the main narrative. And outside the alliance, there is NO connect these stories have to the blight. At least KOTOR and Mass Effect 1 planets have connection to the main plot.

DAO is more unfocused than DAII because it  goes more away from the prime movers of the story. It goes off on a tangent mid way through. DAII is really only unfocused in Act I, and instead of a lets get gold structure, could have used a more linear structure to get ready for the trip, while introducing the players that will play roles later in the plot.

And the theme is NOT my interpetation, it is clearly stated and implied in the game, its more obvious than many stories.

I really do think that DAII is too complex for many gamers, and they just do not know how to tie events together.

B) Doesn't mean you can get lazy and continue recycling the same plots over and over again. Once again, I do not have a problem using cliche in some areas, its the overuse of cliches.

Wonder why Planescape Torment is hailed to be one of if not the best written cRPG. Could originality and cliche subversions have to do with it? Yep. It uses some cliche like the amnesic protagonist, however, the entire plot and the goal of the game was really original.

DAO uses every cliche in the book, subverts nothing, and recycles past games.

C) And how are the "convientantly" placed. The siblings fate is huge for the player so its going to matter, Varric is obviously be the centerpiece for the story, there is foreshadowing that Anders is going to do something big, and Isabela's role with the Qunari was a well done plot twist. The only character that was really convientantly placed when it comes to the main story was Merrill in the first act, when reviving Flemeth.

Most stories are going to have characters OTHER than the protagonist and antagonist play roles in the plot. Even first person stories have this quality.

D) And when can't stories have many plot elements that share the same theme? They can. In fact, Cormac McCarthy's book The Crossing has a similiar three act structure (with no frame story) in which it has several plot elements and different goals for the protagonist. However, the three stories, the three border crossings were all connected in the theme of the protagonist growing up and learning the harsh realities of the world, even though the protagonisthas a different goal in each act.

You are not getting it, you are not tying things together. And great stories do not always follow a conventional formula. In fact, DAII's influence, The Usual Suspects, won the Oscar for Best Original Screenplay.

E) If you drop the frame narrative, then you do not have someone blaming Hawke for everything, which goes WITH the theme.

#125
txgoldrush

txgoldrush
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Il Divo wrote...

txgoldrush wrote...

Because the side plots in the midgame overpower the main plot, instead of work in concert with the main plot. Signifcant enough to throw the focus nearly completly off the main plot.

Do I need to compare KOTOR with it, in which while there are subplots in the midgame, the work in concert with the main plot....KOTOR was FAR more focused. In KOTOR the side plots never overpower the main plot.


What are you talking about? KotOR was the quintessential example of the unfocused plotline. Nothing you do on any of the four planets actually moves the narrative forward. Here's a great test: remove each of those segments and tell me how the narrative changes.

Tatooine doesn't do it. Neither does Kashykk. Nor Manaan and Korriban. They're side stories. The same applies to Origins with the Circle Tower, Nature of the Beast, and Paragon of her Kind. I consider KotOR Bioware's best product, but let's not pretend that it's a shining example of focused storytelling. If anything, that belongs to Jade Empire (ignoring Act II).


However, these side stories are way more connected to the main plot. Korriban basically fleshes the Sith and their philosophy out, Manaan shows their manipulation, Kashykk shows their alliances....Tatooine is the weakest planet when it comes to story connection. Then the Sith atatck the player more in the midgame, sending assassins, a bounty hunter, an dMalak's apprentice. They also have the plot reveal afterthe third planet. It sfar better done than DAO.