You've actually covered your bases pretty well this time, Tx.
Whenever, you mention "show, don't tell", you always,
always mention it in reference to the companions. Not like before, when you'd claim that Dragon Age 2 "shows, not tells" even in the case of non-companion story-centric areas vital to the narrative, like how it reacts to having a Mage Hawke casting Blood Magic all over the city.
Or how decisions are actually shown to have consequences later (Unfortunate Son, Bone Pit, etc). Or how they show the aspects of a Mage PC dealing with the temptations of using Blood Magic. Or how the Thin Veil is actually playing a role in all of this. Or how they show how Hawke earns a reputation. Or how his/her party actually does stuff in the interludes.
But I digress.
It's nice to know that Dragon Age 2 has such superior storytelling and doesn't just repeat the same mistakes that Origins had or even worse, shine spotlights over the now-apparent flaws of the original. Because, y'know, it's not cliche and all.
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Of course, if one is looking for the sophistication and focus of narrative in a medium such as a video game, one should always look for it in the gameplay and in player driven interaction. That's where the strength of the medium lies.
It seems self evident to say this, but a good book will be always make for a better read than a video game and a good film will always make for a better viewing than a video game. And both mediums are better suited to telling a single, linear story.
Where games excel (even in a linear story) is when the gameplay becomes part of the story and vice versa - you don't need to separate the two. In recent times, Bioshock did this quite well with it's level design, atmosphere and it's audio diaries all combining to tell you it's story - the one of Rapture. Planescape: Torment was always one of the best games out there in this area too.
Ironically enough, that too comes down to "show, don't tell" in that showing must come in the form of something tangible to the player. Something they can interact with.
With it's liberal use of filler combat, a continuingly more disjointed and even paradoxical paradigms of story and gameplay, heavy focus on cinematics and "iconic looks", I think that for the most part, BioWare doesn't consider this an important area. So I honestly don't see how "show, don't tell" is a strength of Dragon Age 2. If anything, it's Dragon Age 2's biggest weaknesses.
Show, don't tell implies that someone fully experience a story/narrative through immersion rather than explanation. In a video game, this is done through the gameplay and what the player actually plays. Remove the aspect of interaction and it's just narration. That ranges from level design, to combat design, to the areas of choice/consequence, etc. Whether a game can "show, not tell" hinges on whether the game's various elements are cohesive enough to provide an immersive experience - how well all of the game's elements in gameplay and story support each other.
On this front, Dragon Age 2 objectively fails. It's combat presentation is not consistent with the tone of the setting, decisions are very rarely given weight and actual consequences, whether it's in the story or character creation & gameplay (no one notices magic) and I don't even need to get into recycled maps.
I'm not going to claim that Origins (or even previous BioWare works) did that area 100x better, or that either game is poorly written for a video game, because I don't feel that either is poorly written for the medium. On the contrary, there are only a handful of companies that have a record as good as BioWare's in the writing department. But please oh please stop using "show, don't tell" as a reason for Dragon Age 2 being better. Even if the idea has validity for companions.
It's like a "saavy shopper" gloating over saving $20 at the supermarket after having spent $500 on a pair of jeans.
Modifié par mrcrusty, 03 octobre 2011 - 07:46 .