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


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#176
Yrkoon

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txgoldrush wrote...

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Then why is this game beloved then...you cannot fully create a character in this game, you will always have to play the Nameless One.

However, this game is viewed as one of th egreatest RPGs ever made and one ever written. Why? Because OF THE SET PROTAGONIST, with his set backstory.


First off,   One of the reasons why the "set backstory" of TNO worked so well is because you didn't  know  anything about it when you first played.  The entire game is  about   retracing your steps  and discovering that back story.  Huge difference from DA2.

Regardless, Planescape Torment is a freak exception anyway, not the rule.    It lived and died on its story alone, and managed to hit it out of the park.  It was one of the best stories ever... from ANY media.   That's why it became a cult classic.  Also,  Torment had a completely different type of  character customization.    One that spanned the whole game  and involved getting to develop  your Philosophical viewpoints  rather than physical  appearance.   The moral choices you had to make, which define your character, were so prominent and so  overbearing in importance in the game that players tended to not care about the superficial things like "how come I can't be a dwarf?!  Or  "why can't I be female?".

Still,  I wouldn't hang your argument on  PS:T if I were you, since the game was  still a commercial failure (and probably for the very reasons you're citing it on this thread), selling less than 400,000 copies.   Is that what you want from DA3...?  For it to be the greatest game  no one buys?

Modifié par Yrkoon, 04 octobre 2011 - 09:56 .


#177
TEWR

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For it to be the greatest game no one buys?



The greatest game ever made.... shall never see the light of day! It shall be locked up for all eternity! MUAHAHAHAHAHAHA

#178
Lotion Soronarr

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Peronally, I didn't like PS:T. The world/setting/atmosphere was not attractive to me.

#179
Il Divo

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txgoldrush wrote...

Forget about Darth Bandon, who Malak sends as a result of Calo Nord's death.


And dies within an hour of appearing on screen. Is killing mooks with a name considered plot development? If it is, it's nothing to be proud of. Killing Darth Bandon does about as much to change the plot as anonymous soldier # 1,534.

Do I need to remind you that the Sith were not only the antagonists, but the protagonist was part of them and can be again. Revans legacy is also part of the story, so fleshing out the Sith is fleshing out the protagonist as well.


Again, the side planets don't flesh out the Sith. Learning about Revan may be important. But that you honestly think either Kashykk or Manaan does this in the slightest is laughable. "On Manaan, we learn about their manipulation!". Really? Is that what passes for plot development?

Or the fact that the Deep Roads Darkspawn is seperate from the main horde and the golems story overpowers the Darkspawn story in the Deep Roads quest in DAO.


You mean like the Starmap stories overpowering the respective narratives in KotOR? I thought your point was quite simply that we learn about our enemy in KotOR, weak as that may be.

Modifié par Il Divo, 04 octobre 2011 - 01:19 .


#180
Il Divo

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Sacred_Fantasy wrote...


That's why I don't buy it too. Sorry. Did I said I only buy those RPG that pack with toolset like NW, Origins, Fallout, TES, Paradox's Europa Universalis and flexible Character creation like The Sims? You must have miss that one. I only hear Baldur Gate is the greatest RPGS ever made. So sorry. I never heard such things either from PT.


That's actually surprising. Along with Baldur's Gate II and Fallout 2, it's pretty common to see Planescape listed amongst the greatest RPGs ever made.

#181
Pasquale1234

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txgoldrush wrote...
Did you EVEN read one of my posts? I said I didn't want DAIII to be like DAII, just like I do not want it to be like DAO.
.


Which is why I'm supremely confident that you have also opened a "Let's look at DAII story flaws and not re-implement them in DAIII" thread - right?

Especially since this is the DA2 forum and DA2 is the more recent game and closest demonstration of their thinking on the overall direction of the franchise.  Clearly, it would be much more pertinent.

Funny - I don't seem to be able to find that thread.  Where did it go?

#182
MingWolf

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Yrkoon wrote...

First off,   One of the reasons why the "set backstory" of TNO worked so well is because you didn't  know  anything about it when you first played.  The entire game is  about   retracing your steps  and discovering that back story.  Huge difference from DA2.

Regardless, Planescape Torment is a freak exception anyway, not the rule.    It lived and died on its story alone, and managed to hit it out of the park.  It was one of the best stories ever... from ANY media.   That's why it became a cult classic.  Also,  Torment had a completely different type of  character customization.    One that spanned the whole game  and involved getting to develop  your Philosophical viewpoints  rather than physical  appearance.   The moral choices you had to make, which define your character, were so prominent and so  overbearing in importance in the game that players tended to not care about the superficial things like "how come I can't be a dwarf?!  Or  "why can't I be female?".

Still,  I wouldn't hang your argument on  PS:T if I were you, since the game was  still a commercial failure (and probably for the very reasons you're citing it on this thread), selling less than 400,000 copies.   Is that what you want from DA3...?  For it to be the greatest game  no one buys?


Well said. 

On the topic of it being a freak exception, I want to try bringing up The Witcher (game series) in this case, because I find in some ways that Geralt (with his amnesia) also worked in a way because your left with an empty character learning new things about not only the world surrounding you, but your own character as well.  Of course, I think the story is pale when compared to something so monumentous as PS:T, but it was interesting in it's own right (and I had fun in the game too, which was a plus).  Then again, the original Witcher was often criticized quite heavily for something that sticks out so much as amnesia when such a deep character who already existed in novels.

Set characters and fully drawn out backstories really don't do too much justice in very many RPGs.  I think that in general, most gamers prefer the freedom to be able to fill the boots of their characters with their own imagination, because then you can span out, to a degree, the story from different perspective; perspectives that may be more agreeable or enjoyable.  One of the reasons why I enjoy games like Neverwinter Nights and Baldur's Gate is because of this (the former even lets you write your own stories).  Adventure games with set characters, such as say, Grim Fandango (yeah I know it's back in the day), tend to pan out a little better if the story is good.  But it takes a really brilliant story with top notch execution to give a game much replay value.  It worked for GF, absolutely, but not for all. 

It worked in PS:T because playing TNO flowed and made sense in both telling the story and engaging the players.  That, and the narrative was top notch.  Each conversation was like reading a novel, but unlike a novel, it matters to you as well. 

Mass Effect is another worth mentioning.  In the case of Mass Effect, the background story can be selected, and Shepard's character wasn't really as chiseled in stone.  Even his tone of voice tends to straddle that of neutrality, so that when players make choices, they still have the freedom of inputing what they see of Shepard, and still have the opportunity of filling his boots with imagination.  It helped tremendously too in that, coincidentally, he was an Alliance officer.  Military presonalities tend to be very grey (one can see that if they've ever drilled in the real military), and hence, flexible and malleable to be developed. 

Modifié par MingWolf, 05 octobre 2011 - 12:32 .


#183
Sacred_Fantasy

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Il Divo wrote...

Sacred_Fantasy wrote...


That's why I don't buy it too. Sorry. Did I said I only buy those RPG that pack with toolset like NW, Origins, Fallout, TES, Paradox's Europa Universalis and flexible Character creation like The Sims? You must have miss that one. I only hear Baldur Gate is the greatest RPGS ever made. So sorry. I never heard such things either from PT.


That's actually surprising. Along with Baldur's Gate II and Fallout 2, it's pretty common to see Planescape listed amongst the greatest RPGs ever made.

I didn't follow up BioWare games much until I joined BSN but it was because of news about Mass Effecting Dragon Age 2.

 I came across Neverwinter Nights while googling for RPG Mods. I was looking for TES:Morrowind mods actually ( been an avid fan of TES since TES Arena ) but NW's "create your own campaign" drive me to look into it and I was delighted that it also has toolset like Morrowind's construction kit. I like it very much that I spend more times with it's toolset than Morrowind's construction kit. Still I wasn't quite familar with BioWare reputation at time although I was aware of Baldur Gate popularity. Probably I was too busy with modding in NW I wasn't interested much with Baldur Gate. BioWare didn't developed Neverwinter Nights 2 either, years later. So I was more interested with ATARI and Obsidian and was looking forward for NW 3. As you can see, they never released NW 3. 

The absence of wRPG during the peak of MMORPG like WOW, Runescape and FPS like Counter Strike forced me to join MMORPG since I wasn't interested with FF7 and JRPG. I thought, beside Bethesda's TES ( Fallout came much later during that period ), RPG as genre was dead. So I stopped following single player RPG development. I didn't aware BioWare released DAO until a year after it's release. I was looking for NW 3 and came across "Spiritual Sucessor to Baldur's Gate" instead. I knew Baldur Gate represent the classic RPG and this instantly made me excited. Together with DAO toolset, the game was superb for me ( although it was not as perfect as classic RPG ). Didn't plan to join BSN until I heard news about Mass Effecting Dragon 2 on the net. I was troubled by Mass Effect 2's dialogue wheel, paraphrase and Sheppard as set character. 

From BSN, I learn BioWare other products like Sonic Chronicle, Shattered Steel, MDK2, Jade Empire, PT and KOTOR. I heard people mentioning PT, Jade Empire and  Kotor from times to times but I'm not interested. Most probably due to lack of modding capabality and I'm looking for games that I can played for a long time which mean the game must be very very flexible or mod-able or rich with user contents. Based on Yrkoon's post, 400,000 copies sold world wide is too little to make most people aware of Planescape Torment's existence.

Modifié par Sacred_Fantasy, 05 octobre 2011 - 06:20 .


#184
Korusus

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I don't disagree with the OP, DA:O (despite my personal opinion of it being a finer quality game compared to DA2) is not above reproach. I can understand a few of the points. I would argue that the game is cliched because BioWare designed it from the ground up as a tribute or throwback to traditional cRPGs, but that doesn't mean it can't be critiqued.

The side quest thing I don't understand though. In DA2 every sidequest being about or referring in some way to the Templar/Mage conflict felt forced and unnecessary. By the end if I saw one more fanatic Templar or insane Blood Mage I was going to puke. The whole point of side quests is to create the illusion of a living, breathing world that exists outside of the main storyline. It's alright to have themes, but the second you start limiting the writing of side quests to "Does it hit these themes? Check, check, and check" you're actually detracting from the creative writing process. Story within a story is a better approach. DA2 was so bad about this, that the very idea of DA3 being about the mage/templar conflict makes me cringe. I can't take it anymore. Even the writers seemed bored by it at the end.

#185
txgoldrush

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Sacred_Fantasy wrote...

txgoldrush wrote...

A) And since he did fill it with hatred, he has to face the consquences. He is no longer the free spirited mage from Awakenings, he is now the deeply burdened character in DAII. He now has to deal with the spirit within him.

A) Which he welcome it which mean no character development since nothing is changed or he regretted it which also mean no character development since it out of his control.


txgoldrush wrote...


B) No, I blame the enitre city, including Isabela, and even the Arishok himself. Its not just Aveline's, or Patrice's, or Isabela's fault. It was a failure from society as a whole.

B) And I was talking about your interpretation about "Show, don't tell" which tell you Isabella incident's even if you never recruit Isabella.

 

txgoldrush wrote...
 
D) Do you really want to be forced to play a Templar or a pro-mage character? As an observer, the player has the option to be neutral, which he can for most of the game.

C) No. I certainly would mind playing any role as long as I don't do fedex quest or just sit there and do nothing about it. If it's doesn't concern me why should I be bothered about it. There is absolute zero reason to stay in Kirkwall after everyone in the family is gone. Let alone to fix the world event which is already been strongly hinted at Origins and one should well aware already it's beyond their power.


txgoldrush wrote...



E) And DAO really doesn't either, all the consquences come with ending cards as well as who you can call as mobs in the end. People act like if their choices truly mattered.

D) Because not all People have their wardens died sacrificing themselves to end the blight. Not all people become the king of Ferelden in endgames. Not all people travel with Leliana to search for Sacred Ashes after the Blight. Not all people going to see Bhelen change the Dawrven society etc... That's the beauty of it. Something that DA 2 is lacking because you know what, your Hawke is "gone" into oblivion of unknown dimensions leaving you pondering wheter he/she was actually your character..




txgoldrush wrote...



F) And you don't have to be godly and ultra powerful in the end as well, gameplay wise or story wise.

No one said you have to be godly and ultra powerful. Everyone said you need to leveling in order to progress. If you happen to become godly or powerful, then it's called accomplishment. Which is also essential to RPG.
E) Something which is DA 2 is also lacking since you are doing nothing but "re-living" something that already happen in the past and do nothing.


txgoldrush wrote...



G) They don't have to shape everything either.

E) I never said everything. I said meaningful role beside the role of "errant boy" and "observer."


txgoldrush wrote...



H) And your narrow view on RPGs has been confirmed.

F) And your refusal to acknowlegde Character Creation concept which is essentiial to RPG has been confirmed. So, Why are you playing a ROLE playing games when you dont want to play any role in the story? 


A) It is character development and his character develops throught DAII in two different ways whether he is a friend or rival. In fact, his big action in Act III, gives two different rationales whether he is a friend (or neutral) or a 100% rival. Anders will either accept Justice or reject him which makes his conflict with him worse, becoming nearly suicidal.

B) Which is a bug.

C) The only real "fetch" quests were in Act I (not counting the item quests, which aren't fetch quests because no one asks you to "fetch" it), but it makes sense because Hawke is a smuggler or merc trying to earn money. And why wouldn't Hawke stay in Kirkwall? Where would he or she go? Why would he or she leave her mansion and her friends behind?

D) And they were all shallow ending cards, none of these choices had ingame plot consquences.except for the alliances. DAO is no where near Witcher, Alpha Protocol level. I like choices that have consquences that remind me constantly of the choice I made. The Bethany/Carver Deep Roads choice for instance, featured the character and what he or she became throughout the game, even impacting the DLC. Very well may be Bioware's most story impacting choice thats not an endgame one. While the rest of DAII was lacking in the consquences department, DAO was hardly better taking the ending cards out of the equations, Fallout has ending cards, however, they had their choice and consquences impact gameplay. Shoot up a town, and you lose access to it. Picking Behelen as Dwarven King would never realliy impact the plot of DAII, just the ending.

E) How about diplomat...thats what Hawke can be as well.

F) If it is so essential, why do many WRPGs have set protagonists?

#186
txgoldrush

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mrcrusty wrote...

I'd be very careful in trying to take TNO as an example of a set protagonist in the sense of Hawke, Shepard, Geralt, etc.

While TNO is a set protagonist in terms of role in the story, the TNO the character makes is the definition of a blank slate. The game actively pushes as one of it's themes the idea that no two TNO are exactly the same (previous incarnations) giving the player the opportunity to completely customise their TNO outside of physical appearance.

Whereas Jensen, Geralt, Shepard, Hawke, etc all have a set personality and character, PS:T hammers in the idea of TNO being a character of your creation.

If you somehow claim that they are compatible simply because it's a set character, you're being disingenuous (spelt it wrong last time lol).

TNO is a blank slate character in all but appearance with a backstory and narrative written around him that explains why he is a blank slate. It's actually the same to what BioWare does with Revan, except it's done a lot more poorly in KotOR.

Also, an aside. You know the most acclaimed story based wRPG that really tried to integrate story and gameplay as a cohesive unit to "show, not tell"?

*taps nose*


TNO and Geralt in the first Witcher are similiar. While he has a set oast, hi smotivations are determined by the player. The quest Identity is about the player shaping the new Geralt. In TW2 his motivations are far more set. And I did not this about the first Witcher, not only did it use a cliche thats been used way too many times, it was unnecessary. There could have been other ways to get around this.

While they are all utitlized differently, they are still all set. You cannot change Nameless's sex or apperance for instance. He has a set past as well and the game revolves around this. The thing that isn't set is his current life. This really does become a problem at the end, when there is one set ending, damnation. Even as a good character. This dampens the game a bit. Why be good if it doesn't matter to the character? That is my only issue with the story of PST.

And really, fully customizable characters have weakenesses. They have very little backstory, for one, and when they do, it lacks depth. I think Lonesome Road truly opened up a huge flaw in Fallout New Vegas's writing. The Courier himself/herself. The whole regular game, the character's past isn't an issue, but Lonesome Road gives the character a past. But its simply not fleshed out and unless he or she is amnesic, I shouldn't have to learn my charcters past from other characters. This caused the conflict with Ulysses deliver less of an impact. Had the character been far more fleshed out, then Lonesome Road would have worked.

There is tradeoff when having customizable character and that is the loss of depth, and giving a fully customizable character depth can only be used with a trick like amnesia. Revan for example. Set protagonists can be far deeper.

#187
Lotion Soronarr

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Hawke is a deep as a dried-up puddle.

Execution is key to everything.

#188
A Crusty Knight Of Colour

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txgoldrush wrote...

TNO and Geralt in the first Witcher are similiar. While he has a set oast, hi smotivations are determined by the player. The quest Identity is about the player shaping the new Geralt. In TW2 his motivations are far more set. And I did not this about the first Witcher, not only did it use a cliche thats been used way too many times, it was unnecessary. There could have been other ways to get around this.

To be fair, I was thinking more about W2.

txgoldrush wrote...

While they are all utitlized differently, they are still all set. You cannot change Nameless's sex or apperance for instance. He has a set past as well and the game revolves around this. The thing that isn't set is his current life.

Every character has set elements in their past. A Warden has their Origins, even Elder Scrolls ones live with the fact that they are criminals. Other games use things like pre-written traits and backgrounds to create their own.

The idea behind TNO is that he is set without being set. He has a set past, but it's not really your past because you are a different TNO. There's a disconnect between past events and current ones. I'd say that while it's similar to Geralt, I'd draw the closest parallel to Revan. Not having a voice also helps this. If TNO were given a voice in general dialog, then he'd have a personality much more fleshed out. Making him more set, but without the voice, much more is left up to the discretion of the player - making it more blank slate.

PS:T is funny like that.

txgoldrush wrote...

This really does become a problem at the end, when there is one set ending, damnation.

But haven't you been praising DA 2 for this exact reason? That you are unable to change the inevitable?

In either case, PS:T is usually the exception to the rule, because of how creative it was and how well it was written. I wouldn't say that Dragon Age 2 is on the level of PS:T in sheer creativity and cliche subversion.

txgoldrush wrote...

And really, fully customizable characters have weakenesses. They have very little backstory, for one, and when they do, it lacks depth. I think Lonesome Road truly opened up a huge flaw in Fallout New Vegas's writing. The Courier himself/herself. The whole regular game, the character's past isn't an issue, but Lonesome Road gives the character a past. But its simply not fleshed out and unless he or she is amnesic, I shouldn't have to learn my charcters past from other characters. This caused the conflict with Ulysses deliver less of an impact. Had the character been far more fleshed out, then Lonesome Road would have worked.

There is tradeoff when having customizable character and that is the loss of depth, and giving a fully customizable character depth can only be used with a trick like amnesia. Revan for example. Set protagonists can be far deeper.


Moving the goalposts. All I said was that TNO is not directly comparable to someone like Hawke.

You're taking a game which skirts the edge of blank slate/set protagonists and trying to expand that into the idea that set protagonists are inherently better because that particular game had a good story. Which isn't close to what we were talking about.

But since you went on a tangent, I'll go on my own:

A set protagonist may be easier to provide a narrated story because a developer can control more elements of it, but narrated stories in video games are overrated. There are few video games that rival good books and films in pure narrative strength and the ones that do mostly do so by utilising core gameplay, level design, enemy design, exploration (either physical or philosophical) and other elements of player interaction to provide a unique experience.

Case in point: Fallout 1. The game's "narrative" consists of two arcs: get water chip for Vault, confront The Master. And how are these two grand stories linked? An old guy going "BUT THOU MUST FACE THE MUTANTS, VAULT DWELLER!!"

Truly, a tour de force in "storytelling".

Yet it's celebrated as one of the best story driven RPGs ever, because it's story is not just the narrated one in text bubbles (or cinematics for today's RPGs), but told through almost every aspect of interaction. From how the towns are designed and look, to how you learn to fear Deathclaws, or dudes in PA  because of combat. Then there's places like The Glow which are just brimming with atmosphere.

Note that PS:T also took many of these same ideals in it's design. Chris Avellone has stated on many an occasion that Fallout was one of the most influential games he's played and that parts of Fallout influenced aspects of PS:T.

I accept that not all games, or even RPGs recognise that. In fact, they are the minority and have been for quite some time. I also accept that for other people, a set protagonist leads to a better experience because they're interested in the narrated story, not a player-created one. But unless it lets the player drive the depth of the protagonist in specific and explicit terms, then I don't see it as a positive. It's something that is not possible in Dragon Age 2 because how the paraphrases and banter currently works (Mass Effect is barely an RPG as it is and doesn't count). If paraphrases had to stay, I've always advocated an explanatory thought process system.

So like "No problem with me." ("I agree to your plan, let's discuss the details.") becomes [Agree with x's plan].

The other way, is to completely dispel the illusion that it's somehow the "player's" character.  Jensens and Geralts mostly fall under this. You can control what they do and make some broad motivations, but you'll never shake the fact that it's not your character, not really. But this "it's your character, except when we make it ours" ethos is not something I'm a fan of.

YMMV of course.

Also, before you bring in JRPGs into the discussion, most if not all JRPGs have no such illusions of the protagonists being your characters.

edit: I'll also mention that Origins was not a genre defining game or a star performer in the "gameplay/story segregation = crap" category or the "everything, not just cinematics tells the story dammit!" category. It's just that Origins was a good, solid game that was okay in these areas and was very enjoyable for me and that Dragon Age 2 runs off in the wrong direction in these areas culminating in some truly awful gameplay/story segregation, but not many people seem to really care. Which makes me nerdrage.

Modifié par mrcrusty, 05 octobre 2011 - 11:36 .


#189
Sacred_Fantasy

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txgoldrush wrote...

A) It is character development and his character develops throught DAII in two different ways whether he is a friend or rival. In fact, his big action in Act III, gives two different rationales whether he is a friend (or neutral) or a 100% rival. Anders will either accept Justice or reject him which makes his conflict with him worse, becoming nearly suicidal.

He is still an anti templar/chantry. Yes or no?

txgoldrush wrote...


B) Which is a bug.

Really? I don't think so.


txgoldrush wrote...


C) The only real "fetch" quests were in Act I (not counting the item quests, which aren't fetch quests because no one asks you to "fetch" it), but it makes sense because Hawke is a smuggler or merc trying to earn money. And why wouldn't Hawke stay in Kirkwall? Where would he or she go? Why would he or she leave her mansion and her friends behind?

No one asked you to fetch it? LOL! Are you joking? First you claimed no one asked you to fetch it then you said it make sense since Hawke is a smuggler or Mercenary. So what is it then? Deliver news paper? or Get toys?
And why would Hawke want to stay in Kirkwall when it leaves nothing but bad memory? + that place is filled with insane blood mages. He has no reason to stay and he is not from Kirkwall anyway. His hometown is Loitering and according to his letters, some of his old friends are re-building Loitering. Hawke doesn't have any friends that worth for him to stay at Kirkwall. 


txgoldrush wrote...


D) And they were all shallow ending cards, none of these choices had ingame plot consquences.except for the alliances. DAO is no where near Witcher, Alpha Protocol level. I like choices that have consquences that remind me constantly of the choice I made. The Bethany/Carver Deep Roads choice for instance, featured the character and what he or she became throughout the game, even impacting the DLC. Very well may be Bioware's most story impacting choice thats not an endgame one. While the rest of DAII was lacking in the consquences department, DAO was hardly better taking the ending cards out of the equations, Fallout has ending cards, however, they had their choice and consquences impact gameplay. Shoot up a town, and you lose access to it. Picking Behelen as Dwarven King would never realliy impact the plot of DAII, just the ending.

But you mentioned endgame consequences and I already given you some of the consequences. Mid-games consequences like Bethany/Carver deep road is meaningless when endgames consequences show that it doesn't matter. Regardless of whatever choices you made, both Carver and Bethany will be gone or died in the end. Therefore it pointless.  
I rather see my choices affect my endgames consequences than having them in mid-games which later prove to be pointless.



txgoldrush wrote...


E) How about diplomat...thats what Hawke can be as well.

This is what happen for diplomat Hawke. Meredith abrutly shove him to Orsino's side. And Orsino turn into that thing. Feel like been stabbed twice for Diplomat Hawke. Been there. Done that. Nothing is matter. The only sensible thing to do is leave Kirkwall instead of "observing" it happens or trying to be a diplomat, which of course the game doesn't allow it for no apparent reason than to answer Cassandra's curiosity which has nothing to do with how you play your role.



txgoldrush wrote...

F) If it is so essential, why do many WRPGs have set protagonists?

Edit: There is no such things as "many wRPG have set protagonists".

Instead of trying to write about wRPG and JRPG background which may difficult for you to understand, I'll just write about their differences in characteristic.

wRPG = mostly based on D&D Ruleset  like Dragonlance, Forgotten Realms,  Ravenloft, Dark Sun, World of Krynn, etc... or similar system like Realm of Arkania, Eye of Beholder, The Exile, Lands of Lore:The Throne of Chaos, Wizardy Gold, Baldur Gate, Neverwinter Nights, The Elder Scrolls, Divinity II, Two Worlds, Dungeon Lords, DAO etc...

All of this wRPGs features Blank Slate protagonist. You choose your character race and class from list available selections and you defined your character background and personality. In TES, you are allowed to write your own "origin" or biography. 

JRPG = Set protagonist + Cinematic approach.

Modern Games like Alpha Protocol, Assasin Creed, TW, Mass Effect 2, DA 2 doesn't fall in any category since they essentially a "mess up RPG"  or  "RPG Lite" or streamlined RPG or "Action RPG" or whatever but I don't recognize them as wRPG. wRPG follows specific guidelines. They don't follow any specific rule set regarding character, story, gameplay, conversation system etc... Anything goes as long as it is accessible and has stats to "progress". 

Modifié par Sacred_Fantasy, 05 octobre 2011 - 04:00 .


#190
MingWolf

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txgoldrush wrote...

TNO and Geralt in the first Witcher are similiar. While he has a set oast, hi smotivations are determined by the player. The quest Identity is about the player shaping the new Geralt. In TW2 his motivations are far more set. And I did not this about the first Witcher, not only did it use a cliche thats been used way too many times, it was unnecessary. There could have been other ways to get around this.

While they are all utitlized differently, they are still all set. You cannot change Nameless's sex or apperance for instance. He has a set past as well and the game revolves around this. The thing that isn't set is his current life. This really does become a problem at the end, when there is one set ending, damnation. Even as a good character. This dampens the game a bit. Why be good if it doesn't matter to the character? That is my only issue with the story of PST.

And really, fully customizable characters have weakenesses. They have very little backstory, for one, and when they do, it lacks depth. I think Lonesome Road truly opened up a huge flaw in Fallout New Vegas's writing. The Courier himself/herself. The whole regular game, the character's past isn't an issue, but Lonesome Road gives the character a past. But its simply not fleshed out and unless he or she is amnesic, I shouldn't have to learn my charcters past from other characters. This caused the conflict with Ulysses deliver less of an impact. Had the character been far more fleshed out, then Lonesome Road would have worked.

There is tradeoff when having customizable character and that is the loss of depth, and giving a fully customizable character depth can only be used with a trick like amnesia. Revan for example. Set protagonists can be far deeper.


There are pros and cons with both fully customizable characters vs. set characters.  When it comes to game design, whichever modality to use ultimately comes down to what will engage the player more.  Games are not novels.  Games require interaction, and thus execution is a prime importance. 

With fully customizable characters, the player's imagination can fill such characters with depth, and I believe that in most cases, that is either the result or the intent.  It personalizes the experience all the more, and in most cases (note that I said most), the story isn't so much about what you are trying to customize but what is revolving around you.  Unlike novel protagonists, it is the player who is in control, whereas in the novel, it gets told one way only (typed out font).  What makes the story grand may depend on whether you prefer playing someone you can customize (almost as though your looking through it in the perspective of first person), or third person (non-customizable).

While having fixed characters worked for TNO and the Witcher, you really have to go much deeper into the mechanics of how the game was executed, or what the game was trying to tell you, to understand how it really worked.  In the case of TNO, I think Yrkoon (either on this page or the previous page of this thread) explains it quite well.  The Witcher is similar in this regard.  You made a statement earlier that PS:T was heralded as one of the best written games because of the set protagonist.  I disagree.  You cannot take out the fact that the game had a set protagonist and use that solely as the basis for it's success.  There is much more to that I assure you. 

Note that just because a game has a set protagonist doesn't necessarily make it a good game or a good story.  Some of the more successful games have it, sure, but it is still the execution that matters and how to bring that execution into the right context.  I've helped a friend run a little RPG gaming group for a bunch of players once, and one of the things my friend decided to do for a game was impose roles to each of the players participating (set protagonist, set stories).  Suffice it to say that at least one person dropped out in outrage because they didn't like the idea of having a story imposed on them, and really, it didn't take a genius to figure out why. 

There are pros and cons with any method of story telling.  In a game, the method must make sense (and carry much more weight than just related themes).  Execution is once again a key importance.  It's not just the story that makes the game, it is how the player interacts in the story.  They are two sides of the same coin.  You lose one side you lose the other. 

#191
Il Divo

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MingWolf wrote...

txgoldrush wrote...

TNO and Geralt in the first Witcher are similiar. While he has a set oast, hi smotivations are determined by the player. The quest Identity is about the player shaping the new Geralt. In TW2 his motivations are far more set. And I did not this about the first Witcher, not only did it use a cliche thats been used way too many times, it was unnecessary. There could have been other ways to get around this.

While they are all utitlized differently, they are still all set. You cannot change Nameless's sex or apperance for instance. He has a set past as well and the game revolves around this. The thing that isn't set is his current life. This really does become a problem at the end, when there is one set ending, damnation. Even as a good character. This dampens the game a bit. Why be good if it doesn't matter to the character? That is my only issue with the story of PST.

And really, fully customizable characters have weakenesses. They have very little backstory, for one, and when they do, it lacks depth. I think Lonesome Road truly opened up a huge flaw in Fallout New Vegas's writing. The Courier himself/herself. The whole regular game, the character's past isn't an issue, but Lonesome Road gives the character a past. But its simply not fleshed out and unless he or she is amnesic, I shouldn't have to learn my charcters past from other characters. This caused the conflict with Ulysses deliver less of an impact. Had the character been far more fleshed out, then Lonesome Road would have worked.

There is tradeoff when having customizable character and that is the loss of depth, and giving a fully customizable character depth can only be used with a trick like amnesia. Revan for example. Set protagonists can be far deeper.


There are pros and cons with both fully customizable characters vs. set characters.  When it comes to game design, whichever modality to use ultimately comes down to what will engage the player more.  Games are not novels.  Games require interaction, and thus execution is a prime importance. 

With fully customizable characters, the player's imagination can fill such characters with depth, and I believe that in most cases, that is either the result or the intent.  It personalizes the experience all the more, and in most cases (note that I said most), the story isn't so much about what you are trying to customize but what is revolving around you.  Unlike novel protagonists, it is the player who is in control, whereas in the novel, it gets told one way only (typed out font).  What makes the story grand may depend on whether you prefer playing someone you can customize (almost as though your looking through it in the perspective of first person), or third person (non-customizable).

While having fixed characters worked for TNO and the Witcher, you really have to go much deeper into the mechanics of how the game was executed, or what the game was trying to tell you, to understand how it really worked.  In the case of TNO, I think Yrkoon (either on this page or the previous page of this thread) explains it quite well.  The Witcher is similar in this regard.  You made a statement earlier that PS:T was heralded as one of the best written games because of the set protagonist.  I disagree.  You cannot take out the fact that the game had a set protagonist and use that solely as the basis for it's success.  There is much more to that I assure you. 

Note that just because a game has a set protagonist doesn't necessarily make it a good game or a good story.  Some of the more successful games have it, sure, but it is still the execution that matters and how to bring that execution into the right context.  I've helped a friend run a little RPG gaming group for a bunch of players once, and one of the things my friend decided to do for a game was impose roles to each of the players participating (set protagonist, set stories).  Suffice it to say that at least one person dropped out in outrage because they didn't like the idea of having a story imposed on them, and really, it didn't take a genius to figure out why. 

There are pros and cons with any method of story telling.  In a game, the method must make sense (and carry much more weight than just related themes).  Execution is once again a key importance.  It's not just the story that makes the game, it is how the player interacts in the story.  They are two sides of the same coin.  You lose one side you lose the other. 


Great post. This human clearly understands.

#192
Addai

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txgoldrush wrote...
And really, fully customizable characters have weakenesses. They have very little backstory, for one, and when they do, it lacks depth. I think Lonesome Road truly opened up a huge flaw in Fallout New Vegas's writing. The Courier himself/herself. The whole regular game, the character's past isn't an issue, but Lonesome Road gives the character a past. But its simply not fleshed out and unless he or she is amnesic, I shouldn't have to learn my charcters past from other characters. This caused the conflict with Ulysses deliver less of an impact. Had the character been far more fleshed out, then Lonesome Road would have worked.

Not really.  All it supplied was that you had been a courier for a while and traveled outside the Las Vegas area- easily inferred from the base game since the Courier is obviously not a Vegas native.

There is tradeoff when having customizable character and that is the loss of depth, and giving a fully customizable character depth can only be used with a trick like amnesia. Revan for example. Set protagonists can be far deeper.

All storytelling relies on "tricks," but there's no reason to give a customizable character amnesia.  Just have NPCs ask them questions to establish some rude lines of backstory, and drop them into a new area or conflict.  That's all you really need.

#193
Barry Bathernak

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1.fun thread so far i have learned a little bit.
2.i'm pretty sure im less intelligent thanks to a certain someone.
3.why did you take txpooprush seriously?
4.why did you even bother to try and change txpooprush's mind thats like telling a morman god isn't real and expecting them to belive you.
and 5. txpooprush side quest have side in their name for a reason.

#194
Cyberstrike nTo

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Chewin3 wrote...

txgoldrush wrote...
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.


Loghain is not a 'typical human bad guy' nor is he a huge idiot.

You've clearly missed a lot when it comes to Loghain and his role in DA:O.



Neither was Saren in Mass Effect 1 or Gaius Baltar in Battlestar Galactica.  

#195
BubbleDncr

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Regarding the characters that are divorced from the plot:

My opinion on DA:O and DA2 love interests is that Bioware gives you one male and one female love interest that are important to the plot. Alistair and Morrigan, and Anders and Isabella. Either by luck, or by the fact that Bioware purposly tailors those ones to be the most popular love interests, I've ended up romancing those (male) characters in my first playthrough. Tho, if by some chance I hadn't, when i got to the end I probably would have felt sad that my love interest wasn't as important to the story as other characters,

Tho I would think it would be too much if all companions were equally important to the overall plot.

#196
Cyberstrike nTo

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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 B) 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).


While I agree some of the sidequests were pointless in DA:O like collecting the galls from the undead rather stupid but some side quests I would do for one reason: the money. Weapons, Armors, potions, and stuff cost money. I might find the quest incredibly stupid but if I want a grandmaster silverite rune (for example) I need the money to get that rune there is also something else you're forgetting 90% of side quests in Dragon Age: Origins, Dragon Age II, Mass Effect, Mass Effect 2, Star Wars: Knights of the Old Republic, Jade Empire, Fallout 3, Elder Scrolls IV: Oblivion and every other RPG is optional.

#197
Il Divo

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Cyberstrike nTo wrote...

While I agree some of the sidequests were pointless in DA:O like collecting the galls from the undead rather stupid but some side quests I would do for one reason: the money. Weapons, Armors, potions, and stuff cost money. I might find the quest incredibly stupid but if I want a grandmaster silverite rune (for example) I need the money to get that rune there is also something else you're forgetting 90% of side quests in Dragon Age: Origins, Dragon Age II, Mass Effect, Mass Effect 2, Star Wars: Knights of the Old Republic, Jade Empire, Fallout 3, Elder Scrolls IV: Oblivion and every other RPG is optional.


His point isn't about side quests but about the "Choose your mission" portion of pretty much every Bioware main quest since Neverwinter Nights. The problem is that these portions rarely move the narrative forward in any significant way. KotOR, Origins, and Mass Effect 2 are probably the worst offenders in this regard.

#198
Davillo

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I enjoyed it along with hundereds of thousands if not even millions of other people so it does not matter period...

#199
Il Divo

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Davillo wrote...

I enjoyed it along with hundereds of thousands if not even millions of other people so it does not matter period...


Actually it does, because there's always room for improvement. Jade Empire is a perfect demonstration of the benefits of a focused narrative. The choose your mission style missions are essentially gimmicks, but don't add anything significant to the overall plotline. Essentially, they're a method of artificially increasing game length.

Modifié par Il Divo, 05 octobre 2011 - 05:46 .


#200
Addai

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BubbleDncr wrote...

Regarding the characters that are divorced from the plot:

My opinion on DA:O and DA2 love interests is that Bioware gives you one male and one female love interest that are important to the plot. Alistair and Morrigan, and Anders and Isabella. Either by luck, or by the fact that Bioware purposly tailors those ones to be the most popular love interests, I've ended up romancing those (male) characters in my first playthrough. Tho, if by some chance I hadn't, when i got to the end I probably would have felt sad that my love interest wasn't as important to the story as other characters,

Tho I would think it would be too much if all companions were equally important to the overall plot.

I would rather see the writers writing characters they are interested in writing, rather than trying to stuff them into pre-defined plot corners which end up taking away player agency.  Plot relevancy is overrated.  For me it is often the micro-stories and lore within the game that make the game, not the main plot.