The tl;dr version is this:
Bioware games all equally fail at creating a satisfying internal motivation for the PC, because they believe that the players should be free to create that motivation. If the narrative is not interrelated, then there's nothing unifying any of the reasons for the quests.
So in DA:O, where quests were ostensibly related to stopping the Blight (even though we find out that that's actually a red herring), inventing one reason for the PC generally fit most quests. In DA2, without a purpose in the narrative, you have to invent multiple reasons for the PC to finish quests. But it's bad design, because the unifying purpose of the plot is not neccesarily something that you ever use to create your PC's personality.
The long version is below:
Hawke did not have a particular motivation set out, beyond escaping from Lothering in the prologue and actually going on the Expedition in Act I. The years in-between the Acts were unfilled gaps, and its looking like they'll be left that way. Moreover, the kinds of things Hawke can do (and has to do!) are inconsistent (especially in Act I) and almost certainly arbitrary. It's not hard to walk away with the impression that there's no internally satisfying reason to finish the portions of the game labelled "main quest" other than they're the things you need to do to complete the game.
But consider this: ignoring how you've designed your character's personality in DA:O, there's nothing that happens at Ostagar that really requires you ever actually want to stop the Blight. In fact, to go one step further, unless you were the Dalish Warden there is nothing that requires you to even agree to become a Warden at all. When I say requires, I'm using it in the sense of how it was required for the Dalish Warden to become a Warden. Whereas every other PC, when saved by Duncan, could technically walk off into the sunset, the Dalish PC would die/become a ghoul doing so.
But let's say that you RP your character to only care about the issues in the origin, and have no opinion on the blight at all. Then there's absolutely no in-character reason to go with Duncan, to perform the Joining (other than Duncan threatening to kill you in both cases) or to go after the treaties. While DA:O is about ending the blight, you don't have to have to create a PC for the Origin that cares about this at all. If you don't, then DA:O fails in the same way DA2 fails to provide motivation.
It comes down to this: it seems that Bioware expects players to invent the motivation to do things. This is, from what I've seen in their games, a core design philosophy of freedom. Remember, DA2 was supposed to be more 'free' than DA:O in that it lacked a primary antagonist. Well, that lack of unification just brought out this design element in detail: Bioware does not create in-character motivations.
Of course, this wouldn't be a problem if you could turn down quests (main quests, that is). But they're mandatory. They were mandatory in DA:O (had to get the elves, even if you thought they were useless/too much of a pain!), with the difference being that players just bought into the plot on the box better. But this is bad design.
To put all of my cards on the table, I've said before I was of the opinion that many of DA2's flaws were the result of excessive praise for DA:O.
Edit:
In replying to a poster, I realized that DA2 did have a unifying theme, of sorts: How did Hawke become Champion, and what was the role of Hawke in whatever Cassandra wanted?
If "I have to do this because the game tells me it will stop the Blight!" is good enough, then "I have to do to this because the game tells me it's how Hawke became Champion!" has to be equally good.
Modifié par In Exile, 22 octobre 2011 - 11:47 .





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