Modifié par Mr.House, 23 octobre 2011 - 03:43 .
"But Thou Must!": The issue of Motivation in DA2 and its impact on RPG content/experience
#51
Posté 23 octobre 2011 - 03:41
#52
Posté 23 octobre 2011 - 03:44
tmp7704 wrote...
The warden sense seems to have range of couple hundred meters, tops.
Yeah, there really is no upside to becoming a warden, is there? The only good thing I can think of is an immunity to the blight; one that only lasts until said warden succombs to the taint and dies.
#53
Posté 23 octobre 2011 - 03:45
Unless you get lucky like Laruis, then you become a mindless ghoul who the darkspawn can't sense :innocent:Zanallen wrote...
tmp7704 wrote...
The warden sense seems to have range of couple hundred meters, tops.
Yeah, there really is no upside to becoming a warden, is there? The only good thing I can think of is an immunity to the blight; one that only lasts until said warden succombs to the taint and dies.
#54
Posté 23 octobre 2011 - 03:47
Ooh, looks like someone is being irrelevant.Upsettingshorts wrote...
Yrkoon wrote...
You mean a more intelligent course of action than gathering 4 armies which already exist in the country you're in... to stop a blight that hasn't yet spread beyond said country's borders.
Yeah, true. Who's to say that role-playing a huge gambler isn't smarter.
On what planet are all players required to play Wardens with , astute strategic acumen, or even basic critical thinking skills? Does this same planet also require that Wardens also be correct?
Do you know what roleplaying is?
Do you even know what this discussion is about?
We were discussing THIS:
^Pay attention now. I asked for a smarter way that the game doesn't allow. The response i got was: let Fereldan burn while we make a road trip to Orlais to gather the wardens living there, then make the road trip back with all of them... then go after that arch demon.In Exile wrote...
Yrkoon wrote...
If you want though, you can tell us a 'smarter' way to stop the blight that the game doesn't allow. I'd be delighted to hear it.
Given that I mentioned this in the post you're responding to it's obvious you're not interested in any kind of discussion.
Oh and by the way, it's not 'omniscient clairvoyance' to just use the treaties you found, and the whole armies in your own country, since the game Beats. You. Over. The. Head. with what you should be doing, and it also reminds you of promises of armed resistance from the Crown to any Orlesian force who crosses the border.....
Modifié par Yrkoon, 23 octobre 2011 - 03:54 .
#55
Posté 23 octobre 2011 - 03:52
Modifié par Upsettingshorts, 23 octobre 2011 - 03:52 .
#56
Posté 23 octobre 2011 - 03:53
Modifié par Mr.House, 23 octobre 2011 - 03:54 .
#57
Posté 23 octobre 2011 - 03:54
#58
Posté 23 octobre 2011 - 03:55
Yrkoon wrote...
Oh and by the way, it's not omniscient clairvoyance to just use the treaties you found, and the whole armies in your own country, since the game Beats. You. Over. The. Head. with what you should be doing, and then reminds you of promises of armed resistance from the Crown to any Orlesian force who crosses the border.....
Isn't that what the OP and others have been criticizing?
It 'beats you over the head' with what you should be doing because there's only one thing you can do.
#59
Posté 23 octobre 2011 - 04:00
Bullsh**.Upsettingshorts wrote...
Considering you failed to address the part of my post that's on topic,
Role playing someone who thinks he has a better game plan? Addressed
Omniscient clairvoyance claim? Adressed.
Specific, in context question answered? Done, (despite the fact that you've decided to ignore it.)
You're dodging.
Modifié par Yrkoon, 23 octobre 2011 - 04:04 .
#60
Posté 23 octobre 2011 - 04:04
^I think we're all in agreement that DA:O's primary plot structure is just that: structured and can't be changed. But people are pointing out that choices can be made within that structure...jlb524 wrote...
Yrkoon wrote...
Oh and by the way, it's not omniscient clairvoyance to just use the treaties you found, and the whole armies in your own country, since the game Beats. You. Over. The. Head. with what you should be doing, and then reminds you of promises of armed resistance from the Crown to any Orlesian force who crosses the border.....
Isn't that what the OP and others have been criticizing?
It 'beats you over the head' with what you should be doing because there's only one thing you can do.
Modifié par Yrkoon, 23 octobre 2011 - 04:05 .
#61
Posté 23 octobre 2011 - 04:05
Yup. Well, personally i prefer to think there's some increase in the fighting ability (as some sort of side-effect to the changed metabolism, that stuff that makes the wardens supposedly eat a lot/burn through food at accelerated rate) but that's very much just personal interpretation/justification to the advantage PC gets stats-wise against regular enemies (in scenarios where the backstory can't cover that) and things like half-dead Duncan still stabbing the ogre to death all on his own.Zanallen wrote...
Yeah, there really is no upside to becoming a warden, is there? The only good thing I can think of is an immunity to the blight; one that only lasts until said warden succombs to the taint and dies.
Modifié par tmp7704, 23 octobre 2011 - 04:06 .
#62
Posté 23 octobre 2011 - 04:12
Yrkoon wrote...
Sure, and in between battling logain's men at the border, then entering orlais, then finding/gathering the wardens, then ordering them to march, then returning to fereldan, maybe the entire country will not have been completely blighted and the roads/fields/paths to the arch demon impassable by then..
1) Who says you return to Ferelden? You wouldn't. It would be stupid to, for exactly the reason you point out:
A 3rd warden. And enough to stop the blight, since the only thing required to stop the blight is 1) a Warden, and 2) someone talented enough to "listen in" and sense where the archdemon and his generals are
From an omniscient POV protecting anything is stupid, because killing the archdemon ends the blight full stop. And you need Grey Wardens. Staying in Ferelden at all is idiotic beyond measure in the omniscient sense, because only three people in the entire country can kill the archdemon. Whereas in Orlais, you have hundreds of Wardens.
But I wanted to avoid the omniscient POV precisely because the matter is in-character.
2) Killing Loghain's guards (lol at that, btw, using them as if they're a threat) and finding the Wardens and telling them about the blight is 100% less stupid than:
a) Invading a tower filled with abominations, including a Pride abomination (who according to the codex could threaten all of Thedas)... with 4 people.
c) Fighting an army of werewolves alone... with 3 people.
You talk about things being sucidal... but the Ferelden plan is beyond stupid.
That's ignoring the stupidest part of DA:O, which is that everyone attacked Denerim with... absolutely no plan to get the archdemon out of the sky, either than apparently Riordan trying out to see if the theory of gravity does, in fact, exist.
Yrkoon wrote...
Oh and by the way, it's not 'omniscient clairvoyance' to just use the treaties you found, and the whole armies in your own country, since the game Beats. You. Over. The. Head. with what you should be doing, and it also reminds you of promises of armed resistance from the Crown to any Orlesian force who crosses the border.....
It's hard to offer you an intelligent alternative when you have some unstable fixation with saving Ferelden, when the whole point is that this is the choice of action that's stupid.
Modifié par In Exile, 23 octobre 2011 - 04:21 .
#63
Posté 23 octobre 2011 - 04:16
Yrkoon wrote...
^I think we're all in agreement that DA:O's primary plot structure is just that: structured and can't be changed. But people are pointing out that choices can be made within that structure...
I thought people were saying that choices can't be made in that structure as the story railroads you into defeating the Blight in one specific way when there could be other ways to do so (in theory) and some Wardens might want to pursue them but can't because 'though must' do it that one way.
Modifié par jlb524, 23 octobre 2011 - 04:17 .
#64
Posté 23 octobre 2011 - 04:18
#65
Posté 23 octobre 2011 - 04:18
jlb524 wrote...
I thought people were saying that choices can't be made in that structure as the story railroads you into defeating the Blight in one specific way when there could be other ways to do so (in theory) and some Wardens might want to pursue them but can't because 'though must' do it that one way.
That was the hope. But Yrkoon has an issue with me ever since I caught him blatantly fabricating things in Laidlaw's companion armour thread. It's really aggravating.
Modifié par In Exile, 23 octobre 2011 - 04:19 .
#66
Posté 23 octobre 2011 - 04:28
I think it's mostly about "stopping the Blight, within reasonable limits that ensure player gets some sort of a spotlight".Mr.House wrote...
Last time I checked, DAO was about stopping the Blgiht, not saving Ferelden. Saving Ferelden is a personal goal, not the focus. My Dalish and dwarf noble did not care about Ferelden, yet she and he was forced to stay and save it instead of getting more help.
In theory yes, the game could allow the player to just cross the border to bring the news about the Blight (which to the receivers aren't actually news at all) and at that point do what you'd realistically expect -- that is, turn the player who is after all just a fresh, inexperienced warden into rank-and-file member of warden infantry, then reduce the actual experience to a battle few years down the road, in which you might kill the archdemon if you get lucky, or some other warden does.
#67
Posté 23 octobre 2011 - 04:28
The game gives you 2 ways to defeat the Blight. You can choose the ultimate sacrifice, or you can do the dark ritual. You can also choose from the assigned allies (mages or templars, werewolves or Dalish, there's even Golems-Harromount-Bhelen choices)jlb524 wrote...
Yrkoon wrote...
^I think we're all in agreement that DA:O's primary plot structure is just that: structured and can't be changed. But people are pointing out that choices can be made within that structure...
I thought people were saying that choices can't be made in that structure as the story railroads you into defeating the Blight in one specific way when there could be other ways to do so (in theory) and some Wardens might want to pursue them but can't because 'though must' do it that one way.
The problem I have is when someone looks at all this and dismisses it away as not allowing for alternative motivations because the game doesn't let you also call on the Maker and his blue lightning, or retreat to Orlais and find the Orlesian wardens!" or what ever.
Because that kind of "but it's not enough" argument can be applied to ANY RPG.
Modifié par Yrkoon, 23 octobre 2011 - 04:30 .
#68
Posté 23 octobre 2011 - 04:32
tmp7704 wrote...
In theory yes, the game could allow the player to just cross the border to bring the news about the Blight (which to the receivers aren't actually news at all) and at that point do what you'd realistically expect -- that is, turn the player who is after all just a fresh, inexperienced warden into rank-and-file member of warden infantry, then reduce the actual experience to a battle few years down the road, in which you might kill the archdemon if you get lucky, or some other warden does.
If we're going that route, then the wish fulfilment works the same way:
You still can gather allies, military setbacks can happen for others and victories can happen for you, and you can defeat the archdemon in personal combat.
#69
Posté 23 octobre 2011 - 04:40
What allies? You're a guy from Ferelden freshly turned warden. A literal nobody if there was one, and coming from a foreign country quite hated to boot. Who is going to even listen to you, nevermind follow you instead of high rank commanders and wardens already present in the country?In Exile wrote...
If we're going that route, then the wish fulfilment works the same way:
You still can gather allies
You're not in command so there's no victories happening for you. The only reason you're in command in DAO is because every other warden within 400km radius except for one is dead, and the last remaining guy who is above you in the chain of command suffers from truly awful self-esteem.military setbacks can happen for others and victories can happen for you
Yes, i mentioned that option. If you're lucky, you may beat the few hundred other wardens present on the battlefield to making the final blow.and you can defeat the archdemon in personal combat.
#70
Posté 23 octobre 2011 - 04:40
I eould agree, if at least m,y Wardens that did not care for Ferelden could at least attempt to leave. You say it once to AListair and he throws a hissyfit that makes me want to punch himtmp7704 wrote...
I think it's mostly about "stopping the Blight, within reasonable limits that ensure player gets some sort of a spotlight".Mr.House wrote...
Last time I checked, DAO was about stopping the Blgiht, not saving Ferelden. Saving Ferelden is a personal goal, not the focus. My Dalish and dwarf noble did not care about Ferelden, yet she and he was forced to stay and save it instead of getting more help.
In theory yes, the game could allow the player to just cross the border to bring the news about the Blight (which to the receivers aren't actually news at all) and at that point do what you'd realistically expect -- that is, turn the player who is after all just a fresh, inexperienced warden into rank-and-file member of warden infantry, then reduce the actual experience to a battle few years down the road, in which you might kill the archdemon if you get lucky, or some other warden does.
#71
Posté 23 octobre 2011 - 04:43
I can't wait until we apply these same standards to DA2's train-track plot (this is the DA2 forum, isn't it?) and see if that game even comes close to DA:O's level, let alone achieve the kind of player agency a couple of people here want from their games.
Modifié par Yrkoon, 23 octobre 2011 - 04:45 .
#72
Posté 23 octobre 2011 - 04:44
Both are train-wreaks in my eyes, at least DA2 was good until Act 3 rolled out and created so many facepalms and ?s it's not funny.Yrkoon wrote...
aah yes, Raising the Bar so that our arguments look "cool"
I can't wait until we apply these same standards to DA2's train-track plot. (this is the DA2 forum, isn't it?) as see if that game even comes close to DA:O's level, let alone the kind of player agency a couple of people here want from their games.
#73
Posté 23 octobre 2011 - 04:45
And that would have been an entirely different story.In Exile wrote...
If we're going that route, then the wish fulfilment works the same way:
You still can gather allies, military setbacks can happen for others and victories can happen for you, and you can defeat the archdemon in personal combat.
As it is, the spotlight is on you. You are the Warden (upper case), not some obscure grey warden (lower case) lost among dozens of other obscure grey wardens. You also, thanks to the treaties sub plots, get to learn a lot about not only Ferelden, but also Thedas in general: the Circle, Mages, Templar, Dalish, Dwarven politics, demons, the Fade, the Alienage, the Chantry...
Do you think your warden would have been allowed to go on his own and have all this adventuring? Or would you have spent the whole game either training in some Orlesian barracks or chasing darkspawn in the Deep Roads until everyone's ready to face them topside?
#74
Posté 23 octobre 2011 - 04:46
I did find my warden more motivated in DA:O then my Hawke in DA:2 because even if I wasn't so moved by the Blight being something apocalyptic, through my accumulation of influence and power I could try an right certain wrongs or exact vengeance on those who screwed me over in the Origins story. As a Cousland, abandoning Ferelden for Orlais may have made more strategic sense (especially bc/ my family is known there), but my urge to murder-knife Howe was a very compelling reason to take Alistair's suggestion to head to Redcliffe.
Without a clear goal, DA:2 is more dependent on us supplying our internal motivation.
Edit: I suppose one could coutner that I could right certain wrongs in Kirkwall or gain vengence on those who screwed you over. That is true, but to the OP's point, a lot of that has to be internalized and I think left up to the imagination.
As a Dalish elf in Origins, I did actually feel that my character could in fact help shape the destiny of her tribe -- not just by succeding in an seemingly impossible task and the cache of prestige that came, but also by determining who would be ruler of Ferelden (weak and pliable Alistair or a strong yet indebted Anora), killing the crazy Zathrian, forging a tie with the strong King Behlen, having a huge army, etc.
Perhaps the more a game allows you to choose AND see the results of those choices play out, the less one has to rely on internal motivation.
Modifié par Joy Divison, 23 octobre 2011 - 05:39 .
#75
Posté 23 octobre 2011 - 04:48
My Hawkes goal was simple. Get rich,. get powerful, party, have sex and just enjoy life.Joy Divison wrote...
Is the motivation factor you are describing is not an inherent problem in all RPGs? Isn't there a sort of unwritten rule that if you are going to partake in a game as a PC, then you're just going to have to find some reason to care about the GM's world, BBEG, and the peasant village plagued by bandits?
I did find my warden more motivated in DA:O then my Hawke in DA:2 because even if I wasn't so moved by the Blight being something apocalyptic, through my accumulation of influence and power I could try an right certain wrongs or exact vengeance on those who screwed me over in the Origins story. As a Cousland, abandoning Ferelden for Orlais may have made more strategic sense (especially sense my family is known there), but my urge to murder-knife Howe was a very compelling reason to take Alistair's suggestion to head to Redcliffe.
Without a clear goal, DA:2 is more dependent on us supplying our internal motivation.





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