rabidhanar wrote...
As to interactions and the actual Acting Work, I merely point you all towards the "At Least Father isn't alone anymore" Sarcastic line from Lothering. This is not Sarcastic, this is being an ***.
The Paraphrasing and the line makes sense but how that is funny is beyond me.
I just wanted to point out that this isn't a snark/sarcasm line, it's a 'charm' line (Diamond instead of Comedy Mask). It isn't supposed to be funny, it's supposed to be a 'trying to look on the bright side/comfort' line, which is how I heard it.
I'm well-known as a fan of DA2. My first create-a-pc-silent-protagonist CRPG was
Baldur's Gate. BG-BG2-ToB was incredible as an experience. I still remember Elmina, my Half-Elven Fighter-Mage fondly. I never really got into PnP RPGs at all. I tried to play D&D a couple of times, but I couldn't really enjoy it. That might have had more to do with the group, but I don't know. Other than that I largely grew up with JRPGs in the SNES/Genesis generation (I'm 27), which have basically pre-defined characters even if they were silent:
Secret of Mana and
Terranigma on the SNES were two of my all-time favourites. Compared to those, the experience of exploration and the awesome party mechanics of
Baldur's Gate blew me away.
Planescape:Torment remains one of my favourite games of all time. I loved DAO, and RPing my various Wardens was fun. I loved the freedom of the silent protagonist in these styles of game. I still prefer Hawke, more than I ever preferred Shepard. I don't really like Shepard all that much.
Partially, I think it's that as games become more cinematic and filled with VA, a Silent PC seems increasingly incongruous to me. If a developer is going to make a game in the same vein as BG, or PS-T, which scant-to-no VA, then obviously a silent protagonist is the way to go. It bothered me even more in various JRPGs, where the character was actually silent (no text) but obviously responded in the game, it's just the player never got any input into it or was even allowed to hear it. However, when everyone else in the game starts talking, not talking just starts to grate. Granted I thought DAO worked great at the time, and I was pretty anti-Voiced PC when it was announced, but I
really liked Hawke as a protagonist. In retrospect, I think having a silent protagonist in a voiced game is a bit like having a completely mute protagonist in a text-based game (like older JRPGs): it works, but it often seems strange and out-of-place, particularly when other characters react to you as if nothing is out of place. I find it quite uncanny.
The other issue is that I don't put as much stock in emergent narrative as a lot of people here. This is probably due to my upbringing on JRPGs, where RPing just meant standing in the shoes of someone who was not me with slightly more game-hours and upgrading than a standard game. I *enjoy* crafting emergent narrative, I did it a lot in both
Baldur's Gate and
Dragon Age: Origins, but for me there was always the problem of the characters' struggles existing largely in my head.
Emergent narrative is something that I would play PnP for (if I did), or just write for. If I wanted a pre-existing world to craft emergent narrative in, I'd write fan-fiction (considering one of the strengths of fan-fiction is the ability to concentrate purely on character developemnt without having to create the intimate details of the world ahead of time). I don't play games for emergent narrative, or even really to create a character, though that is fun. I play them to enjoy a story, which I (sometimes) partially shape. For me, the fact that the Warden's trials and tribulations occurred largely outside the game-world and were only ever reflected in it when a dialogue option cropped up that was remotely relevant, was a massive problem to me. I cheer for you players for whom that isn't an obstacle, but for me it was. I really wish it wasn't.
When I finished DA2 the first time, one of the main things that stuck with me was how much I
liked Hawke. Hawke was/is probably my perfect protagonist, because she managed (to me) to balance being
my character with being
a character. The Warden was never really
a character, to me. S/he was a window onto the world, with a whole lot of issues the game knew nothing about. Conversely, Shepard - no matter what Bioware claims - has never been
my character. Shepard is Shepard. I might occasionally make 'epic choices' for her, but that basic fact doesn't change for me: Shepard has always been a predefined character with an element of player decision-making thrown in. Hawke balanced both for me, largely in part to the conversation system, which I personally experienced as incredible. F!Hawke's tones are not as differentiated as M!Hawke's, which meant I felt better able to switch up between them based on the situation, but the dominant tone system and the voice made it feel like she was an actual person in the story, interacting with the other people in the story who were characters just like her. The facial animations and cinematics did an awful lot for that too, probably more than the voice, but really it was a combination of the two.
On subsequent playthroughs certain things hit me, of course - the choices that lead nowhere, for a start, but DA2 was never about epic choices for me, it was more about intentions and actually exploring (as well as creating) who Hawke was as a person. I found the story catered well to that,
for me.
I'm still finding lines and relationships that I hadn't noticed before even after 4+ playthroughs.
I won't deny that emergent narrative is next-to-impossible in DA2, or at least only possible within very strict confines. But that has never really mattered to me in the context of video games in general. I don't expect anybody to feel the same way.