Sacred_Fantasy wrote...
We are not arguing the scene. We are arguing the warden's blank stare.
Yes I got that. The expression -- or lack thereof -- in that scene is part of the blank stare argument. The scene is part of the blank stare argument since you included that pic in the discussion.
My comment was not talking about the scene. It was talking about the blank stare in relation to that particular scene and the game itself.
. I brought up the scence to convey my Warden reaction using Riordan's death as an example. Most people will expect their warden to express sadness in the face, right? Well not for my warden. She reacted just as I wanted her to..Because that's why she is my warden and not everyone's else wardens. She has her own story and reason beyond those "blank stare".
And what of the people who are disappointed the sad expression wasn't portrayed on their Warden's face? Hmm? It's a two-way street. Some people are content with no expression, others aren't.
Usually ends in some collisions though. Hope everyone has insurance!
At any rate, the "blank stare" isn't the best scenario. This is obviously a moment of sadness, but that doesn't mean your character can't also be determined afterwards. A brief expression of sadness -- because really, who doesn't feel sad for Riordan becoming a pancake? -- followed by a change to an expression like that of the blank stare, which can be interpreted how a person wants.
Or alternatively, have the Warden show sadness and then one of the companions places their hand on the Warden's shoulder, to which the Warden looks up with the blank stare -- again, interpreted how the player wants. This way, sadness is shown -- which could be interpeted to be either sadness at Riordan's death, or sadness that the player couldn't kill him if he/she dislikes the Wardens -- and the player is still able to feel like their character is their own.
Though the more I look at it, it seems that your Warden's eyebrows are pointing downwards and the eyes have narrowed slightly, to show the determination.
Which means that the determination may be present in other peoples' playthroughs as well, where it isn't wanted in some cases. What if some people want their character to feel apprehensive now? Or something else entirely?
"Is this what I have to look forward to? Dying, in the prime of my life, at the hands of the Archdemon? Must I die?"
"Sure hope Morrigan was right."
"I'm hungry..."
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Also, I don't think DAII is flawed with showing Hawke's face. I don't think it's a success either, but I think that showing Hawke's face doesn't really matter. It's a middle ground. You like it or you don't. But it does allow for the voiced protagonist to be stronger in that you can see the expression for the option you pick.
Roleplaying is more than just "My character was thinking this and this while he/she held a blank stare". It's about what motivates you to make decisions, how you handle situations, how you react to events, etc. Headcanon and what your character feels in certain cutscenes play a part in it, but simply having the blank stare isn't the solution.
In my mind, it's a problem to rely on having a game with only the blank stare. Granted, DAII's dialogue wheel isn't the perfect solution either. We need a range of emotions and dialogue options to choose from. I would rather have a variety of options to choose from with the full dialogue. But alas, this isn't really possible with restrictions on game making and resources and all that jazz.
Still, I want to
know what
my character is saying, voiced or not. To deprive me of the knowledge of what he is going to say before I hear it is -- if I may be allowed some hyperbole -- a crime against us gamers.
We are playing
Role-Playing Games, which means we are creating a character that should be our own. One that should do things we want him/her to do. Not what the game wants, but what we want. And this is where DAII failed in my mind in the roleplaying regard.
I wanted my Hawke to join the Mage Underground in Act 2. I wanted him to convince Anders this would be beneficial to their cause. I wanted him to become its Saviour. Its Champion. I wanted him to be proactive in trying to remove Meredith from power -- he'd fail to actually remove her due to story purposes, but the motivation and role I wanted him to play is what's important -- and continue to do so after the Viscount's death, so Kirkwall could be at peace.
Again, he'd fail to succeed in his attempt at removing her from power, but what's important is what I wanted him to feel and to do. And this wouldn't even require the blank stare. It would be what he did in game.
Instead, Hawke does the same thing each time I replay it. Nothing.
Which would be fine if I
wanted him to do nothing on certain playthroughs. But I didn't. I wanted him to do something.
I should not have to play Bioware's character. I should be able to play mine. Yrkoon should be able to play his. You should be able to play yours. John Epler should be able to play his. We should be able to play our character.
Showing Hawke's face isn't the real problem with DAII. It's how the game restricts the players motivations and choices in an attempt for us to play a character not our own.
But yes, Hawke talking without our input is bad. I can excuse it -- and I even like it actually -- in banter conversations. In cutscenes though, I'd rather be able to pick what he says. Or have him not say anything at all if I can't and just have the companion(s) say it in his place.
Showing his face however, isn't bad.
And for the record, I'm pretty sure that the Morrigan at the Eluvian image you posted isn't a first person view from the Warden like you think. Just a close-up of her face. you can interpret it to be first person I guess, but I don't think that's what it really was intended to be as. I could be wrong though.
Bah.... I have no idea if I made any sense/logical comments or if I just did nonsensical rambling. I should stop posting on the BSN at anywhere past midnight.
In fact, probably just a bunch of nonsensical rambling. Time to go to sleep!
....
Modifié par The Ethereal Writer Redux, 21 janvier 2012 - 09:44 .