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Bioware taking inspiration from Skyrim, hope for...


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#426
Iosev

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Fast Jimmy wrote...

I don't prefer one method over the other... but I don't want the method of how I roleplay to be the determiner if I can enjoy the story.

If I have to roleplay motivations, scenarios and "off-camera" thoughts, conversations, actions and options in my head for the story to make sense, regardless of how my character is presented to me, then that is a game with poor story.

DAO did not do this. I knew what the Blight was and WANTED to stop it.

DA2 did this, in aggravating fashion. I didn't know who or what I was struggling against.

Even before I became a "rich" citizen, I was well on my of gathering 50 sovereigns, which is more than most refugees would come across in their lifetime. So it never felt that I was "struggling to survive." Without the trip the Deep Roads, I was on my way to getting back my family manor and if I had a few more weeks/months, I could have gathered enough gold to last me through the game without the Expedition.

I knew the Qunari would be a threat, but their plot line, which is the best in the game, is resolved far too early. Meanwhile, Mages and Templars, which are portrayed as the flimsiest plot that only serves to give me mooks to kill for no reason other than they are crazy, turns out to be the "main" plot and is supposed to show a "flawed, tragic" tale in the story. Bull honky.

Role play how you want, without a dozen self-given motivations, my Hawke would have either had the motivation to get involved with the conflict seven years ago when he first landed on the shore or he would have stayed out of it, saying "screw being the Champion, fix this problem yourselves." He wouldn't have sat on the sidelines for almost a decade, then hopped in like it was his duty all of a sudden. The lack of agency and immediacy is terrible.


I respect that, but at the same time, I hope you respect that other people, such as myself, had absolutely no
problems playing as either the Warden or Hawke.  Not once did I have a difficult time understanding the Warden's or Hawke's motivations or actions, nor did I, as a gamer, have any problem with the limitations placed due to the game's story having to progress in a particular manner.

Modifié par arcelonious, 22 janvier 2012 - 08:51 .


#427
Fast Jimmy

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arcelonious wrote...

I respect that, but at the same time, I hope you respect that other people, such as myself, had absolutely no
problems playing as either the Warden or Hawke.  Not once did I have a difficult time understanding the Warden's or Hawke's motivations or actions, nor did I, as a gamer, have any problem with the limitations placed due to the game's story having to progress in a particular manner.



I do respect that concept, 100%.

However, if you role played your way, you didn't have the slightest problem with DAO. I role played my way, I didn't have the slightest problem with DAO.

But I did have a problem with DA2. Which isn't saying one way is better than another, but at least DAO gave us a story and setup that let's either model of role-playing, or even just gaming, function fine. DA2 does not work that way, so it, in essence, is saying one way to role-play is better than another.

#428
Makavellie

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Dragon Age needs more dragons.......nuff said

#429
Iosev

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Fast Jimmy wrote...

arcelonious wrote...

I respect that, but at the same time, I hope you respect that other people, such as myself, had absolutely no
problems playing as either the Warden or Hawke.  Not once did I have a difficult time understanding the Warden's or Hawke's motivations or actions, nor did I, as a gamer, have any problem with the limitations placed due to the game's story having to progress in a particular manner.



I do respect that concept, 100%.

However, if you role played your way, you didn't have the slightest problem with DAO. I role played my way, I didn't have the slightest problem with DAO.

But I did have a problem with DA2. Which isn't saying one way is better than another, but at least DAO gave us a story and setup that let's either model of role-playing, or even just gaming, function fine. DA2 does not work that way, so it, in essence, is saying one way to role-play is better than another.


But again, that's subjective.  While I had no problems roleplaying as either character, I did enjoy roleplaying as Hawke more than the Warden.

#430
TEWR

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arcelonious wrote...

@ The Ethereal Writer Redux

I wouldn't mind the "hover over" for full dialogue, as long as it's optional (i.e., something you can toggle on or off in the option menu), as I'm one of the people that prefers paraphrasing for voiced characters. I simply could not stand reading Geralt's lines in the first Witcher game, and then have him repeat them in verbatim immediately after selection.


Toggle would be fine. Though I have to say I don't understand why people dislike "I just read this and now I heard it".

I don't understand it myself. If people are reading the dialogue out loud before choosing the option, why not just read it to yourself? Don't say it out loud and maybe it won't be as bad.

I dunno. As I said I don't really understand what makes people hate it so much.


I understand why people can prefer a silent protagonist (as it can often give you more "perceived" agency over your character with imagination, as well as self-insertion), but unfortunately I am one of those people that prefer a voiced protagonist, at least when everyone else in the game is voiced. For me, it is important for my character to react, both verbally and physically in dialogue, as it creates more realism in conversations between the characters of the game.


Yup I enjoy voiced characters as well. I just hate the paraphrases and the restrictions on the story and roleplaying that Bioware did with DAII.



alex90c wrote...

Your Warden stays in Ferelden because that's just the way the game is. You might as well complain that we weren't able to take a boat to Rivain and just go travelling around the country doing ... stuff - the point of the game is to stop the Blight ASAP, not go to Orlais while Ferelden gets absolutely steamrollered.


I think what gets people is that they don't have the option to attempt to leave Ferelden, only for them to maybe come across Darkspawn attacking a village and then the game would require you to say "Fine. I'll do it. It's pointless methinks, but I'll do it."
 
Or DAO could have the Warden express their pessimism and disdain for Ferelden throughout the game, at least up until the Landsmeet at the latest.


Fast Jimmy wrote...

 don't prefer one method over the other... but I don't want the method of how I roleplay to be the determiner if I can enjoy the story.

If I have to roleplay motivations, scenarios and "off-camera" thoughts, conversations, actions and options in my head for the story to make sense, regardless of how my character is presented to me, then that is a game with poor story.

DAO did not do this. I knew what the Blight was and WANTED to stop it.

DA2 did this, in aggravating fashion. I didn't know who or what I was struggling against.


I think that the ultimate threat of the game -- the Blight of the game if you will -- should've been up to the player to decide in Act II by either joining the Mage Underground or assisting the Templars. The player could see either Meredith, the Templars, the Chantry, the Mages, or a combination of those as the Blight of the game.

And then take it from there.

I think this is why a politically involved Hawke was needed in the game. For the reasons you described. For the story to even make some semblance of sense -- and it still doesn't anyway -- you have to make your Hawke do things off-screen.

Which actually kills immersion once you find out that what your headcanon was turns out to be invalidated by the game.


Even before I became a "rich" citizen, I was well on my of gathering 50 sovereigns, which is more than most refugees would come across in their lifetime. So it never felt that I was "struggling to survive." Without the trip the Deep Roads, I was on my way to getting back my family manor and if I had a few more weeks/months, I could have gathered enough gold to last me through the game without the Expedition.


You'd need a title though to shelter you from the Templars. Coin isn't enough. It's only one part of it. Not to mention it probably takes more than a few hundred sovereigns to buy back the estate.

You'd also need the estate back which would involve dealings with Kirkwall's nobility. Let's face it, if you stay in Lowtown your whole life you're going to choke on all that foundry air and ash.

That said, I think the game does a horrible job of conveying the sense that Hawke becomes rich. He can become a part of the Bone Pit's operations only for him to gain.... absolutely nothing. Some investment.


I knew the Qunari would be a threat, but their plot line, which is the best in the game, is resolved far too early. Meanwhile, Mages and Templars, which are portrayed as the flimsiest plot that only serves to give me mooks to kill for no reason other than they are crazy, turns out to be the "main" plot and is supposed to show a "flawed, tragic" tale in the story. Bull honky.


I can certainly agree that the Qunari tale is resolved a bit too early. And the Arishok, for all of his fame as a military savant, doesn't use the Saar-Qamek or Kirkwall's defensive points when he attacks the city. Nor does he deal with the real power in Kirkwall: Meredith. I don't mind him dealing with the Viscount, but he should also deal with Meredith.

And by deal, I mean just meeting with her prior to the climax. Not like "Deal with her".

And I definitely agree at how pathetic the Mage-Templar storyline was. I'm not sure how Bioware thought they portrayed that well. I've often said that the Expedition and the Qunari conflict should've been the background plots, which while important to the individual years aren't as important as the Mage-Templar conflict, which would've been displayed and strengthened in the first two Acts.

And the time with Athenril/Meeran if it was there.


Role play how you want, without a dozen self-given motivations, my Hawke would have either had the motivation to get involved with the conflict seven years ago when he first landed on the shore or he would have stayed out of it, saying "screw being the Champion, fix this problem yourselves." He wouldn't have sat on the sidelines for almost a decade, then hopped in like it was his duty all of a sudden. The lack of agency and immediacy is terrible



Regarding the bolded: I think that Hawke's involvement during Act I -- and if the prologue covered the time with Athenril/Meeran -- would've been minimal and restricted to him only helping a little bit.

But in Act II, Hawke definitely could've done some work in the conflict. Either he joins the Mage Underground and becomes its Champion and its Saviour; or he assists the Templars and vanquishes the Mage Underground -- though I'm still trying to figure out how Anders would've played into this* -- and receives a commendation from the Templars.

Either way though, Templar authority in the city-state would weaken because of what Hawke did. Either he showed that the Templars can't do their job at all, or he showed that they can't do it without assistance from an outsider.

*I guess for Anders after doing Justice if you've sided with the Templar quest chain he'd say he can't be with you -- Rivalry or Friendship -- because you've been killing his friends and brothers.*

Modifié par The Ethereal Writer Redux, 23 janvier 2012 - 12:09 .


#431
Iosev

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The Ethereal Writer Redux wrote...

Toggle would be fine. Though I have to say I don't understand why people dislike "I just read this and now I heard it".

I don't understand it myself. If people are reading the dialogue out loud before choosing the option, why not just read it to yourself? Don't say it out loud and maybe it won't be as bad.

I dunno. As I said I don't really understand what makes people hate it so much.


I guess it has to do with the repetition, and it's psychological, as I always read the dialogue choices silently to myself (as I imagine most other people do as well). It's hard to describe exactly why it's annoying, but reading a line and hearing it immediately afterward somehow pulls me out of the experience, and reminds me that I'm playing a game, whereas paraphrasing tends to keep me immersed in the dialogue exchange.

Again, I can understand why some people want to know exactly what their character is going to say before they say it, so perhaps the best way to please both types of audiences would be to allow for a toggle.

#432
Yrkoon

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Cutlasskiwi wrote...
2. We obviously view things differently. You have to play a Warden who, instead of retreating to Orlais to rally more Wardens, decide to stay and fight the Blight. In a country with a civil war going on. DAO demands that you have this love for Ferelden and the Wardens. Or as I see it, railroading into playing a Warden that <3 Ferelden and the game doesn't tell us ahead of time. In the Origins I could curse out and try to refuse going with Duncan but after Ostagar all that changes. 

We see this  a lot, with people  trying   to argue that it's a "flaw" of the game.  It is NOT.  You're told on the game's *box*  (and in online advertising) that you'd be playing as a warden, and  that your goal is to gather allies and save Fereldan from a Blight.  At that point, you can  decide,  before you buy the game, whether   that's your cup of tea.  If you didn't bother with those 'silly words', that's your problem.  (why the hell did you buy the game if you don't want to be a warden and  don't want to  save fereldan?)

It's the same thing with DA2.  You're told you're gonna be Hawke and that you'd "rise to power" in Kirkwall.   The HUGE difference, however,  is that at least the Origins box doesn't   try to peddle the notion  that you're going to have  some sort of choice.   DA2's box DOES. It literally says  "rise to power by  any means neccessary".  Which, to me suggests  that you'll have options.   And as we all know, that's  BS.  You're only given one way to rise to power.... and that's by going on a Deep Roads expedition, and then siding against the Qunari.

Modifié par Yrkoon, 23 janvier 2012 - 01:52 .


#433
Cutlasskiwi

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alex90c wrote...

Your Warden stays in Ferelden because that's just the way the game is. You might as well complain that we weren't able to take a boat to Rivain and just go travelling around the country doing ... stuff - the point of the game is to stop the Blight ASAP, not go to Orlais while Ferelden gets absolutely steamrollered.


Yrkoon wrote...

We see this a lot, with people trying to argue that it's a "flaw" of the game. It is NOT. You're told on the game's *box* (and in online advertising) that you'd be playing as a warden, and that your goal is to gather allies and save Fereldan from a Blight. At that point, you can decide, before you buy the game, whether that's your cup of tea. If you didn't bother with those 'silly words', that's your problem. (why the hell did you buy the game if you don't want to be a warden and don't want to save fereldan?)

It's the same thing with DA2. You're told you're gonna be Hawke and that you'd "rise to power" in Kirkwall. The HUGE difference, however, is that at least the Origins box doesn't try to peddle the notion that you're going to have some sort of choice. DA2's box DOES. It literally says "rise to power by any means neccessary". Which, to me suggests that you'll have options. And as we all know, that's BS. You're only given one way to rise to power.... and that's by going on a Deep Roads expedition, and then siding against the Qunari.


Both of you missed my point. What the back of the cover did not tell me was that after a certain point in the game I have to change my character. I know why we can't go to Orlais, all games have limitations, as I pointed out earlier. My criticism is that the game does not give you enough motivation for the sudden change. My Warden (Dalish), I loved the Origin and finally saw my chance to play a defiant character since the Origin supported that kind of character. She went kicking and screaming with Duncan but after Ostagar that character is no longer supported. And there is not enough in-game motivation for the sudden change for my Warden, other than I<3Ferelden. That was my criticism, not that we're forced to play a Gray Warden.

#434
fdgvdddvdfdfbdfb

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As much I like Skyrim AND silent protagonists, Dovahkiin isn't exactly shining example of the silent protagonist. He's quite noisy in fact, and the dialogue options were extremely limited. So I wouldn't exactly think it'd be inspirational when Origins already did it well. Personally I'm hoping they take other things from Skyrim.

#435
Melca36

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Here's some better examples that show emotion on the Warden's voice. As much as I enjoyed having a voice with Hawke, it really ticks me off when people say the Warden had no expression when that it is not true..

Image IPB

See? Emotion.

Image IPB

More emotion...



And look at this from a mod..........

Image IPB

Modifié par Melca36, 23 janvier 2012 - 11:06 .


#436
Yrkoon

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Cutlasskiwi wrote...
Both of you missed my point. What the back of the cover did not tell me was that after a certain point in the game I have to change my character. I know why we can't go to Orlais, all games have limitations, as I pointed out earlier. My criticism is that the game does not give you enough motivation for the sudden change. My Warden (Dalish), I loved the Origin and finally saw my chance to play a defiant character since the Origin supported that kind of character. She went kicking and screaming with Duncan but after Ostagar that character is no longer supported. And there is not enough in-game motivation for the sudden change for my Warden, other than IImage IPBFerelden. That was my criticism, not that we're forced to play a Gray Warden.

Didn't we just cover this?  And didn't you say we missed your point?

Again, the motivation is stated right on the box.     As a warden, your job is to gather allies to defeat the blight.

At this point, if you're playing and you suddenly do not want to gather allies and stop the blight, then you probably shouldn't have bought the game in the first place.   You were warned.

BTW, if you really "loved" the Dalish Origin, then how come you didn't want to do it for Tamlen?  The darkspawn did quite   the number on him, after all.  They've also taken the forest away from your clan.    So...  Clan and Land.  I can't  think of a  bigger motivation  than  those two things  if you're roleplaying a true  Dalish elf.

Modifié par Yrkoon, 23 janvier 2012 - 12:30 .


#437
TEWR

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Yrkoon wrote...

Didn't we just cover this?  And didn't you say we missed your point?

Again, the motivation is stated right on the box.     As a warden, your job is to gather allies to defeat the blight.

At this point, if you're playing and you suddenly do not want to gather allies and stop the blight, then you probably shouldn't have bought the game in the first place.   You were warned.

BTW, if you really "loved" the Dalish Origin, then how come you didn't want to do it for Tamlen?  The darkspawn did quite   the number on him, after all.


I think people really just wanted the evolution to seem natural. From a "I dislike/hate Ferelden and see no reason why we should -- or even can -- save it from itself and the Blight" to a "Alright, we'll do it despite how I see this plan not working" and finally a "Actually, Ferelden has grown on me" type of vibe. Or just a "I still hate Ferelden, but I'll save it anyway" vibe.

What Cutlasskiwi is saying is that the evolution of character from disliking the Warden Order and Ferelden to loving them both seems too forced onto the protagonist. So ultimately, there is no reason to play such a Warden in the beginning if you cannot roleplay it in such a way later on and make the evolution natural. That way being "I don't like this country, but I'll save it anyway".

It's like with MotA's ending. Because the anti-Qunari ending is so largely unsatisfying, it almost forces a player to not pick that option so as to avoid further disappointment. And as a carryover, it means that it's almost forced on the player to never pick the anti-Qunari options in game because then it's a completely sudden change, going from "I hate Qunari!" to "Aw Tallis, keep the scroll!".

That said, doing it for Tamlen is a valid reason. As is doing it to protect the Brecilian Forest, since the Dalish are close to nature and all that.

Modifié par The Ethereal Writer Redux, 23 janvier 2012 - 12:30 .


#438
Yrkoon

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  It's completely natural.  IIRC, in the Dalish Origin, you get drafted. Which means "love" of the Wardens is neither asked of you, nor is it required.  You also don't have to love Fereldan to have motivation to stop the blight  (not sure  how  that notion got into the picture in the first place). You just have to hate the darkspawn. And as far as that goes, it's  normal for any True Dalish elf from the Dalish elf origin to hate the darkpawn. They take one of your clan members away and turn him into a ghoul. They also Blight the land that your clan lives on.  Clan  threatened.    Land  threatened.     Can there be a bigger motivation for a Dalish elf than those two events?

If anything it's the Human Noble Origin that doesn't  motivate   as  naturally as it should.  The first time I played a human Noble, I couldn't get my mind off of Arl Howe.   Since I'd never seen a darkspawn before,   And  since they certainly weren't the ones who killed my family, they were nothing more than a  distant concept at that point.  They weren't my worst enemy, in other words.    My Character agreed to become a warden, but  only   in the hopes that maybe  the  Wardens would  get to cross paths with Howe by sheer serendipity later on in the game, or perhaps to gain  the combat experience that being in the wardens gives you.  *That* was my motivation.  Ostagar, the Treaties, the Urn... these were all  secondary  things  in his eyes.

Modifié par Yrkoon, 23 janvier 2012 - 01:19 .


#439
TEWR

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Yrkoon wrote...

  It's completely natural.  IIRC, in the Dalish Origin, you get drafted. Which means "love" of the Wardens is neither asked of you, nor is it required.  You also don't have to love Fereldan to have motivation to stop the blight  (not sure  how  that notion got into the picture in the first place). You just have to hate the darkspawn. And as far as that goes, it's completely normal for any True Dalish elf from the Dalish elf origin to hate the darkpawn. They take one of your clan members away and turn him into a ghoul. They also Blight the land that your clan lives on.  Clan  threatened.    Land  threatened.     Can there be a bigger motivation for a Dalish elf than those two events?


Well, my comment wasn't specifically talking about the Dalish Elf Origin only. I was just talking about all the origins where a person might roleplay their Warden to dislike Ferelden and the Order.

I simply ended my post talking about how regarding the DE origin, Tamlen's fate, hatred of the Darkspawn's involvement in both Tamlen's fate and Mahariel's, and the Brecilian Forest are indeed good solid motivations to stop the Blight.



If anything it's the Human Noble Origin that doesn't progress   as  naturally as it should.  The first time I played a human Noble, I couldn't get my mind off of Arl Howe.  My Character agreed to become a warden, but  only   in the hopes that maybe the Wardens would  get to cross paths with Howe by sheer serendipity later on in the game, or perhaps to gain combat experience.  *That* was my motivation.  Ostagar, the Treaties, the Urn... these were all  secondary  things  in his eyes.


I'd say the Dwarf Commoner also doesn't provide a good transition. Why would a Dwarven Warden want to stop the Blight if it means the Darkspawn will attack Orzammar again as soon as it's ended? Especially when they've never received any help in the past dealing with it, so there's no reason to expect you'll magically get any help this time.

Dwarf Commoners usually wouldn't be politically savvy so they wouldn't be able to manipulate the political spectrum. Dwarf Nobles on the other hand have a good motivation to end the Blight simply because they can manipulate the political spectrum. Usually anyway. One could play a Dwarf Noble that's extremely dense and unfit for the role of King of Orzammar.

Modifié par The Ethereal Writer Redux, 23 janvier 2012 - 01:07 .


#440
Fast Jimmy

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The Ethereal Writer Redux wrote...

I'd say the Dwarf Commoner also doesn't provide a good transition. Why would a Dwarven Warden want to stop the Blight if it means the Darkspawn will attack Orzammar again as soon as it's ended? Especially when they've never received any help in the past dealing with it, so there's no reason to expect you'll magically get any help this time.

Dwarf Commoners usually wouldn't be politically savvy so they wouldn't be able to manipulate the political spectrum. Dwarf Nobles on the other hand have a good motivation to end the Blight simply because they can manipulate the political spectrum. Usually anyway. One could play a Dwarf Noble that's extremely dense and unfit for the role of King of Orzammar.


To be fair, as a dwarf, you can ask from help from the surface once the Blight is defeated. Not quite 100% motivation, but it does show the potential for caring about his homeland.

And while revenge may have been a strong motivator for both noble Origins, at the same time, gratitude might come into play. Essentially, you're entire family and way of life has been eradicated, yet these strangers take you in and welcome you into their family. Granted, there are serious strings attached, but when faced with certain death or accepting the help of strangers, I always played it as being welcomed into a new family rather than "I'll side with you now until I get my chance to even the score."

#441
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Fast Jimmy wrote...


To be fair, as a dwarf, you can ask from help from the surface once the Blight is defeated. Not quite 100% motivation, but it does show the potential for caring about his homeland.


I realize that. I've always chosen that option for Xanthos Aeducan (every time I play as him on my DN runs). But the Dwarf Warden doesn't know that will be an option to ask of anyone, or even if it'd be granted.

#442
Fast Jimmy

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^

True. I'm not trying to make a stump sing, you are right about the motivation being forced, even a little bit.

But as Yrkoon said in the beginning of this little conversation - the box said "unite Ferelden to stop the Blight' or some other such business. DA2's motivation is forced because it says we rise to power... but then doesn't say we have to slaughter all sorts of random mages and templars, despite what side we believe in or fight for.

Comparing the two is night and day, in my book.

#443
Guest_Apocaleepse_*

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fdgvdddvdfdfbdfb wrote...

As much I like Skyrim AND silent protagonists, Dovahkiin isn't exactly shining example of the silent protagonist. He's quite noisy in fact, and the dialogue options were extremely limited. So I wouldn't exactly think it'd be inspirational when Origins already did it well. Personally I'm hoping they take other things from Skyrim.

Varied environments would be an excellent thing to take from Skyrim, if anything. But I agree, Origins did the silent protagonist bit very well.

#444
Travie

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Ever since the original Deus ex most silent protagonists have been more 'neutral' to allow the player to fill in their own ideas for the character.

It works really well from a roleplaying standpoint.

#445
Braag

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The whole silent protagonist thing really comes down to preference. A lot of people prefer a voiced  protagonist while those who want a deeper role playing experience prefer their charactert to stay silent, it's perfectly understandable. And because of that I don't count it as flaw in DA2. The main issues with DA2 are with the game world, the overall game structure and partly the story which wasn't bad but was at certain points (especially near the end) a real mess.

Modifié par Braag, 24 janvier 2012 - 02:50 .


#446
Fast Jimmy

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But the ability of developers and writers to make a good story is nerfed by a voiced protagonist. You can't tell a good, branching story if you have record hours of audio that might never be used by players if they make different choices.

Do you really think DAO would have been able to pull off multiple origins if they had to have a voiced PC, even with a five year development cycle?

#447
jcainhaze

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Fast Jimmy wrote...

But the ability of developers and writers to make a good story is nerfed by a voiced protagonist. You can't tell a good, branching story if you have record hours of audio that might never be used by players if they make different choices.

Do you really think DAO would have been able to pull off multiple origins if they had to have a voiced PC, even with a five year development cycle?


Why does everyone think this is so impossible or so expensive???

How many hours of dialogue do you think would need to be recorded? 

How many different actors/actresses?

At what wage?  I'm sure they would vary from actor to actor.

Do they rent or already own a recording studio?

What's the actual profit on a game like DAO?  I know the sales numbers but not the profit?

How much time would it take a writter to write out the dialogue?

How much do the writters get paid?  Probably not much?

I just don't see how it's soooooo expensive or time consuming it can't be easily and cost effectively done.

Modifié par jcainhaze, 24 janvier 2012 - 04:45 .


#448
lobi

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I think after the joining, stopping those stupid nightmares was prime motivation. Plus the plot armour is brilliant for evil maniac wardens. Many would argue that my CE warden was a worse blight than 'The Blight'.

#449
Mr Fixit

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jcainhaze wrote...

Fast Jimmy wrote...

But the ability of developers and writers to make a good story is nerfed by a voiced protagonist. You can't tell a good, branching story if you have record hours of audio that might never be used by players if they make different choices.

Do you really think DAO would have been able to pull off multiple origins if they had to have a voiced PC, even with a five year development cycle?


Why does everyone think this is so impossible or so expensive???

How many hours of dialogue do you think would need to be recorded? 

How many different actors/actresses?

At what wage?  I'm sure they would vary from actor to actor.

Do they rent or already own a recording studio?

What's the actual profit on a game like DAO?  I know the sales numbers but not the profit?

How much time would it take a writter to write out the dialogue?

How much do the writters get paid?  Probably not much?

I just don't see how it's soooooo expensive or time consuming it can't be easily and cost effectively done.


It would be *hideously* expensive. Just look at DA2, and compare it to the amount of dialogue in Origins.

#450
TEWR

TEWR
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Something tells me DAII had a smaller budget than DAO, and it's a fact that it managed to get in slightly more dialogue than DAO.

Just a hunch anyway for the budget bit.