Sylvius the Mad wrote...
Two points, John.
First, the structure of the story doesn't matter. You may well present us with a very focussed narrative where there isn't a wide variety of available options. What matters is who's telling the story. The player should be the one telling the story. The player creates the narrative as he plays; it might always be the narrative you guys envisioned, but it's the player who is creating it as he progresses through the game.
That's what DA2 did wrong. DA2's story gets told despite the player's work, not because of it. The player develops his character and it doesn't matter because DA2 forces Hawke to act in ways that blatantly contradict that character design. The player forms opinions (on Hawke's behalf) regarding the character's Hawke meets, and then DA2 forces Hawke to act in ways that run contrary to those opinions.
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Second, authorial intent doesn't matter in any narrative nedium. Once the story is in the hands of the reader, it's entirely up to the reader to experience it. What he draws from the story is based on what's actually in the story. The author's intent has no direct connection to the story the reader sees.
Tbh it seems like you're interested in a very, very specific type of game and storytelling. You're presenting something that's entirely opinion (the narrative being told by someone else as a story) as something that made DA2 "fail". Please. The Warden was also "forced to act" a certain way - forced to stop the Blight, forced to go around gathering an army, forced to even become a Warden. Is the fact that I didn't have a choice to refuse to do the ritual a failing of DAO? No, of course not. Because the game is trying to tell a story, and I think the player's choice is important, but it needs to fall within the realm of the bigger story being told.
It isn't that DA2 couldn't have had more choice - DA2 had significantly less time in development, and though Hawke CAN make a lot of choices (yes, it's true, despite what the haters would lead you to believe on these boards) sure, they're not going to ultimately change any of the overall plot. But frankly, from your posts, you seem to be a supporter of 100% player choice - and I find that not only lacking in practicality, but problematic to effective storytelling. Since I believe storytelling (along with gameplay) is the most important part of an RPG, I'm not bothered by some restriction.
As far as the presentation of the storytelling, I was also initially turned off by the Varric storyteller, but now from a literary standpoint I think it makes it more interesting. Additionally, it ties the game together in its three acts, which might have felt messy without the storytelling, especially since the Acts can feel unrelated - Varric explains their relation and why he's choosing to talk about this section of Hawke's decade at Kirkwall. I don't think Varric's storytelling gives anything significant away that the player is then expected to achieve, not much more than hints to the final conflicts. At any rate, I don't think having a storyteller is so unique a medium of presenting plot. Would I have still preferred not to have the storytelling? Maybe so, but I would also prefer the game without time gaps in the first place - to me, that was the effort that was the least rewarding for DA2, I didn't have any sense of impact or change within the city, nor do I see what really was the point of that ... but now I'm getting off topic.
Anyway, about the voiced protagonist... since I liked the voices, I was never bothered. DAO's silent protagonist was fine, but I hate those awkward moments when it seems like the Warden should be doing his/her own talking but instead someone is talking for him/her. To me, that yanks me out of the story with annoyance. Since the DA games are SO character based - indeed, that's my favorite element of the game, the characters and the dynamics between them - it seems more appropriate to me to have a protagonist that's actually able to interact with them. DA2 is even more a character drama than Origins - the fates of your companions are so extremely variable, so frankly it seems appropriate to have Hawke have a voice.
On the other hand, it would be cool to give the player multiple voices to choose from in character creation... I don't know how practical that is, but that would certainly be nice.





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