As my last post for the night -- technically it's day over here, but my sleep schedule's mucked up so day is night and night is day for me -- I shall respond to two posts at once
Bear in mind people that this is my opinion and my mind is exhausted, so I'm not going to be posting at my best. As such, my posts may be scattered around, with one section jumping into another randomly and then just as randomly going back to the first section.
Hell, I may even forget to finish certain parts of my post:
Sifr1449 wrote...
So, the reason fans dislike that Hawke has that you cannot roleplay a protagonist with three personalities that are given to you?
But we enjoy characters in other Bioware games like Mass Effect where you are either Pargon, Renegade, or a Paragade Shepard, who we choose the backstory but ultimately that means nothing when we essentially are roleplaying a set character?
Not to compare the two games, but at the same time, a lot of us play both and it seems baffling to me that fans throw such hate at Dragon Age 2 while enjoying the same basic roleplaying aspects and experience in Mass Effect?
Never played the Mass Effect series, but for me roleplaying is about so much more then just "What personality my character is".
It's about personality, his motivations, his actions, how he handles a quest, and so many other things. The personality system is only one facet of roleplaying, and even then it's flawed imo.
There are very few instances in DAII where my motivations are Hawke's, and not the other way around.
The dialogue system is something I'm opposed to on principle, because so long as I'm forced to pick what I
think my character is going to say instead of what he's
actually going to say, the character won't be my own short of me writing down what every response actually is for subsequent playthroughs.
Some may enjoy the paraphrases, and that's fine. I'm not saying they shouldn't be allowed to be surprised or not view the whole lines. But I shouldn't be forced to be surprised when I don't want to, even if I'm fine with what my character said.
Never mind how the Rise to Power is so poorly contrived and what my Hawke would've done is tossed out the window in favor of what Bioware's Hawke would've done killed how I wanted to roleplay my Hawke. I understand that all Bioware games are limiting in what you can do. But it's about how limiting they are. DAO allowed me to not only give Xanthos Aeducan my motivations, but for the most part act on them.
There were only two notable times where my motivation couldn't be acted upon, and although I was pissed off at the game for them I was glad that the rest of Xanthos' motivations -- meaning
my motivations -- weren't tossed out the window in favor of Bioware's.
I enjoyed the concepts of DAII: Personal story, family centered, Mage-Templar conflict, Rise to Power, choices that shape Kirkwall over the span of a decade, etc.
All of these didn't need to be as badly implemented as they were in DAII -- due in large part to the railroaded story -- and had they been implemented well DAII would've been a much better game for me. In terms of story and roleplaying.
The more story options there are, the better. It helps my roleplaying. Limiting me to one outcome and one choice limits how I roleplay a character. It ultimately limits me to playing the same character. Bioware's character. Making it so I can't see the full dialogue line limits how I roleplay my character. Forcing me to make Hawke's motivations my own almost kills my roleplaying.
Now, how many times did I say roleplaying? Enough times to make one think of
Mahogany? Because I know I thought of it.
LobselVith8 wrote...
People have their reasons, and not all of them are the same.
What you see as flaws may not be the only things in the game are seen as flaws. Dragon Age II divided people. Some people like it, and some people hated it. For me, I fall into the latter group. The two story DLCs only affirmed that. Why did I hate the game? I didn't like the the terrible dichotomy of the mages and templars (with both sides being little more than caricatures), a passive protagonist, no rise to power, really bad paraphrasing, choices having no meaning, and being invited to create my own protagonist - only to discover that the protagonist already pre-defined. The two story DLCs that were released continued the trend of a passive Hawke, and choices being meaningless when it produces the same conclusion.
Some might agree with my reasons, others might disagree. There isn't much point in debating the issue when it comes down to how the game makes people feel.
First off, good to see you back on the forums. You've been gone for.... a week? Two?
Second, I disagree with how you think there isn't much point in debating the issue. If we debate the issue of how the games make us feel, we can understand the viewpoints of the other side better. Maybe even convert them.
Third, I've been re-examining choices made in DAO. If your issue is the pre-determined outcome, then wouldn't you have an issue with the origin stories?
No matter what I do, Trian dies. But I can make choices that change how he dies, even if I can't voice my suspicion of Bhelen at the same time. The outcome is still the same, but the general path is different. This is the case for Legacy. You make a choice, it leads to a different path, and in the end it leads to the same outcome.
Now from a roleplaying perspective, I understand you felt the need to have your Hawke try and fight Larius in the end. You wanted him to take a proactive stance, even if I disagree that your Hawke couldn't adequately say that something was off in that scenario.
But this is a no-spoiler thread, so I don't want to turn this into a Legacy debate.
My point is though that choice did matter in Legacy. The outcome -- someone's fate -- was virtually the same but choice did matter.
MotA OTOH is a case where choice doesn't matter. And that's something I will always lament.
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And before anyone says anything in an attempt to use my post against me, DAII does not get a pass using the reasoning I have stated in my post to Lob. The paths are not sufficiently different for me to say choice matters.