Umm, okay...Teddie Sage wrote...
Dragon Age II's default storyline was set in stone if you didn't import anything.
The Cousland character is their canon choice.
So?
Umm, okay...Teddie Sage wrote...
Dragon Age II's default storyline was set in stone if you didn't import anything.
The Cousland character is their canon choice.
nedpepper wrote...
The response to Mass Effect 3 has suddenly made Dragon Age the darling again. In a weird way...I'm kind of pleased Dragon Age isn't the ugly step sister anymore. Now for some new DLC please....(I know, it's never happening.)
jbrand2002uk wrote...
His whole point is that every line of dialogue for "the Warden" was written in a specific way with a specific intent and the NPC's corresponding replys were written based on those intentions, you can rejig it in your head till your blue in the face but it does not change the scriptwriters intent, therefore "the Warden" isnt "Your Warden" but Bioware's, you as the player are simply being given the choice of picking line A B C D etc nothing more.
I'm pretty sure Mass Effect's still the darling franchise(well, after SWTOR anyway.). People may dislike the ME3 endings, but most people disliked various parts of DA2.nedpepper wrote...
The response to Mass Effect 3 has suddenly made Dragon Age the darling again. In a weird way...I'm kind of pleased Dragon Age isn't the ugly step sister anymore. Now for some new DLC please....(I know, it's never happening.)
The writer's intent doesn't matter. The writer's intent isn't in the game. It demonstrably has no effect at all.jbrand2002uk wrote...
His whole point is that every line of dialogue for "the Warden" was written in a specific way with a specific intent and the NPC's corresponding replys were written based on those intentions, you can rejig it in your head till your blue in the face but it does not change the scriptwriters intent, therefore "the Warden" isnt "Your Warden" but Bioware's, you as the player are simply being given the choice of picking line A B C D etc nothing more.
Modifié par Sylvius the Mad, 10 mars 2012 - 07:42 .
jbrand2002uk wrote...
His whole point is that every line of dialogue for "the Warden" was written in a specific way with a specific intent and the NPC's corresponding replys were written based on those intentions, you can rejig it in your head till your blue in the face but it does not change the scriptwriters intent, therefore "the Warden" isnt "Your Warden" but Bioware's, you as the player are simply being given the choice of picking line A B C D etc nothing more.
Modifié par The Ethereal Writer Redux, 10 mars 2012 - 08:09 .
The Ethereal Writer Redux wrote...
As I said on the previous page, all Bioware protagonists are limiting somehow. But it's about how much freedom to roleplay our characters we're given that determines whether they're our characters or if they're Bioware's.
IMO, mind you.
Fast Jimmy wrote...
If your character is a sarcastic personality, over 75% of the time, you are going to choose the sarcastic response. Which means your sarcastic player will almost always say the sarcastic line, since choosing other lines makes the response seem incongruent with the tone of the response.
So while I could mix and match answers based upon how I feel or how I see my player, instead I'm watching Green/Purple/Red Hawke in their story. I'm following the Green/Purple/Red scripts, not making my choices my own.
Modifié par Mr Fixit, 10 mars 2012 - 10:24 .
Sylvius the Mad wrote...
The writer's intent doesn't matter. The writer's intent isn't in the game. It demonstrably has no effect at all.jbrand2002uk wrote...
His whole point is that every line of dialogue for "the Warden" was written in a specific way with a specific intent and the NPC's corresponding replys were written based on those intentions, you can rejig it in your head till your blue in the face but it does not change the scriptwriters intent, therefore "the Warden" isnt "Your Warden" but Bioware's, you as the player are simply being given the choice of picking line A B C D etc nothing more.
If I choose a line for reason X rather than reason Y, that changes who that particular Warden is. His motives are different. It's simply nonsensical to say that BioWare controls that because then the player wouldn't have any justification for choosing any option over any other.
That the player can choose demonstrates that the player is the one who determines the Warden's personality.
With Hawke, though, the player cannot know with any confidence why Hawke made any decision, because his behaviour minutes or hours or days from now might contradict any explanation you might construct. In DAO, you can prevent that from happening by not choosing the options that would break your Warden's character, but in DA2 you're not allowed to choose dialogue options at all. The player has no idea what Hawke will say or, in many cases, how Hawke will say it. As such, character-breaking behaviour can spring from nowhere, surprising the player and ruining his game.
In DAO, I know exactly why the Warden does anything (outside of cutscenes). In DA2, Hawke's motives are a complete mystery to me.
That's not what I said. That you or I can infer the writer's intent is irrelevant, as we need not be bound by. That content isn't actually in the game, and as such we can ignore it without the game breaking our character.jbrand2002uk wrote...
Actually the writers intent is very evident in the game through the tone and pacing of the responses of the NPC's and companions to each of the dialogue options you choose during the recording of each of the characters lines the voice actors are coached to say each line in a particular tone with a specific pace because the writer has already envisioned the tone and pace of "The Wardens" line to which the NPC or Companion is responding.
I deny that the story comprises anything beyond the explicit content. The writer's intent isn't explicit. The writer's intent in implicit content, and I don't see why every player should be foreced to acknowledge it.So to say the writers intent is not important makes no sense at all because the whole script for the story revolves around the writers intent, to deny the writers intent is to deny the whole story.
Really? No matter how broad those boundaires? That position seems arbitrary.While I can see where etheral is coming from in that the infinate number of permutations make each "Warden" unique each is still not "Our Warden" as its not us that defines the boundries but BW that does hence it is still "their Warden"
It was far worse that n that. One example I complained specifically about here on BSN had to do with some slavers in Darktown.As for the occasional disjointedness in DA2 where for example you pick the "red angry" line only to hear it in a snarky tone that is down to the stacking system used for the dialogue many players struggle to get their head round this concept and I'm not sure even the staff at BW fully grasp it in all its complexity but in laymans terms during each act if you repeatedly pick snarky answers then Hawke's personality is set to snarky until the end of that act where it is reset.
So lets say in the start of Act 2 the first 10 answers you give are the snarky ones they stack up to make your Hawkes personallity "Snarky" and for the 11th answer you pick the "Red Angry" option because the previous 10 answers stacked up your personallity is still "snarky" Hawke resulting in a angry line said snarkily its the case of an idea that was good on paper but not implemented very well
jbrand2002uk wrote...
His whole point is that every line of dialogue for "the Warden" was written in a specific way with a specific intent and the NPC's corresponding replys were written based on those intentions, you can rejig it in your head till your blue in the face but it does not change the scriptwriters intent, therefore "the Warden" isnt "Your Warden" but Bioware's, you as the player are simply being given the choice of picking line A B C D etc nothing more.
Shadowlit_Rogue wrote...
Sylvius is right. The writer's intent doesn't matter, because the writer's intent with regards to the dialogue choices isn't explicitly communicated to the player. Sure, you can guess, but there's nothing aside from your own interpretation telling you that a "snarky" response is indeed snarky.
With Hawke, on the other hand, there's no room for interpretation of any kind. No means yes, and yes means kill everything.
jbrand2002uk wrote...
His whole point is that every line of dialogue for "the Warden" was written in a specific way with a specific intent and the NPC's corresponding replys were written based on those intentions, you can rejig it in your head till your blue in the face but it does not change the scriptwriters intent, therefore "the Warden" isnt "Your Warden" but Bioware's, you as the player are simply being given the choice of picking line A B C D etc nothing more.
Nighteye2 wrote...
jbrand2002uk wrote...
His whole point is that every line of dialogue for "the Warden" was written in a specific way with a specific intent and the NPC's corresponding replys were written based on those intentions, you can rejig it in your head till your blue in the face but it does not change the scriptwriters intent, therefore "the Warden" isnt "Your Warden" but Bioware's, you as the player are simply being given the choice of picking line A B C D etc nothing more.
That may be, but even so you still have a choice - unlike DA2, where you have to pick from paraphrases and get suprised by the line 'your' character speaks based on your 'choice'. Which isn't much of a choice at all without being able to know exactly what you're choosing between.
Sure, you're still limited to the options Bioware wrote into the game - but at least with DA:O's full-text options, you knew exactly what words your character would say.
jbrand2002uk wrote...
Knowing what to say is one thing but its not nearly as important as how you say it and in DAO that is beyond your control because the Companions?NPC's responses to your choices were keyed to those chocies being delivered in a specific tone with a specific intent.
Knowing what to say is one thing but its not nearly as important as how you say it and in DAO that is beyond your control because the Companions?NPC's responses to your choices were keyed to those chocies being delivered in a specific tone with a specific intent.
jbrand2002uk wrote...
Knowing what to say is one thing but its not nearly as important as how you say it and in DAO that is beyond your control because the Companions?NPC's responses to your choices were keyed to those chocies being delivered in a specific tone with a specific intent.
Modifié par Halae Dral, 12 mars 2012 - 01:23 .
jbrand2002uk wrote...
Knowing what to say is one thing but its not nearly as important as how you say it and in DAO that is beyond your control because the Companions?NPC's responses to your choices were keyed to those chocies being delivered in a specific tone with a specific intent.
Okay, first, I disagree with jbrand's reasoning. The stuff he says after "therefore" doesn't follow from the stuff he says before "therefore".Teddie Sage wrote...
+ 1jbrand2002uk wrote...
His whole point is that every line of dialogue for "the Warden" was written in a specific way with a specific intent and the NPC's corresponding replys were written based on those intentions, you can rejig it in your head till your blue in the face but it does not change the scriptwriters intent, therefore "the Warden" isnt "Your Warden" but Bioware's, you as the player are simply being given the choice of picking line A B C D etc nothing more.
The Ethereal Writer Redux wrote...
All I really want to know is how Fenris can be called something akin to Final Fantasy.