Mike Laidlaw wrote...
Starting over with new characters provides us a chance to tell new stories in the place and time of the Dragon Age, rather than just one character's story.
And again, I'll say that if we're going with a new player character I really want all new characters surrounding them too. Much of the fun in bringing back old characters or companions in subsequent games is being able to interact with them as the old PC who has an existing relationship/experiences with them.
Valve realized this in play testing Portal 2 without Chell- the reintroduction of GlaDOS just wasn't the same when it wasn't Chell as the player character. It pulled people out of the experience- you wouldn't have a
great scene like this ("Oh, its you.") if it wasn't Chell with her existing history with GlaDOS.
Same thing with maybe meeting Morrigan again in DA3 or whenever as some new PC just isn't the same as if you were to run into her again after having had your Warden shank her in Witch Hunt or after having had your Warden jump through hoops trying to romance her, have a Old God Baby with her and go through the Eluvian with her. You create a disconnect between the player and the player character in instances like that, as the Valve guys found out in Portal 2. Characters like Morrigan or Alistair or other love interests need to be dealt with carefully going forward in order for the player's DA world to feel authentic. Some prior companion characters can be very closely linked to the prior PCs and just tossing aside or hand waving away those PC's or likewise taking over their motivations without player control is a surefire way to create disconnect and take the player out of the game.
My point being, if we're going with a new PC bring on all new companion characters too. If its necessary for some prior NPC or companion to come back, have it be in a minor role or done in such a way that respects and acknowledges their state of being when the player last saw them and minimizes the inherent disconnect of the player's knowledge versus that of the new player character.
Mike Laidlaw wrote...
What I've often seen is feedback that the paraphrases fail when your character DOES something unexpected. Would you folks agree that moments of action or major choice are the issue that most needs to be addressed?
Mike Laidlaw wrote...
Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?
I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.

The paraphrases more often than not simply
fail. Period. You never know the exact, precise text of what you're going to say. When I open my mouth I know what words I am going to say. Exact. Words. I prefer how the paraphrases were handled in Deus Ex: Human Revolution- the actual paraphrase is an excerpt of the full text, with the ability to see the full text should you so choose.
Its not just the paraphrases resulting in unexpected actions (which is problematic) but also the very nature of the paraphrases obfuscating what the player character is going to say. Thats by its very nature creating a disconnect between the player and the player character, sucking away player agency. That is a Very Bad Thing. I don't want to be surprised by what my player character is going to say or do. I want to be surprised by how NPCs react to what I know my PC is going to say or do.
Modifié par Brockololly, 20 mars 2012 - 03:27 .