[quote]Sylixe wrote...
To the OP
How is anything you just stated any different than a normal P&P RPG session? [/quote]
In a P&P RPG session there is complete immersion. Anything that you decide to do can at least be tried. In P&P RPGs you can be as evil or good as you want.
[quote]Volourn wrote...
DA doesn't have an infleunce system. Get out of the NWN2/KOTOR2 mindset. DA has an *approval* system. The system keeps track of how much the npc approve you not how not how much you influence them. It's not complictated. Perhaps, you thoguht you were playing NWN2?
And, it works awesomely. So you cna't get your npcs to agree with you ALL THE TIME? Let me cry ya a river. It's got C&C, it's called personality, it's called the npcs having the ability to form their own opinions, and stand up for what they believe in.
I'd use spoilers to illustrate this but cna't.
Again, DA has an APPROVAL system NOT an INFLUENCE system. There is a very definite difference between the two.[/quote]
I think this is semantics. I don't see any real differences in the two systems. And once again, I don't want to have a state where there is no consequences. I want options to talk to the party members of the benefits of my actions. With a maximum coercion score, there should be at least a far greater number of possible choices to persuade party members, the result which would be to play some of the content provided for "good" players for "evil" reasons. When this wouldn't be possible, I want there to be alternate evil content, e.g. in the form of quests.
At the moment the game feels like it has been primarily designed with the "good" group in mind.
[quote]Inhuman one wrote...
I would like to see it the other way around, they should care about my approval and worry about losing influence with me.
Nobody ever gives me a gift.. [/quote]
Heh, good point

If bribery is such a big portion of how the world in DA works, why don't I see more attempts at bribery around the world? Why don't NPCs bribe other NPCs and/or my party members more often? At any point, does e.g. one of the main antagonists of the game send an emissary to bribe the party members to have them join forces with him?
[quote]willsanders84 wrote...
No, I agree Sylixe, creating a game based on an evil storyline just wouldn't work. I confess I haven't played the game, just reading what people have posted on here, but perhaps the good/evil allignment paths are more flexible than I assumed.[/quote]
I disagree. There are many great games created from an evil point of view. Examples include but are not limited to: The Dungeon Keeper -series, The Overlord -series...
[quote]MarloMarlo wrote...
[quote]Dalyaria wrote...
I have read from many sources that certain characters become much more compliant after you sleep with them. If this is false, I am glad and also apologize.[/quote]
If you can't even share what you've read on it, let alone your own gameplay experience, you have no business making an argument about it to criticize the game in the first place. Also, C (as a variable) coming after A doesn't mean that C was caused by A and A alone. On top of that, changing a person's entire moral system, the argument you made, is a separate issue from causing someone to be more compliant.[/quote]
Quoting sources is entirely pointless. I can't provide you with a reference to the entire knowledgebase I have acquired in my life, just like you can't either. Considering where I have read the characters becoming more compliant after sex, I simply do not remember. However, in the end everything affects everything. I already apologized for presenting possibly false information, but if you want to continue questioning my intelligence, you are of course free to do so. I would say that personal attacks do not lead to any kind of fruitful discussion.
I think that for a good character to become much more compliant towards evil actions, or vice versa, it requires a drastic change in their moral system. If sex in the game doesn't lead to that, I am happy like I said, for reasons I have stated previously. To reiterate - a computer RPG should not be a simulator of sexual politics.
[quote]MarloMarlo wrote...
[quote]Dalyaria wrote...
The gifts also won't make it possible to do quests in evil ways, or they don't help with the breaking of immersion when I'm unable to talk my choices through with an evil character. While giving gifts to alleviate bad feelings can be believable in minor instances, they beget more questions. One example could be: "Who owns the party inventory? How am I able to give certain gifts to certain characters from such an inventory?" In the end, this leads to the thought that I can just strip them naked and send them away...which again somewhat breaks immersion, since they do not complain about the lack of equipment or share in the "loot".[/quote]
How about: how is my character able to think and issue orders while time stands still? Or, why does everyone wait for an infinite amount of time for me to respond to them in conversatons? Why can I see things from a third-person perspective? Why do we not have to treat blisters in a minigame after doing so much walking? How do we carry around so much gold at a time? Why do certain abilities have different cooldowns from each other? So many pointless questions about "immersion" that you can ask!
And Morrigan tells you what she thinks when she thinks you're wasting the party's gold. It's another opportunity to make her mad by explaining your actions or just telling her that you don't need to explain anything -- you know, stuff that doesn't exist in the game, according to you.[/quote]
I find that the questions about immersion are very relevant in RPGs. I find that the questions you asked are a part of the game (+ the combat) engine. These are necessary abstractions. Questions like "who owns the party inventory?" are valid from the point of view that you are able to give certain items as gifts to your party members. When you find these items - especially when the given items are something very meaningful for the party members - why don't they just comment that the item in question is of such value for them and they want to have it as a private possession? Why do they see you - the protagonist - as their benefactor? I guess one could answer this with the thought that the protagonist, as the party leader, ultimately makes all the important decisions concerning everything. However, then the realistic thing what would happen would be for them to say that they want the item from the collective inventory, and greatly disapprove if they don't get it. Not the other way around.
[quote]MarloMarlo wrote...
[quote]Dalyaria wrote...
I agree. And I'm not against consequences at all. Having no consequences for your actions would make them meaningless. It's about presenting these consequences in a believable manner.[/quote]
So, when someone disapproves and likes you less, that's not a consequence? And it's believable that you should be able to sway anyone to whatever position you want and have them like you or merely not like you less for it just because you're very cunning and coercive?[/quote]
I have no problems with characters approving and disapproving of my actions. What I want is to have the possibility to persuade them to see certain quests in a new light that is in accordance with their morals. When this is not possible, I want to be provided with alternate evil content. I don't want to feel that I get to play 60% of the game, while the good players get to play 90%. I don't want to be able to sway anyone to any position I want, but I consider this to be important for the party members, as they are a very essential part of the game.
[quote]MarloMarlo wrote...
[quote]Dalyaria wrote...
I agree that not every quest needs to necessarily be open to both good and evil choices. However, when it wouldn't be so, then there should be alternative content provided for the evil players.
[/quote]
And why is that? If you refuse to help a certain blacksmith, why should there be an alternative method of upgrading everyone's armor? Speaking of Redcliffe, have you ever gotten as far as the castle? Because, you know, there's multiple ways to resolve the issue, and only one of them is really all that good. And then there are the elves, and the dwarves, and and the bad things you can do in the mountains. Did you even play this game?[/quote]
I know that there are evil paths in some of the quests. I have now spent about 10 hours playing the game, and I just reached the village of Redcliffe.
Being evil is about far more than being a jerk and refusing to help people. It's about acting for selfish reasons, one of which can be the ability to upgrade armor. A good character, on the other hand, could possibly just refuse rewards when doing quests, or to donate her money to the charity.
If a game is marketed as a game what you can play in both good and/or evil ways, it would be natural to assume that there would be an equal amount of content for those who choose the evil path.
I can illustrate this point with an excellent example Darpaek wrote into his post:
[quote]Darpaek wrote...
No spoilers, but I abandoned a certain town once that HALF MY PARTY at the time wanted me to abandon, and it shut down a huge portion of the game - including making certain quests elsewhere inaccessible, as well.[/quote]
And to continue:
[quote]cheeseslayersmu wrote...
You're roleplaying without believing that party members disapproving of actions they don't agree with makes sense?
How can you role-play if you don't pretend the characters are real people?[/quote]
The problem is that to roleplay, I need a sense of being in a believable world, with believable options. These options are not available for me. Like I've said, I have no problems with characters disagreeing with my choices, but I want to be able to react to it.
[quote]Kaosgirl wrote...
[quote]Dalyaria wrote...
3) The apparent lack of consistency
One of the things I hear the evil characters being portrayed is as pragmatists. Their goal is to save the world from the darkspawn, not to help villagers with their minor troubles. I find that by this philosophy, they are dedicating themselves to a higher - immaterial - purpose. Their motive is essentially "good", at least so far as "good" is generally thought out to be.[/quote]
How so? You've touched on what they want, not why they want to do it. And so soon after you admitted yourself that it's the "why" not the "what" that makes one good or evil.
Why do they want to "save the world from darkspawn"? The obvious answer (to me) is that they want something out of the world, and they're all bright enough to realize the darkspawn won't leave them even scraps. This isn't a "higher path" or anything - it's just having enough foresight to realize that one subset of Evil Beings is getting in the way of their own Evil plans.
[quote]Dalyaria wrote...
Still, they often like it when I e.g. threaten various villagers. What higher goal does this serve? [/quote]
I guess it could be thought that they dedicate themselves to a "left-hand" philosophy. Might makes right, and others should be able to stand punishment and grow stronger for it.
Or just get the hell out of the way, and show proper deference to their Betters. If these pathetic villagers can't stand against the tide themselves, then they should grovel before those who do.
[quote]Dalyaria wrote...
But how does this serve with their goal of saving a falling world from the darkspawn, if they really are pragmatists? Why not try to join with the winning side in the first place? [/quote]
Differing goals, differing mindsets. Even pragmatism (if that's truly the motivating factor here) prefers to side with the underdog than with the side who's concept of "victory" means destroying everything you'd be trying to win.[/quote]
My point was that because they are pragmatists, but still like it when I e.g. threaten the villagers, they ascribe to a "might makes right" -philosophy. The pragmatic, "might makes right" choice would be to try and join the winning side. You are right, however, that they might see it in an even deeper way. It might be difficult or downright impossible to deal with the darkspawn, at least if their goal truly is to destroy the world. However, wouldn't that lead to self-annihilation for the darkspawn? Or would they just retreat to another dimension? I haven't played the game enough to know their plans yet, so I cannot really comment further. Thank you for the intelligent analysis, though

As I see it, the biggest gripe in the lack of consistency is probably the bribery system, as well as characters having seemingly arbitrary disapproval rates to your various acts. Also I don't like being presented with a dialogue choice to persuade characters of the potential personal benefits in an equally random manner. I can admit that, in this light, my original philosophical analysis of #3 isn't after all such a big deal.
[quote]kelsjet wrote...
The OP clearly states (and I quoted the appropriate part in my earlier post), that the thread was about how/why the OP felt constrained in that he could not please everyone. That his "bad" party members were constantly at odds with his "good" members and he felt that no "solution" was being presented to him so that he could satisfy everyone equally, at all times. He then furthered this assertion (rather incorrectly) in saying that because he can't please all party members, his sense of immersion in the world is diminishing.
My point was that you can't please everyone in the real world either, hence, by his own logic, this only adds to the games sense of immersion.
It was all quite clear really.[/quote]
No offense, but you have misunderstood me. I don't mind my bad party members being at odds with my good party members, nor do I really mind that much about the good party members disapproving of my evil actions. I don't mind either not being to able to please everyone at all times. I would like to have options to persuade the good party members to do evil quests, via e.g. explaining to them how I could use the reward to buy orphans some bread, but that is not required as I don't play with good characters. What I want is to be able to persuade evil characters that good quests are worth doing for selfish reasons, or to be provided with alternate evil content. This is how me and my character thinks, but often she is not able to say it. Also I find that this is how intelligent evil people generally act. They're not brutal jerks or violent oafs, but use manipulation and disguise to achieve great personal power.
[quote]Wolfva2 wrote...
I think the problem is people hear 'role play game' and think, "WOW! I can play any type of character I want!" Well, the problem here is you are playing a specific role, a Grey Warden who is tasked with stopping the blight. Now, how would a truly evil person react in this situation? Would he risk life and limb to stop the blight and save the realm? Or would he tell the Gray Wardens to screw themselves, hit them up the arse with a fireball, loot their smouldering corpses, and be on his way to Orlais?[/quote]
You make a good point - he might do exactly that. A point emerges - why is there an option to play an evil character when the game is somewhat pre-set for good characters? I guess this could be seen as an inconsistency, or as the main character looking to stop the darkspawn as they would otherwise destroy the entire world - including the protagonist's capability to fulfill his or her selfish goals.
[quote]Wolfva2 wrote...
You do not get penalized for your choices. Choices have consequences; if you chose to be an insufferable arse then be prepared for the consequences, ie. low approval from those who have taken your guff. Think of it in real life terms. If you talk down to the folks at work, are they going to be happy with you? Of course not. So what, you'll run to the boss and cry about how your co-workers don't like you and should be forced to like you no matter how badly you treat them? That wouldn't make sense.[/quote]
Once again, I do not want to be without consequences. Please see my answers to both Volourn and kelsjet.
[quote]Wolfva2 wrote...
Now, you ARE right about the suspension of disbelief with gifts. I wouldn't expect Leliana to stick around for long if you're peeing all over the Chantry just because you gave her a nice bauble. But then again, just how much can we expect from a game AI?[/quote]
Thank you. I expect a roleplaying game to either not have a feature, or to have a feature that makes sense from a roleplaying perspective. The bribery system in my opinion creates more problems than it solves.
[quote]kelsjet wrote...
(about gift-giving / bribery and good / evil)[/quote]
Odysseus44 covered the issue very well in his answer to you, and I agree with everything that he said.
[quote]kelsjet wrote...
Great (/rollseyes). I look forward with baited breath to clinically dissecting your arguments. It says tons though, that you stay up all night and sleep at 7:21am on a work day. It could be a stretch, but do you think this shades your view on reality and people? I do think so, I'm curious as to what you say though.[/quote]
My personal views on reality / people are something that is not really viable to discuss here, nor do I really wish to publicly go into great depth about my character. I can readily admit that my view of reality and people probably differs quite a bit of the "standard" response. However, me going to sleep at 7:21 am is not the cause of that, it's merely one of the results. Of course, other things affect it as well. If you want to get to know me somewhat better, we can do that privately.
Modifié par Dalyaria, 01 décembre 2009 - 08:28 .