I'm going to link to a few spoiler threads because I want to keep this as non-spoilery as possible. Posters can read at their own discretion.
John Epler wrote...
Well, the spoiler sections are, generally speaking, a lot more nitpicky - not in a bad way, but in a 'if we say anything, it tends to get cited as the Word of God and used as a blunt instrument in any further debates'. Plus, a lot of the discussion is quite interesting without us participating. That's not to say we don't read it, of course, but even if we -had- answers, some of those answers might rely on spoilering Things Yet to Come.
Well, all I really meant wasn't so much a "Why does this happen instead of this", but rather an interaction consisting of "Y'know, that makes sense why that should've been done." or "Wow, we didn't see how that doesn't make sense in lieu of what was told to the player in previous areas".
Doesn't have to convey a Word of God type aura, but just stuff like acknowledging the poorer aspects of a game. Which you guys do often enough in the non-spoiler areas, but there's a plethora of information in the spoiler sections that really reinforces that point.
Nevertheless, I can take solace in the fact that you guys do read it, even if you don't really participate in those threads.
John Epler wrote...
As for Hawke, would it suffice if I said we're aware of the problem regarding Hawke being proactive?
To be honest? Not really. Not at this point in time, which you and the rest of Bioware acknowledge as being all that can be said until there's something to show.
It's just that right now, words don't have much meaning until there's some action to go along with it.
We were told that the core issues of the game would be addressed in DLC. Legacy -- while it drew its fair share of people that didn't like the Larius ending -- was good enough for me to be fairly optimistic for the future.
Then came MotA, with its anti-Qunari ending. That ending left a very sour taste in my mouth, even if I've never willingly played an anti-Qunari Hawke.
So it really made me question just
what core issues were being addressed. Waves and recycled maps, while bad, were not priorities IMO. And it made me feel that story was focused on last.
I actually went over why I dislike the MotA anti-Qunari ending in various other threads before, most recently
this one, where I talked about how the apparent course of action for an anti-Qunari Hawke should be self-evident.
But additionally, I talked about how it kills some of the incentive to play such a Hawke in the future. So MotA's ending didn't just damage MotA, but the main game itself.
John Epler wrote...
There's really nothing else I can say beyond that - and, yes, sometimes there is going to be a certain amount of 'But Thou Must'. Sure, I never wanted to be a Warden, but aside from cutting to the end of the game with an epilogue slide of 'And then everyone died because you, sir, are a jerk', there weren't a lot of places that could've gone without an absolutely obscene amount of additional zots, which would've then been cut from elsewhere.'
The key to a but thou must though is giving a perfectly valid reason why something must done. You guys are certainly well aware of this, I'm sure. Petrice actually had sufficient grounds for a reason why Hawke must not only do the quest, but why killing her isn't an option.
Short answer being blackmail. Long answer involves far too many spoilers, so
here's a thread where I gave a basic gist of what I would've accepted.
Even if someone doesn't want to be a Warden, the lore provides a perfectly good reason why they must be one: The Right of Conscription.
While a player may be upset that they must be a Warden -- though you can't buy the game that tells you you're going to be a Warden and expect not to be one -- they are given a valid reason why they must be one.
I think the fault of DAO was that the player can't say "**** this, I'm heading for Orlais", travel for a bit on his own, then see the devastation the Blight causes in a village and say "...fine. I don't see much point but I'll do it."
But that's a question of zots, which as you said cannot be applied everywhere. So it's a question of where, when, and how many.
And I suppose you could say 'then write a story that doesn't require that!', but that's the story we wanted to tell. One thing we're focusing on going forward, though, is always providing a good, clear motivation as to the player's actions, and then avoiding putting them in situations where simply being active would solve a whole lot of problems down the road - if I could go back and redo it, I would've done the entire Grace scene differently to explain why you don't just shoot her in the face with a bow. The 'captured' scene in Mark of the Assassin was a direct response to this - 'why don't you just fight your way out?' 'Well, there are a lot of guards.' 'Okay, but I can kill a lot of guards.' 'Okay, it's a -lot- a lot of guards.'
I think that you should've done the quest for Best Served Cold differently. Hell, I think the entire Mage-Templar storyline should've been done differently. Because if you actually examine
everything, that quest doesn't make a lick of sense for a pro-mage Hawke.
You can say that you're supporting that Elven Mage, the man trying to get that crazy harpy Templar out of power. Then, the Templars that are a part of the rebellion will say that you're spying for him.
Okay... so why is that a bad thing? The person that's supporting that crazy harpy Templar being removed from power is apparently a threat to the rebellion aimed at removing said harpy and her like-minded cronies from power?
Never mind that the red-haired Templar can state in the Gallows that he knows Hawke supported the Elven Mage, but then says in the Wounded Coast that Hawke is supporting the harpy.
Makes no sense. Even worse is the reliance on insane Mages to tell a story centered around human conflict.
EDIT: Removed names. Hopefully without them what I'm stating still makes sense, because apparently they can't be ignored.
Modifié par The Ethereal Writer Redux, 30 avril 2012 - 07:35 .