Sutekh wrote...
I'm a completionist, so, for me, a game is finished once it has nothing left that I haven't done or seen. For others, the game is finished once they've reached the end screen, assuming there is one.
What you describe is more akin to being done with the game. In practice, the result is the same: you don't play the game anymore (or a specific instance of the game in case of multi-playthroughs). In absolute, the game isn't finished (some games don't have an end, though. For them, the two notions can mean the same).
My point is that the idea of the main quests being mandatory isn't necessarily true. The main quests are only mandatory if the player has decided to complete the main quest.
This isn't true for all players.
Let's say that in DA2 case, I decide what story I want to be told, but the motivations and emotions are very much mine, at some points. At others, the disconnect is very strong and feels like Hawke is under mind control. This game is hit and miss on many aspects.
Which, I think, makes it a miss. If Hawke behaves as if under mind control, then DA2 has broken your character. There's no way for the motives you determine (which I'll agree DA2 does sometimes let you do) to form part of a coherent whole if aspects of that whole are determined without any input from you.
The player then can only then ignore the mond control section and accept that parts of the game may no longer make sense. That's not an acceptable solution.
I cannot start with a blank slate because too many things have already been decided in my stead (and that's unfortunate), but I have still enough room to inject things that come from me, and not always passively follow and "control" the plot by choices and see where it leads Hawke, which is what I do with preset characters.
I don't see how injecting your own content can be any fun at all when you know the game will, at some point, ruin it.
I'd say it very much depends on what type of game / subgenre you're expecting to play, but I generally agree with you. DA2 does it backward if you want and expect full character control.
That's exactly what I want. I want to craft a character and set him loose to see what he does.
If said control being rarely granted is what was intended - for whatever reasons - then it doesn't do it backward, it does what it was designed to do.
Yes, but it also then fails to allow roleplaying. If you can't know why your character would do something, then you cannot know what it is he would do.
I don't think it's actually the case, though. I think it tries to hit a middle ground but fails on the finish line due to rushed writing.
I'll agree that BioWare didn't intend DA2 to work as badly as it did, but I can't fault the writing. I fault a lot of the quest design, and I fault the wrong-headed paraphrase system.
But I also have no idea what they were actually going for. Some of their design decisions appear to have no purpose beyond limiting player agency.
Again, I agree. My point isn't that Hawke is a blank slate, nor that you're allowed to nuance him the exact way you want (not even approximately, actually), but that there is still enough room for personal flavor not to label him a preset character.
The only way for Hawke to maintain any semblance of coherence is for the player to accept BioWare's design in its entirety.
And that leaves nothing for the player to do.
This said, I've yet to play a game that truly does. Not even the very undefined and free Nerevarine wasn't sometimes forced into actions or dialog options that clashed with the personality and motivations I envisioned.
I've played many games that allowed tremendous freedom. I can't claim limitless freedom, necessarily, but the number of times a genuinely good game should force the PC down any path the player didn't want should number fewer than 10, and not number in the thousands as DA2 does.
It's possible that my understanding of language and interaction allows me to see mor freedom than other people see. I don't think most states of mind require specific assopciated behaviour, so I'm far less likely to see a list of dialogue options and complain that the thing I want to do isn't listed. In any situation, there are innumerable things I could do that would be consistent with my character, and chances are at least one of them is available in that list of options.
But DA2 didn't even let me see the options, so I couldn't even choose the one that wouldn't break my character.
I know that you hate this argument, but there's still technical limitations due to the binary medium. The only way I could imagine a narrative following the PC motivations exactly, would be a very undefined, protean one. It's not impossible; I'm just not sure it would be enjoyable, nor that it would be in the spirit of the very plot-driven DA franchise.
How do you think this could be done, in practice?
I think roleplaying games produce strong emergent narratives, and those narratives always hew close to the PC's motivations. The authored narrative, or 'story' in BioWare's parlance, is merely backdrop.