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The Impact of Quest Design on Roleplaying Freedom


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#76
AkiKishi

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Wozearly wrote...
I picked Skyrim (5.91m sales) as an unusually strong-selling RPG to indicate that strong selling RPGs that aren't cinematic exist. Bethesda as a whole have performed consistently strongly in their franchises; Oblivion at 3.75m, Fallout 3 at 3.67 and Fallout:NV at 3.01m.

If you're looking for a more direct comparison, then in terms of Bioware's own franchises, Mass Effect came in at 2.58m, ME2 at 2.82m and ME3 at 2.22m (but its significantly newer, and so this figure is likely to continue rising).

DA:O came in at 2.29m sales. DA2 stands at 0.91m.

All figures courtesy of VGChartz.com. They may not be accurate, but they should be indicative of comparative sales rates between games as the methodology is consistent.

I hadn't gathered these figures beforehand, and I'm not sure anything conclusive can be drawn about cinematic elements. The ME series may be a strong seller because its a franchise with a greater appeal, and its cinematic nature may be relatively irrelevant. Or it could be a crucial factor.

What is clear is that DA:O wildly outperformed DA2
. In other breaking news, the Vatican has confirmed that Pope is indeed a Catholic. :whistle:


Don't think anyone would argue otherwise. Witcher also outperformed DA2 on a single platform.Deus Ex (but that was multiplatform).
This says to me if you are going to make a cinematic game, may as well use a pre-set character and make it clear from the start. Or a two pre-set characters, that would work just as well if you already budgeted for a female VA.

I don't see Bioware abondoning cinematic presentation though. But anything could happen.

Modifié par BobSmith101, 23 mai 2012 - 07:31 .


#77
Wozearly

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robertthebard wrote...

This is not the first game that locks you into it's story, not by a long shot.  What options did you have in Diablo, Baldur's Gate, Ice Wind Dale, NWN's, Origins?  Could you walk away and let the blight go unchecked?  Why would a City Elf pit themselves against the Archedemon to save a city that does nothing but spit on it's people?  Why would a Dwarf care one way or the other, after all, darkspawn are nothing new to them.


I think you've misunderstood, or are misrepresenting, Fast Jimmy's point.

Yes, the Warden was tied into the overall 'defeat the Blight' quest because the option to run away was removed. But as an unchecked Blight would have wiped out everything that the PC cared about, only PCs with an abundance of cowardice or a complete disregard for everything and everyone they knew - including their own personal survival, would have no motivation at all to face the Blight.

But you were never told what the Warden's motivation was. That was actually up to you, the player, to decide. And once that particular hurdle is crossed, the remainder of the quests allowed for a diverse series of motivations behind the various actions (or inactions) and decisions that you made.

DA2 was significantly more inclined to assume why the PC had taken different actions - I won't repeat Fast Jimmy's examples, since they were already clearly stated.

The argument was against this use of assumption about the PC's motivations - not the rational requirement of a developer to railroad the PC to at least some extent due to the parameters of the main quest.

#78
Wozearly

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Sir JK wrote...

*snip*

As I mentioned in my first post, an assumed motive is essential to make a Personal Story. This tie in with the blank PC part of the Motive-Neutral quests, because personal stories are ultimately about emotion and a blank lacks emotion. Hence why I put them in opposition to one another. In order to be a Story about a facet of a person, the Protagonist need to be a person. Motive-Neutral quests assume and care nothing for the PC.


I'm with Sylvius on this.

I'm responding to your post in entireity, but with the example above as the key point where my views diverge from yours. An assumed motive is not essential to make a personal story - what is required is a motive. That can also be stated explicity, or indicated by the player in some form at the time, or in advance, or potentially afterwards.

The critical part is whether the personal story requires events to unfold in reaction to your motivation (e.g. a desire for power might push you down an alternative questline to continue than a desire for revenge), or other characters to need to mention your actual motivation in their reactions, or your visible/audible emotions or dialogue options 'need' to be tailored to reflect this - crucially, this is your actual motivation. Not others' perception of your motivation based on what you did (which you could, of course, refute truthfully or deceitfully).

You cited the Dark Ritual as a good example of a Personal story - however, this doesn't ever require you to state the motivation behind your decision. You can discuss it with one of the other Wardens, or with Morrigan, and you can see their reactions to the proposal and their reactions to your expressed views. 

But when you choose to accept or deny it, you don't have to announce the reason for your decision - the consequences for the story and for characters unfold as a result of your action, not the game's preset interpretation of "what you must have meant when you said yes and factors a and b were also true".

The PC is only a blank if the game avoids showing their emotion because it doesn't know their motivation and doesn't want to guess and get it wrong. If it needs to know, there are ways to elicit this from the character - or the game can keep it sufficiently vague that what matters is the emotion and motivation a character is expressing to others.

Their real thoughts and intentions could later turn out to be revealed as completely different - if they are given the opportunity to break their word. If other characters react to this, great work on the storytelling part. If they don't, I still get the warm fuzzy feeling of knowing that *I* knew what my character's true motivation was - and was able to take an action that could be justified under it without the game making assumptions about why I did it.

Modifié par Wozearly, 23 mai 2012 - 07:58 .


#79
Sir JK

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Hmmm... I think it's a case of the two of us using different words to say the same thing. Basically, what you explained is how I see quests with assumed motive done right. That the design of the quest works with whatever motive we assign our characters and allows us to express and interact (perhaps by virtue of being broad enough and provide enough options to simply accomodate everthing relevant) according to it. Not constraining us any more than is necessary.
Key difference being that I see it as designing the quest to assume an inclusive motive, and thus allowing the player to fill in the details themselves, but still assume that there is a motive (or more accurately several possible motives) and still working with them.

Modifié par Sir JK, 23 mai 2012 - 08:28 .


#80
Sylvius the Mad

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Sir JK wrote...

Please do not split up my posts like that.It serves no real purpose and you don’t need to explain how you disagree with every paragraph. If you feel something in particular needs to be addressed, then by all means. But otherwise, please take it all in its context and respond to my entire post and my point rather than individual parts of it. Image IPB

I tend to respond as I read.  That's why I break up posts like that.  Responding altogether takes longer.

It also tends to reduce the risk of people claiming they didn't say something that they clearly did.

Sir JK wrote...

-snip-

What you call the integral story and the inferred story are what I previously referred to as the authored narrative and the emergent narrative, respectively.

I will try to use your terms.

First, I want to be clear that motive-neutral quests are not necessarily impersonal.  The personal connection isn't an integral part of those quests, but there may still be one that stems from the PC's personality design.  The personal connection then would be an inferred feature, rather than an integral one, and it could potentially differ from PC to PC (perhaps improving replayability).

I don't think the Dark Ritual needs to assume the PC's motive at all, nor do I think it does so.  As such, I maintain that any personal connection the PC might have to that event is merely inferred (using your terminology).  The Integral Story cannot acknolwedge the PC's motive without assigning that motive (or having the player explicitly choose a motive from a list).  But the Dark Ritual does not do that.

Moreover, I see no reason why a quest that revolves around the PC needs to assume the PC's notives.  They could instead use an antagonist whose motives are focused on the PC.  The main plot of Baldur's Gate does exactly this (Sarevok wants to kill the Bhaalspawn - why the PC resists is immaterial).  The Dark Ritual does this.  Assuming the PC's motives simply isn't necessary.

It's not even necessary to assume the PC's notives in order to have a personal quest.  It's only necessary to assume motives to have a specific quest be personal in a specific way.  Only if the personal connection is an integral part of the quest is assuming a motive necessary, but why do we need that?  You point out that an Inferred Story can involve deep emotional connections between the PC and the world around him.  Any personal growth needs to be inferred, but it can be inferred, so why force integral growth upon the players when they can craft their own?

Put another way, what is the benefit to having quests wherein the character "matters in an integral way" rather than just in an inferred way?  It guarantees a personal connection, but that was already possible, so if the player wanted one he already had one.

If a personal story is about emotion, then you can not tell one in a roleplaying game.  Personal stories can happen, but the personal connection cannot be an integral part of the story because the PC's emotions, like the PC's motives, are unknowable to anyone but the player. 

That said, I do not consider ambiguous motives to be assumed motives.  Ambiguity is the gerat saviour in quest design.  If the reason the PC completes a quest (or doesn't) is ambiguous, then it isn't assumed by the game.  I have no objection at all to ambiguous motives.  DA2s problem was that very specific assumptions were made about the PC's motives for doing a great many different things.

edit: Wozearly makes very good points above.

Modifié par Sylvius the Mad, 23 mai 2012 - 10:46 .


#81
Sir JK

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Thank you.

I largely agree. We seem, to be saying a lot of things using different interprepation of words. I, for one, seem to have a much wider definition of "assumed motive". Since you do not consider ambigous motives to be assumed motives, and I do.

The value,as I see it, of creating quests where the PC takes a Integral role (same definitions as last post). The value is that the PC's emotions and thoughts become pivotal to that quest by design. As you point out, it is not neccessary for the Inferred Story since the player will add life as necessary. But it allows the game itself to provide you with more tools to do so.
Rather than just knowing that your character was struck by grief, this does in theory allow your character to express that in game and have the NPC around them react to that.

Hypothetically speaking, if a personal quest uses a few basic motives/emotions to tell it's story (all ambigous) and informed you of this ahead of time. Not trying to impose them on you, but rather seeking consent and allowing you to either choose not to pursue that quest or advance it along neutral lines in addition to the suggested emotions. Providing you, as the player, the means to act out parts of your character ingame should you wish and have it react to that. Would that work for you?

#82
Sylvius the Mad

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Using your example, if the PC is going to express grief then the player needs to choose explicitly for that to happen. I'm concerned the PC might complete the quest for a reason the writers hadn't considered such that grief is no longer appropriate, only to have his character broken by the expression of grief.

If, however, the player can avoid that (either by having his character not express grief, or by knowing that he needs to avoid the quest), then I have no complaint.

My preference would be for the grief to be optional even at the end of that quest. If the writers assume an emotional state, allow the player to choose a neutral state instead - and do this in all cases.

#83
Nomen Mendax

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I don't really have anything to add, but I wanted to voice my support for Sylvius on this one. I agree with BobSmith that a lot of these issues relate to Bioware's desire (obsession?) with a more cinematic experience but they seem to be willing to give up a lot for this.

I also don't think cinematic experience and allowing the player to imagine (or choose) their own motives and emotions are mutually exclusive, but it needs a lot more effort.

#84
Sir JK

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Sylvius the Mad wrote...
My preference would be for the grief to be optional even at the end of that quest. If the writers assume an emotional state, allow the player to choose a neutral state instead - and do this in all cases.


I like this idea. Sounds like a decent compromise. Offering the freedom of choice while at the same time providing the tools for integral interaction should you desire it. Probably a challange to implement satisfactory, but certainly at least a worthy concept to contemplate.

#85
Sylvius the Mad

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Something as simple as allowing us to disable the PC's facial animations would be a nice start.

Modifié par Sylvius the Mad, 24 mai 2012 - 06:42 .


#86
Wozearly

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Sir JK wrote...

Thank you.

I largely agree. We seem, to be saying a lot of things using different interprepation of words. I, for one, seem to have a much wider definition of "assumed motive". Since you do not consider ambigous motives to be assumed motives, and I do.

The value,as I see it, of creating quests where the PC takes a Integral role (same definitions as last post). The value is that the PC's emotions and thoughts become pivotal to that quest by design. As you point out, it is not neccessary for the Inferred Story since the player will add life as necessary. But it allows the game itself to provide you with more tools to do so.
Rather than just knowing that your character was struck by grief, this does in theory allow your character to express that in game and have the NPC around them react to that


Gently nudging my oar back into the conversation, I'm going to pluck out a couple of DA:O moments.

There is no way to do this without partial spoilers for DA:O content, so if anyone reading has any concerns about that please skip past this post. And also go and play DA:O, as its a truly excellent game.

The first is the Dark Ritual, as we've already discussed. One of the reasons that this always felt emotionally charged to me was because of how it was introduced, and the relationship with the characters involved (proposed by a character you've spent 85%+ of the game with, potentially impacting another you've spent even longer with, both with particularly strong views - but also an acceptance that there is a significant benefit attached).

One of the characters may be a love interest, which could add additional emotional charging to the situation. The consequences being vague and clear that you'll have no influence in them also presents an interesting moral dilemma. Your choices either way have a very profound impact in determining how the game concludes, and whether one of your characters will jump ship (shortly after a similar moment, in fact). That entire part of the game mixes bittersweet moments into the story near its conclusion, and is fantastically well done.

The reason it works is that its at the endgame. If the same discussion had happened after Lothering, it would have had virtually no emotional impact. The player would not have had time to engage with the companions and form emotional attachments (or disattachments) to them. The only way to add emotional impact would have been to force a motivation / emotion onto the player because the player wasn't in a position to really apply one themselves. This is essentially what DA2 did shortly before Flemeth shows up for the first time.


The other moment(s) are when Dwarven characters meet a character from their past during the Gauntlet during the Urn of Sacred Ashes quest, and when they return to Orzammar and (re)engage with its politics. The situation is emotionally charged because you were caught up heavily in it before you left, and in both cases are left to deal with other people's Loghain-esque betrayals that pushed you into the Wardens.

Irrespective of what you might 'want' to achieve, you can find yourself having to fight and kill characters who had a significant place in your past, who you might have liked a lot. Short of being a heartless character ruled by anger and vengeance, who would still be satisfied with the situation, its hard to see how there wouldn't be an emotional effect.

Running into Cullen as a female mage, or Velenna (Awakenings) as a Dalish, or coming back to the alienage as a City Elf were all interesting moments, but lacked the same emotional impact because your influence as a character was much lower - and the consequences of your decisions much milder.


The recurring theme through those points is that the emotional impact on the character / player was not forced. Situations were designed and planned that allowed this to happen because the people and/or the situation involved had emotional attachments and meaning to the player (or his character).

Players had a relatively broad brush approach to dialogue choices, and didn't have full control of the consequences. But they were never told to feel a certain way, or made to express to the game that they felt a certain way. The emotional impact happened to the player alone.

Would it have been better if your character had reacted further...if the Commoner plunged to her knees in tears after being forced to kill her closest friend, having seen life outside of Dust Town and pitying the situation he'd been in. Or shrugging off comments of shock or sympathy from others with irritation...and would that brusque Warden mean it, or would it be a "[Lie] Its nothing...lets just move on" followed by them greiving for their lost friend privately, and alone, somewhere else.

...but what if the Warden who deeply regretted it wasn't the type for public displays of crying, even if she'd openly admit her grief to others? What if the Warden who lied wouldn't actually express her grief by crying alone. What if the brusque Warden wasn't being cold or bloodthirsty, but simply accepted that life in Dust Town had its way of life, and its consequences.

For this to work without accidentally forcing emotion, or motivation, onto the player we would need far more finesse and control over how the dialogue system in DA presents what our characters are doing and thinking.

That's probably not a likely step for the time being - but without it, any attempt to 'ensure' a motivation emerges for a player will either be reliant on emergent narrative and the player / character's developed emotional connections - or it has to be parachuted in, with the reasonable chance that the way the game interprets and expresses motivations and emotions will clash with the motivations players actually had in mind.


Edit: Typically, the grief discussion stepped on a bit while I was typing. Apologies if this post now seems slightly out of kilter with the thinking in the last couple of posts. :innocent:

Modifié par Wozearly, 24 mai 2012 - 06:53 .


#87
Burnouts3s3

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As long as the quests give you some sense of freedom instead of simply a change in dialogue, I would greatly appreciate it.

#88
hussey 92

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Hawke was a set character, the only roleplaying you could do with him/her was deciding how he/she talked to people, which had almost no effect on the game.

#89
AkiKishi

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hussey 92 wrote...

Hawke was a set character, the only roleplaying you could do with him/her was deciding how he/she talked to people, which had almost no effect on the game.


Geralt was also a set character. Yet some of the things you did led to a completely different game..

Modifié par BobSmith101, 25 mai 2012 - 11:53 .


#90
wsandista

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BobSmith101 wrote...

hussey 92 wrote...

Hawke was a set character, the only roleplaying you could do with him/her was deciding how he/she talked to people, which had almost no effect on the game.


Geralt was also a set character. Yet some of the things you did led to a completely different game..


Well that is because Geralt doesn't attempt to appear as a player-generated character like Hawke(or Shepard)
With a pre-gen that doesn't waste resources attempting to also be player-generated, having more content and bigger choices is easier to achieve.

#91
robertthebard

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Sylvius the Mad wrote...

Using your example, if the PC is going to express grief then the player needs to choose explicitly for that to happen. I'm concerned the PC might complete the quest for a reason the writers hadn't considered such that grief is no longer appropriate, only to have his character broken by the expression of grief.

If, however, the player can avoid that (either by having his character not express grief, or by knowing that he needs to avoid the quest), then I have no complaint.

My preference would be for the grief to be optional even at the end of that quest. If the writers assume an emotional state, allow the player to choose a neutral state instead - and do this in all cases.

I think most writers feel like people would experience grief if a family member dies.  I know I certainly would.  The only exception I can think of off the top of my head might be Morrigan, who might actually be happy.  I know this though, of the people I went to school with growing up, not just people in my class, but people that I grew up with, there's only a handful of them left alive, and I grieved at every death.  Why would I, if were a writer, assume that nobody would feel grief in similar circumstances.  I may well be driven to other emotions, but they would derive from that grief.  The "men don't cry" thing is so out the window after you actually become a man that it shouldn't be a consideration, but I see no other motivation for "my characters should never feel/demonstrate that they feel grief" position.

#92
Sir JK

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Sylvius: While I think I understand why you'd want that, I doubt it'd work very well. You'd also have to disable the body language and the voiceover to completely eliminate it all. At which point it's less a thing to disable and more a complete revision of the entire thing.
Wouldn't using the cinematic approach and viewing the PC from behind (thus not showing the facial expression) while using subtle body language achieve a similar result? For the neutral option.

Wozearly: I largely agree with your analysis. It was well thought out and I think that the approach you suggest is the correct one to design from.
I agree that further finesse would be necessary for it to work and I keep thinking that building from the icon system in DA2 could be a good idea here. Rather than merely indicating tone, they could be used to indicate emotion (whether that is "in place of" or "in addition to" I don't know). Sort of having the weeping mask (the symbol of tragedy) to indicate sorrow and grief. A red flame to indicate anger and fury. A grey blank mask to indicate neutrality. A net to indicate frustration and powerlessness. It sounds like a decent idea in my head... but it still does not address the issue that you'd have a limited number of lines in each node. Ideally you'd choose emotion and line, so that each line could have each emotion. But I'm not sure how feasible that'd be, both from a design and gameplay perspective.

#93
hussey 92

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robertthebard wrote...

Sylvius the Mad wrote...

Using your example, if the PC is going to express grief then the player needs to choose explicitly for that to happen. I'm concerned the PC might complete the quest for a reason the writers hadn't considered such that grief is no longer appropriate, only to have his character broken by the expression of grief.

If, however, the player can avoid that (either by having his character not express grief, or by knowing that he needs to avoid the quest), then I have no complaint.

My preference would be for the grief to be optional even at the end of that quest. If the writers assume an emotional state, allow the player to choose a neutral state instead - and do this in all cases.

I think most writers feel like people would experience grief if a family member dies.  I know I certainly would.  The only exception I can think of off the top of my head might be Morrigan, who might actually be happy.  I know this though, of the people I went to school with growing up, not just people in my class, but people that I grew up with, there's only a handful of them left alive, and I grieved at every death.  Why would I, if were a writer, assume that nobody would feel grief in similar circumstances.  I may well be driven to other emotions, but they would derive from that grief.  The "men don't cry" thing is so out the window after you actually become a man that it shouldn't be a consideration, but I see no other motivation for "my characters should never feel/demonstrate that they feel grief" position.


If you've ever read Shakespeare or played early Bioware games, you should know that not everyone griefs over a family members death.  The option to grieve or not should be up to the player.

#94
Sylvius the Mad

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robertthebard wrote...

I think most writers feel like people would experience grief if a family member dies.  I know I certainly would.

You are not a representative sample.

We were expressly told before DA2's release that Hawke would not be required to love his family.  Moreover, as Hussey points out, not everyone has a relevantly similar relationship with his family, and I'll add that not everyone expresses grief in he same way.  Even if Hawke is grieving, that may not be how he grieves.

Making that specific expression of grief mandatory requires the complete absence of roleplaying control.

Why would I, if were a writer, assume that nobody would feel grief in similar circumstances.

You shouldn't.  Nor should you assume that everyone would feel grief in similar circumstances.  I'm asking you not to make baseless assumptions.

I may well be driven to other emotions, but they would derive from that grief.  The "men don't cry" thing is so out the window after you actually become a man that it shouldn't be a consideration, but I see no other motivation for "my characters should never feel/demonstrate that they feel grief" position.

I didn't say they shouldn't feel or demonstrate grief.  I said they shouldn't feel or demonstrate grief unless I decide they do.

People aren't all the same.  Have you ever known a pregnant woman?  They cry seemingly randomly.  They're not relevantly similar to me, or even to each other.  So why are all of these Hawkes forced to be the same?

#95
robertthebard

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Sylvius the Mad wrote...

robertthebard wrote...

I think most writers feel like people would experience grief if a family member dies.  I know I certainly would.

You are not a representative sample.

We were expressly told before DA2's release that Hawke would not be required to love his family.  Moreover, as Hussey points out, not everyone has a relevantly similar relationship with his family, and I'll add that not everyone expresses grief in he same way.  Even if Hawke is grieving, that may not be how he grieves.

Making that specific expression of grief mandatory requires the complete absence of roleplaying control.


Why would I, if were a writer, assume that nobody would feel grief in similar circumstances.

You shouldn't.  Nor should you assume that everyone would feel grief in similar circumstances.  I'm asking you not to make baseless assumptions.


I may well be driven to other emotions, but they would derive from that grief.  The "men don't cry" thing is so out the window after you actually become a man that it shouldn't be a consideration, but I see no other motivation for "my characters should never feel/demonstrate that they feel grief" position.

I didn't say they shouldn't feel or demonstrate grief.  I said they shouldn't feel or demonstrate grief unless I decide they do.

People aren't all the same.  Have you ever known a pregnant woman?  They cry seemingly randomly.  They're not relevantly similar to me, or even to each other.  So why are all of these Hawkes forced to be the same?

As a grandparent, I have been around pregnant women a time or two yes.  I was relieved when my grandfather died, of cancer, after a year of suffering through it.  But I grieved the whole time.  You are not required to love your family, and you're not required to grieve, when asked about Leandra, there was a clear I don't care response.  However, if you're going to tell me you'd just turn around and walk away if your mother is dying on the street, I'm going to call that into question.

ETA:  I mean, aren't you at least going to stoop down and ask her what she left you in her will?  Maybe it's companion useable armor?

Modifié par robertthebard, 27 mai 2012 - 06:59 .


#96
Sylvius the Mad

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robertthebard wrote...

As a grandparent, I have been around pregnant women a time or two yes.  I was relieved when my grandfather died, of cancer, after a year of suffering through it.  But I grieved the whole time.  You are not required to love your family, and you're not required to grieve, when asked about Leandra, there was a clear I don't care response.  However, if you're going to tell me you'd just turn around and walk away if your mother is dying on the street, I'm going to call that into question.

ETA:  I mean, aren't you at least going to stoop down and ask her what she left you in her will?  Maybe it's companion useable armor?

That's exactly my point.  Every person's reaction is his own.  Forcing every PC to behave in the same way basically eliminates any aspect of roleplaying.

#97
Sylvius the Mad

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Sir JK wrote...

Sylvius: While I think I understand why you'd want that, I doubt it'd work very well. You'd also have to disable the body language and the voiceover to completely eliminate it all. At which point it's less a thing to disable and more a complete revision of the entire thing.
Wouldn't using the cinematic approach and viewing the PC from behind (thus not showing the facial expression) while using subtle body language achieve a similar result? For the neutral option.

Yes.  I'd like them always to give us a neutral option (and ideally not limit which actions we can take while remaining neutral), but if they're not willing to write extra content for us then the ability to disable the offending features would be a minimum step.