Allan Schumacher wrote...
People clearly like the idea of reactivity continuing into the next game, but how do we balance telling an interesting story that we want to create for the player, and creating choice?
Ideally, you'd make sure that whatever perceived Big Choices are being offered to the player in one game will either have Big Consequences for the player (and the same player character) to play out within the same game or a following game. So you account for the varying choices possible and like The Witcher 2, create unique content to accomodate the possible choices and consequences for the player/player character.
Allan Schumacher wrote...
The Old God Child is probably the biggest point, because it's one that those that did the ritual are definitely super interested in, but if we force a game plot to utilize it, then those that didn't choose it may feel marginalized and jaded that the choice wasn't reflected. At the same time though, I think fans would have been MORE upset if the dark ritual was forced. I suppose we could have had Morrigan forcibly do it with someone else, but that ship has sailed.
It entirely depends on where the overall story is going and on that note, I've given up trying to figure that out. Add in who the Player Character would be thats possibly dealing with the consequences of the Old God Baby/Dark Ritual choice (which is assumed to not be the Hero of Ferelden) and that further complicates issues as well.
As far as imports go, if we're going to be having a rotating door of Player Characters with each game, then I truly would want most BIG choices/consequences self contained within the game the player character is making them. Its not just seeing or hearing about the consequences, its being able to react to the consequences to past choices as the player character who made those choices in the first place. So I'm not sure I'll be nearly as enthusiastic or exicted to see possible ramifications of the Dark Ritual/OGB when it seems almost a forgone conclusion at this point that we would not be controlling the Warden that possibly opted for the Ritual,or romanced Morrigan or hated Morrigan and stabbed her or was BFFs with Morrigan- it would be some other person that had no knowledge of what was going on and didn't make the Big Choice themselves, thus making it immediately less of an emotionally engaging follow up and more an academic one, seeing the consequences in a more removed, passive way, through the eyes of somebody who didn't make that choice and thus, why should they care personally about the consequences?
With imports, I'd vastly prefer 1 or 2 BIG choices to possibly carry through and the rest can be tiny flavor dialogues you maybe hear in taverns or notices posted on walls and the like that change based on past actions from past PCs. No cameos from old characters even, as they feel kind of empty more often than not when they're cameos being made by old NPCs interacting with a new PC who they don't even know.
Or, instead of simply forcing a new PC onto the stage with each game, you could structure new games differently, think something like the Starcraft campaign, where you could play as an old PC (assuming they survived) for one act and thus still experience consequences to old choices in the most meaningful and direct way, via the PC that made those choices. Then go to a new PC for a subsequent act and shift as necessary. Or even allowing the player to temporarily play as an old PC to at least give the player a taste of the consequences of the PC's old actions via interacting with old NPCs and so forth, instead of being stuck as the new PC who had nothing to do with the initial choice and subsequent consequences being imported into the new game.
So for something like the Dark Ritual/ OGB choice, what I envisioned back before Awakening or DA2 came out, was that possibly if we were playing as the Warden (either the Hero of Ferelden or Orlesian at this point) that choice is recognized via meaningful consequence not only as creating the OGB, but the fact that your Warden survives killing the Archdemon. Or you survived by turning down Morrigan but letting Alistair or Loghain kill the AD. Or the consequence to turning down Morrigan is you make the Ultimate Sacrifice and oh, guess what, you have to play as the Orlesian in Awakening and not your old Warden because
you killed them. Thats a meaningful consequence righ there I wish we had and would have made the Ritual choice that much more meaningful- its not just about the OGB, its about your Warden surviving, presumably to do something of note beyond being written off or relegated to awkward cameos.
So basically, whatever plot role the OGB might or might not have, it would be connected to whatever Morrigan is up to. And if the OGB is present, then maybe one plot starts out down Path A from the start and if you didn't have the OGB, then Morrigan's story goes down Path B from the start, since the OGB is not present. It wouldn't necessarily be that anyone would be being robbed of content, but that OGB or no OGB would each have unique content. Expensive to make, I'm sure, but I think it would be worth it to not only make your choices have meaningful consequences to experience in game but to add replay value. Not unlike The Witcher 2 and the Iorveth/Roche paths result in drastically different experiences or even Alpha Protocol, where based on your actions, you might not meet certain characters, but you never even realize it. Or even DAO and the unique content you had with the Origin stories.
So its not so much as forcing the RItual on people that didn't do it. Its making sure that those people that did not do the RItual have unique content as well that recognizes they're in a world without the OGB or a world where the Ritual was not performed, if it had any other consequences we don't know about beyond the OGB and Warden capable of killing the AD without dying. And that mostly gets to the issue of whether or not BioWare would be willing and/or interested in making a game which features that amount of unique, exclusive content for a major story branch and not just little dialogue variations.
Dave of Canada wrote...
My biggest problem with the choice is:
Little to no suggestions as to what could occur when presented with the choice, unlike say... Bhelen/Harrowmont which you could discover by listening and seeing around.
Forcing the choice to be two games ago certainly hurts resources if ever something is done in the game itself with it (without forcing a canon), as the people to experience it and be more involved with it are possibly more in minority.
Newer players aren't explained why the Warden survived in the "Hero of Ferelden" import, they'd be all confused when Morrigan shows up with a god baby and does something with
it.
True, the Ritual choice is left so incredibly vague as to be worthless in what it could possibly mean in terms of consequences. Its not like the choices/consequences in something like The Witcher where you might have unexpected consequences from an action, but they make sense and always seem plausible. That way the DR/OGB has been established, I feel they could literally go anywhere with it, good or bad, since they did next to nothing with the conversation with Morrigan in DAO where she just talks in circles of cryptic mumbo jumbo rubbish. Same with Witch Hunt to some extent as to what her ultimate plans are or what lies beyond the Eluvian- they're so vague to the point of being worthless.
As for the whole alienating new players deal, if its a new PC interacting with Morrigan anyway, presumably they don't know who she is, so her showing up or not showing up with a OGB in tow wouldn't make any difference if they don't necessarily know its a variable in the first place. Kind of how you can go through Alpha Protocol without meeting SIE- you're not going to know unless you look outside of the game as its a consequence based on your actions, just as much as your import state is. Just have the OGB world state be something modifiable by everyone in the beginning, especially because every Morrigan import has been borked thus far, too. Presumably if they're doing anything of note with the OGB or Ritual they'd need to explain the Warden's role in it anyway, as the Warden surviving the final blow against the AD is as much part of the RItual as the OGB- its something that presumably has never been done before in the history of Thedas.
But I'd agree in the sense that the time to do something of note with the OGB was soon after DAO. At this point, especially after the sour taste DA2 left for many people, I'm not sure what kind of impact it would have.
Modifié par Brockololly, 31 mai 2012 - 05:02 .