Aller au contenu

Photo

My Idea for a REAL Story-Driven Game in the Sequel - What do you think?


  • Veuillez vous connecter pour répondre
4 réponses à ce sujet

#1
Mistcrawler

Mistcrawler
  • Members
  • 30 messages
 In DA3, Hawke's (although it doesn't have to be Hawke for this to work), mother ends up being murdered very publically by a rogue Antivan... rogue (i didn't even mean for the pun) in very odd circumstances.  Main character person (who I'll just refer to as Hawke for short-hand) has become influential in her early lifetime, even though she's currently living out in the country, and the story starts with Hawke nearly stumbling upon her mother's freshly murdered body in the market, with a knife with the French royalty seal on the hilt, and an Antivan trying to melt away into the crowd.  Hawke becomes playable, and right away you have the choice of solely engaging the Antivan rogue's backup or literally cutting through the crowd to save time in a series of timed battle sequences (which can be paused to do strategy with the spacebar like always).   No matter how you catch the Antivan, he tells you that although he is a rogue... rogue (I"ll stop with the bad puns now), no one will even believe the truth with such blatant evidence and a world already itching for a war with the French.  Antivan dude utters a few cryptic words before taking a suicide pill.  

'Act 1'
Hawke focuses on her mother's killer any way she can.  Although the entire map is open from the beginning, you will have no choice but to start with the nearby villages to gain information, as those were the places closest to where the murder took place.  People will volunteer that they have information, but getting it out of them will be a different matter.  In the beginning, you will have no choice but to do menial tasks to pay for the information, but later on, you can threaten or inspire them depending on your past responses, as well as the occasional bribe if you want to skip a quest.  This would also come into play that the same person would be more willing to give you the ENTIRE story if you were influential enough, instead of giving you just enough to get you moving (thus enabling the possibility of revisiting areas for additional content).  There would also be external quests for rarer items/weapons and glory (glory would be a cool piece to have, since the more people look up to you, the easier it would be to obtain information)  Thus, you can move around the map at will, but you still maintain a mission and choice.  

'Act 1' concludes when you catch and kill your mother's murderer.  However, both your reputation and the way you handle the final kill will change how you move into Act 2.  A 'Paragon' character will be recruited by the French Court to look for more internal spies, while a 'Renegade' character is banned from the Court completely, and forced to hunt down more leads with 'less reputable' sources.

So what do you think?  Personally, I like this kind of storyline because it allows choice, it makes a difference what you choose, and even better, it doesnt make things TOO complicated for the devs to make because most of the same scenarios are taking place, just with different key people and twists to the story.

#2
GunMoth

GunMoth
  • Members
  • 731 messages
It would have to be a new character given the events that happen to Hawke's family. This is a spoiler-free forum, so uh. Hawke's mother simply wouldn't be "present". For obvious reasons. Also, we know that the DA dev team wants this to revolve around an entirely new hero character. Which is understandable as they want Thedas to evolve around the "happenings" regarding the mage circles, the impending qunari situation which will most likely play out over the course of several lifetimes. 

You have written an interesting origins story, but your thread title is misleading. :o This shouldnt be the center focus as there is much more going on in Orelais right now. Especially regarding the chantry and the issues I mentioned above. Youre thinking a lot about player agency and the main character, but you arent thinking about the state of thedas after DA2. :3

Modifié par GunMoth, 22 mai 2012 - 10:44 .


#3
Mistcrawler

Mistcrawler
  • Members
  • 30 messages
Hmmm... well I am playing DA2 for the first time since it launched, so I do admit I'm a bit hazy on some of the details that happen later in the game. Luckily, that makes it much easier to talk on a spoiler-free forum :)

And as far as the story, I even wrote that who the character was didn't matter, as the premise details can easily change, but it would be nice to have the nice balance of choices impacting all decisions in the story (unlike ME3 where the ending only reflected on... lets say.. a very SMALL set of choices lol). The villages could be towns, the hunt could be for someone missing in the Quanari world, but I'd like to see Bioware move away from the 'choice' formula that they seem to have adapted based on the story of ME3, ME2, and DA2, which in my opinion, only gives the misconception of choice rather than a real story-driven game BASED on each choice you make. It's a shame too - they were so close to a REAL choice-based story in DA, and they seem to have adapted an entirely new formula since EA came into the picture...

So I suppose what I'm asking for, is whether my scenario/summary gives ample room for making choices along the way? Does there need to be more choice, or would you rather the game be more streamlined? And finally, although you answered this already, do you approve the feel of the story (the details aren't as important as the potential for a good DA game)? Any game can give you a hazy goal to work towards, but I miss the RPG's of the 80's where every choice you made had a purpose and clear goal that somehow connected to the end goal (we cared about the person we were playing (which I haven't felt since the early 90's), we cared about almost every 'detour' that ended up not just feeling urgent and important, but it ended up being exactly that, and we cared about every town, quest, and chocobo race along the way (and I hate chocobos too lol). After all, best case scenario, the details of my made-up story disappear so Bioware's vision can take the stage, but the mechanics behind the story are what I'm hoping to get some critiques from here.

#4
slashthedragon

slashthedragon
  • Members
  • 348 messages

Mistcrawler wrote...
Any game can give you a hazy goal to work towards, but I miss the RPG's of the 80's where every choice you made had a purpose and clear goal that somehow connected to the end goal (we cared about the person we were playing (which I haven't felt since the early 90's), we cared about almost every 'detour' that ended up not just feeling urgent and important, but it ended up being exactly that, and we cared about every town, quest, and chocobo race along the way (and I hate chocobos too lol)..


I think FF6 is a good example of choices being implemented in a game.  You could leave or save Shadow,  you could leave or find about half of your team in the second half, you could kill or save Cid, etc.  And whatever you chose did make a difference in some parts of the game.

#5
Mistcrawler

Mistcrawler
  • Members
  • 30 messages
I've never played FF6, but thats a prime example of what I'd LIKE to see happen - and not just with the team members either. I had completely forgotten about that aspect of a choosing as the story progresses... (kinda sad actually)