BobSmith101 wrote...
In the case of a pre-gen it does not matter. All choices are valid since they are all written for that character.
If that's how pre-gen characters work, then I have no interest at all in playing a pre-gen character.
If every available option is valid, what is my role as player? Every decision event is now irrelevant, as there are no wrong answers.
nightscrawl wrote...
Can you give an example of that second one? Generally, I thought that specific/choice options were relegated to the triple arrow gold icon, and not the various tone icons. I can't remember exactly at the moment though...
I'm using the phrase "quest resolution" too loosely.
If I select based just on the tone, I find that Hawke tends to agree with people to whom he should object, as vice-versa. This is as important an outcome as a quest resolution, I think, as it expresses Hawke's personality. Agreeing with someone or disagreeing with someone is equivalent (in my eyes) to completing a quest or not
completing it, or siding with one group over another.
So, I could choose to let the slaver go, or I could choose to deliver an appropriate tone, but I could not do both.
simfamSP wrote...
The problem with the explanation is that it's so subjective and has so many variables, that it's hard to word it correctly.
Knowing the character is a process, but that depends on how the pre-determined (PD) character is implemented.
From my experience, PD characters in RPGs start of with a clean slate, they have their own personalities, but their psychology and their agendas are up to the player to develop.
I don't understand how the player can control one without the other. The personality is the sum of the psychology and agendas. If I can control someone's motives and goals, then I conytrol his personality.
I have almsot no direct experience with The Witcher (because I
hated the combat system), so I cannot speak directly to this example. It's possible that The Witcher is exactly the sort of path BioWare should follow - I just don't know.
The Witcher's Geralt has a huge past to him. If you've read the novels you'll get to know Geralt.
I tried to read the novels, but they just made me sad that the game wasn't better.
In the game, Geralt still retains his moody attitude but the character develops through your means. I've read the books, I know that how Geralt thinks and what he believes in, but the Geralt I made in the game is completley different to the one in the books.
From your descriotion, it sounds very much like The Witcher succeeds where DA2 fails. But given that The Witcher didn't use paraphrases, I'm not surprised.
The Geralt in the books would have never joined the Scoi'atel, he would have remained neutral. The Geralt in the books would have never refused a woman, he would have slept with every single one of them.
And those are just a examples. It serves to show that the PD character unfolds the way you want him/her to.
Those examples are too big. What about small issues - issues that aren't ultimately relevant to the gameplay? Can you control those?
This is something that bothered me in ME. Yes, the player could determine how Shepard resolved all of the actual in-game events the designers had intended the player to resolve, but that was it. The reasons behind any of it were denied him. Shepard's options on tangential or unrelated issues were beyind the player;s control. The writers seemingly added that content just for flavour, but it broke my characters again and again.
There can be no flavour written for the PC that is beyond the player's ability to control. Otherwise the game is broken.
Tone doesn't betray the motives because tone has always applied to silent characters.
Tone has never applied to silent characters.
Modifié par Sylvius the Mad, 12 juin 2012 - 03:41 .