batlin wrote...
"Player agency" isn't what I meant. I don't know why I said that, but what I described was player expression. In a game like Baldur's Gate there was rarely a conversation that you could not resolve exactly the way you wanted to, because the number of options were so great. Same with the freedom in how you could complete quests, how you handle your relationships with your companions, how it never forced you into inaction, etc etc etc.
It's fine to wax nostalgic about older RPGs but you can't compare the storytelling equally when modern games demand such intensive investment of resources in dialogue budgets, cinematics, animation, etc.
Like devs have often said: customers on forums can write pie-in-the-sky rants about how there should be hundreds of options in every situation with customisable cutscenes and a new graphics engine and a pony, and that's fine because we're not expected to understand the realities of limited budgets and just how difficult it is to actually make a game.
(Although I do think devs should talk more about budgetary/time constraints, if only because fans with unconstrained expectations tend to get crushingly disappointed.)
But expecting complete freedom to compete quests the way you want *and* handle companion relationships in a dozen ways *and* have agency in every situation *and* have masses of options in persuading/intimidating/coercing/interacting with people is totally unrealistic, even naive. It's fine for games where dialogue is largely text, but every separate line requires paying the voice actors more, coding more plot tags, recording more animations, perhaps making more cutscenes, etc. Origins could offer six or eight responses per conversation choice because the Warden never said anything. Doing the same for Hawke would require a huge dialogue budget.
Could games like DA2 do it better? Certainly. I hope they do, in the future. But developers only have a certain amount of zots, and making modern games uses so many more of them than they did ten years ago. People have suggested a return to a silent DAO-style protagonist, and Bioware have pretty firmly said that they aren't going to do it because it fits their storytelling to have the PC with a voice.