BobSmith101 wrote...
It makes little difference to how the game plays out in so far as choices go. You get the same choices in the Witcher2 (well more really) than you do in DA2. Regardless of what Hawke looks like or what you call him , it makes no difference in the game.
However DA2 does not allow a character to called out by first name, does not allow the characters appearence to be commented on and any number of other things which a fixed protagonist does.
In DA2 you have Hawke, who you can change the look of an give a first name. None of which the game cares about.
In Witcher2 you have Geralt who has names, titles, nicknames all related to who he is because the writers wrote him for the part.
Not to be overly personal here, but don't you think, given your preference for a pregenerated character, that maybe this kind of game isn't to your tastes? Scripts can be written, for example, to get the first name of a character, and to even use it, it's how it was done in NWN's, when it mattered, you can also get classes, races, subraces ad infintum, since all of this is laid out. The problem is, you then have to apply this script to every single dialog/party banter/cut scene/random dialog, etc etc. Serah, Hawke and Champion are used because you can simply put the word into the dialog, and you don't have to debug the scripts that go with it to insure that you're not getting random characters instead of a name. Reading this, it seems like it was pretty easy, but as somebody that has actually had to debug 700 lines of code for one conversation that last 2 minutes in game, it's not resource friendly. Multiply that times however many dialogs in the entire game, whether ambient/party banter/player initiated, and you start getting into why it's done the way it's done. It's not hard to imagine the 10's of millions of lines of code that have to be debugged as it is.
Not to mention, although I'm going to, the possibility of an update breaking unrelated code, and thereby causing the whole debug to have to be run with any and every update to try to catch it before it's released, something that doesn't always happen. I have seen, in NWN's, a totally unrelated bug fix break a door closing script. Anyone that posts here that did any scripting in NWN's can probably tell their stories about the same kinds of things too. It's no big deal if it's one conversation, but when it's 1,000 conversations, it starts running into more time than resources allow.