-- some SPOILERS for DA2 ending --
(Numbers mine.) At this point, I really think Bioware needs to pick a side and stick with it. You all tried to fix some of the carry over with the basic ending of DA2. And while I appreciate that, it's only a half measure. We still have our import choices from DAO with important things like the ruler of Ferelden, the Dark Ritual, the ruler of Orzammar; all of which can have important political and real ramifications in the universe we're building. Even if we never play as the Warden again, these choices are important.Allan Schumacher wrote...
Do you think it'd be more important to make sure that we (1) acknowledge player choice in future games (possibly leading to the restrictions like you indicate), or do you think it'd be better to (2) allow for more in game choice and different outcomes, but allow ourselves to establish "this is canon because it's the story we've been building up to" for some/most/all [important] choices?
Bioware really is in a Catch-22 now.
If you go with option 1 and the decisions become too significant -- for an extreme example, let's say for DA3 you pick a side at the beginning and end up killing either half the mages or half of the templars/seekers throughout the game, and it's known that you do this -- every game you make from that point on becomes more and more divergent as you have to develop (somewhat) separate arcs based on the huge decision the player made in DA3.
I'll add though that you really dodged a bullet with the ending of DA2. Yes, you had to make a significant choice, but the final result of that choice, mage/templar war, happens regardless, so your choice didn't really matter other than for your own Hawke's story. Even the boss fights were exactly the same (which I only partly agree with).
If you go with option 2 players will get upset that their choices had no significance, and any sense of world building, or Thedas development at the hands of the player will be lost from game to game.
IMO in order to avoid the snowball effect the only choice is a 3rd option, which is to have each game be self-contained. By all means keep them in the same Dragon Age universe, with the same general lore, but have no decisions carry over. The only acceptable ones would be the basic conclusion of any given game: the Blight was stopped because the Archdemon was defeated, Anders blew up the Chantry in Kirkwall (the only thing mentioned about DA2 in Asunder), and so forth. And that's all.
That way, players can keep the agency in their individual game, closed around a specific character's actions, without worry about influencing other games. Using this method, you could conceivably have 20 different games set in Thedas. Players familiar with the series would already understand the Chantry, the darkspawn threat, the mage/templar conflict, Qunari dangers, elf oppression, and have their experience enriched by that knowledge, without having the need to import decisions that don't have to matter for a fresh story.
Great stuff. I agree with your points about Leliana and other such choices. If Bioware is going to have characters or choices be significant in the future, then they should consider that while developing a current game. They should attempt to disguise it in such a way as to feel natural while playing, but not a retcon when we encounter it in the next game. This Leliana suggestion is a perfect example. If would have felt natural for her to just stun me at 50% health and flee, or for another follower to stop me from the deathblow. And certainly would have made seeing her again in DA2 much more tolerable than having seen myself kill her in the previous game, only to have her appear for no reason. (I never killed her btw, but I can sympathize with the irritation.)Realmzmaster wrote...
I am for more in game choices.
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Choices that carry over are usually more trouble and problematic than they are worth. Those kind of choices raise expectations which if not met cause disappointment.
Yep, agree 100%.brushyourteeth wrote...
I think it's kind of already too late not to establish some kind of canon. So many of our choices have been, up to this point, pretty pivotal that you're only going to be able to get so far without either establishing a canon or ignoring important parts of the political geography of Thedas (who is the Ferelden monarch? for instance. Also there could be one or more Old Gods running around?!) Add to that that a lot of us who have been paying attention kind of know what some of the writers' favorite conclusions are and we're kind of halfway to canon already.
Hooray, we agree on something! *hug*BobSmith101 wrote...
You have 2 choices.
1. Allow lot's of choices within a game, but don't carry them over. Witcher 2 did that , no one seemed overly bothered by it and the sales were still good.
2. Allow hardly any choice in the game, thus allowing those minor choices to be carried into the next game. Writing DA2 to be able to let you choose Mages, Templars or none of the above never happens because the game needs you to be at a fixed point for the next one (although the poor performance of DA2 probably changed those plans anyway).
Personally I'm more concerned about the game I'm playing rather than the game that comes next so I pick option 1.
Modifié par nightscrawl, 10 juin 2012 - 01:57 .





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