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Being Neutral In The Mage/Templer Conflict


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#151
brushyourteeth

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Fandango9641 wrote...

What point presenting gamers with seemingly significant dilemmas if the choices they make carry no real consequence?


Let's do this:

If you did the DR, Morrigan will forever remember her Warden friend/lover and how she forged her first meaningful relationship, even if it was just a tenuous alliance, and will raise her son with love and teach him goodwill toward humanity.

If you refused the DR, Morrigan sprinted into action and completed plan B. to rescue the Old God's soul and make a baby, but she forever harbored bitterness toward all mankind which molded her son into a spiteful freak of nature.

Consequences - there you go. Posted Image

#152
Direwolf0294

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Maybe instead of the major choices happening at the end of the game they should be made at the start or the middle and then by the end you get to see them resolved.

#153
Guest_Fandango_*

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Works for me - what I wouldn’t want to see is a sequel contradict (or replace) the choices I agonised over in a previous game.

#154
AndrahilAdrian

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Direwolf0294 wrote...

Maybe instead of the major choices happening at the end of the game they should be made at the start or the middle and then by the end you get to see them resolved.

seconded. They did this in DA1 (with the exception of the ritual) and it worked beautifully, with a nice epilogue giving you more information on the consequences of your decisions. Dragon Age 2, on the other had, had no epilogue; it didn't even have a real ending, just a lame cliffhanger. 

#155
LolaLei

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brushyourteeth wrote...

Fandango9641 wrote...

What point presenting gamers with seemingly significant dilemmas if the choices they make carry no real consequence?


Let's do this:

If you did the DR, Morrigan will forever remember her Warden friend/lover and how she forged her first meaningful relationship, even if it was just a tenuous alliance, and will raise her son with love and teach him goodwill toward humanity.

If you refused the DR, Morrigan sprinted into action and completed plan B. to rescue the Old God's soul and make a baby, but she forever harbored bitterness toward all mankind which molded her son into a spiteful freak of nature.

Consequences - there you go. Posted Image


I love that!

#156
Allan Schumacher

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AndrahilAdrian wrote...

Allan Schumacher wrote...

Since you see it more like a movie, is it safe to say that linearity is less of an issue for you?

Thats not really what I meant. The movie analogy was to show that continuity consistency is just as important in a game with multiple choices as it is in a film, or a book series for that matter. I enjoy some linear games (Assassins Creed, for instance) but I don't think Bioware should go down that route. I think you should have choices, but make sure all options are given fair treatment in sequels.


How much would you be willing to compromise in terms of level of choice in order to make this more manageable?

It seems like providing options that are more extreme would immediately come under the chopping block.  Would you be okay if the destruction of the Urn could not be done (or was mandatory)?  Or the sacrifice of a character for the death of the Archdemon?  Imagine if it HAD to be the player character.

The other alternative is making design decisions that minimize the impact of the choices.  This would start to place restrictions on whether or not we can revisit areas that we went to in the past, as well as bringing back characters.

Other alternatives would be: Just not making sequels (an idea that I'm not actually against as a game player).  I don't know how popular this would be with the fanbase, and it would incur additional development on our part.  BioWare could also consider revisiting how they do their games, perhaps allowing for increasingly divergent gameplay and providing more unique experiences based upon player choice.  I think this is quite interesting, but at the same time uncertain and probably quite risky.  It also poses a risk of alientating anyoen that picks up the series at a point different than the beginning.


The problem with Wiks, is that from a metagame perspective, it sort
of cheapens Mordin's special role in the world. "It had to be me.
Someone else might have gotten it wrong." No, Mordin, Wiks would have
gotten it done just fine apparently.


Should we actually make design decisions around the fact that metagaming will always occur?  Is this a responsibility of the game designer, or of the gameplayer to not sabotage their own game experience?  I think this could make creating CRPGs increasingly more challenging.

But I think the important thing is to have a consequence shown to the
PC who made the choice. When you're making a decision about a choice,
you're mostly thinking about the possible consequences and the different
varaibles. Thats what makes it fun.


I've become increasingly skeptical that gamers really want genuine consequences.  I more feel that when they want consequences, it's more that they want things to play out in a slightly unique way but still in a way that they want.  Gamers get very upset when a decision they made ends up coming to bite them in the ass later on.  Just look at some of the solutions for the Old God situation, which almost always involve providing a different and relatively equal outcome for those that did NOT make the choice.  While it's just a consequence, people WILL see it as being penalized for making suboptimal choices.

We see people who get upset and call BS because Anders can get offended if the PC turns down his advance.  It's a consequence, and one that I think is quite believable (and certainly not impossible to overcome), and it's even possible to completely avoid it if you made different choices.  But somehow we're not being fair and it's BS.


Although I love making tough choices in games.  For all the shortcomings of the ME3 ending (remember to keep spoilers to a minimum), on a fundamental level I love the choices that the game provides to you as they actually made me think about what is "right" when there's no obvious "right" choice.  Provide consequences for those choices, and I'll show you people that end up making their decisions based on the metagame knowledge of what those consequences provide.  Especially if only some of the options deliver on some of what they want.  Coupled with this, I'll show you people that call BS and feel it's unfair because they'd rather make a different choice and still get what they want.

IMO people like to see "consequence" in that seeing the game react differently based on their decisions is cool.  But they don't like to see "consequence" in that, if the result of the decision isn't what they want or if they feel in any way cheated compared to making a different choice, they get upset.  Even if the consequence itself actually makes sense and doesn't just manifest out of thin air.  People seem to like the idea that variation exists, as long as they still do what they want and the results are what they want to have happen.  I find it quite a challenging prospect to reconcile this viewpoint.

#157
iheartbob

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brushyourteeth wrote...

Fandango9641 wrote...

What point presenting gamers with seemingly significant dilemmas if the choices they make carry no real consequence?


Let's do this:

If you did the DR, Morrigan will forever remember her Warden friend/lover and how she forged her first meaningful relationship, even if it was just a tenuous alliance, and will raise her son with love and teach him goodwill toward humanity.

If you refused the DR, Morrigan sprinted into action and completed plan B. to rescue the Old God's soul and make a baby, but she forever harbored bitterness toward all mankind which molded her son into a spiteful freak of nature.

Consequences - there you go. Posted Image


I think this is very viable in making the OGB, in whatever form (you as father/accomplice or you simply rejecting the offer), "canon."

As for what is "canon," I have never had any trouble with acknowledging what is canon, and still creating my own story.  I always saw whatever was established as "canon" in the DA series as simply the story the Devs, in creating this game and their own characters, established.  In some playthroughs I acknowledge it and in others I completely ignore it and create my own experiences.  I've never let it hinder me one way or the other.  And I imagine in order to continue the store some sort of canon has to be established as the next starting point.  Otherwise you'd be asking for a completely different game entirely.

As for being neutral in the mage/templar conflict ... I don't see how it's possible unless your idea is to simply stand aside and let them kill each other.  Which I guess some people probably want to do after the conflict was beat against our heads in DAII haha.  But honestly, I see this conflict as tying in with lore conscerning the Maker and the Old Gods and the philisophical question of whether or not Magic is evil.  I happen to really enjoy that conflict and exploring those questions. 

#158
Allan Schumacher

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Direwolf0294 wrote...

Maybe instead of the major choices happening at the end of the game they should be made at the start or the middle and then by the end you get to see them resolved.



It still poses a risk.  The Urn of Sacred Ashes has very different outcomes, and isn't at the end of the game.  In order to fully respect the player's choice in this regard (barring an easily dismissed codex entry), we're effectively handcuffed from being in the area, or utilizing people that may have been a part of it.


I think forcing the player to save it or destroy it is suboptimal, but suddenly the ability to make reference to NPCs like Wynne or Leliana are no longer viable.  They certainly couldn't possibly be a recurring character.  In order to do so would require both of those characters to have plot armor that prevents their death.  Or we could have had the decidedly less interesting "they speak out and are mad at you, but ultimately there's no real consequence to your decision."  Even just revisiting the setting, or whether or not interactnig with Genetivi is possible, suddenly is brought into question.


Or the alternative of course is setting the game so far removed from the prequels that ultimately any decisions the player makers are still rendered inconsequential because they can't have any real impact outside of their local setting.

#159
AngryFrozenWater

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Having a neutral option would not change anything. The DA2 story wraps itself around a map of a collection of points of interest, quest givers and bosses, which *must* be visited, no matter what choices you've made. It feels like BW wants to show the entire world in the first playthrough. At first I thought that maybe they wanted to let the gamer experience everything or not be left out of anything. But, given the rushed state of DA2, it is more like there would be even less content if mutually exclusive story branches were chosen. Economics won again.

Edit: Corrected a typo.

Modifié par AngryFrozenWater, 13 juin 2012 - 05:00 .


#160
Direwolf0294

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Allan Schumacher wrote...
Although I love making tough
choices in games.  For all the shortcomings of the ME3 ending (remember
to keep spoilers to a minimum), on a fundamental level I love the
choices that the game provides to you as they actually made me think
about what is "right" when there's no obvious "right" choice.  Provide
consequences for those choices, and I'll show you people that end up
making their decisions based on the metagame knowledge of what those
consequences provide.  Especially if only some of the options deliver on
some of what they want.  Coupled with this, I'll show you people that
call BS and feel it's unfair because they'd rather make a different
choice and still get what they want.


I think it comes down to what the tone of the game was throughout the story. The reason I hated the ME3 ending was that for the two previous games and most of the third the game it had been a typical heroes journey story. Yeah some bad stuff happened but ultimately Shepard overcame that and kept on going. In regards to the choices presented they were also very simple. There was very clear good and bad to each decision. People got used to that, people liked that, and then that's suddenly all taken away at the very end. People where expecting, and wanted, a simple choice with a clear indication of what the consequence would be for that choice.

Compare that to a game like Human Revolutions which had a very similar ending to ME3 but which was set up from the very start to let you know what sort of game it was. There was no black or white, only grey. You would be forced to make hard choices and they wouldn't always go your way. If the ME series had have had a similar tone then the ending probably would have been better recieved, ignoring some of the plot inconsistencies.

Going into DA3, if you want to have a game where the ending doesn't have a clear "right choice" and you don't want people to feel bitter for having to make choices like that then I think you need to set it up straight from the start that that's the sort of thing you have to expect from the game.

Allan Schumacher wrote...

Direwolf0294 wrote...

Maybe instead of the major choices happening at the end of the game they should be made at the start or the middle and then by the end you get to see them resolved.



It still poses a risk.  The Urn of Sacred Ashes has very different outcomes, and isn't at the end of the game.  In order to fully respect the player's choice in this regard (barring an easily dismissed codex entry), we're effectively handcuffed from being in the area, or utilizing people that may have been a part of it.


I think forcing the player to save it or destroy it is suboptimal, but suddenly the ability to make reference to NPCs like Wynne or Leliana are no longer viable.  They certainly couldn't possibly be a recurring character.  In order to do so would require both of those characters to have plot armor that prevents their death.  Or we could have had the decidedly less interesting "they speak out and are mad at you, but ultimately there's no real consequence to your decision."  Even just revisiting the setting, or whether or not interactnig with Genetivi is possible, suddenly is brought into question.


Or the alternative of course is setting the game so far removed from the prequels that ultimately any decisions the player makers are still rendered inconsequential because they can't have any real impact outside of their local setting.


Is killing characters the only way to have a consequence though? In the example you gave, couldn't Leliana and Wynne not just have run off? You'd still lose them as companions but they could still be used as part of the Dragon Age story. Leliana could still show up in DA2 and it wouldn't break the story or anything. 

In my DA2 playthrough Isabela ran away, which did feel like quite a consequence cause she was an awesome character, but if she ended up having a major role in DA3 it wouldn't somehow break my story in DA2. 

#161
Dave of Canada

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Direwolf0294 wrote...

In regards to the choices presented they were also very simple. There was very clear good and bad to each decision. People got used to that, people liked that, and then that's suddenly all taken away at the very end.


I wouldn't say people liked that, I'd say paragons (the majority) liked it. Most renegade players--myself included--absolutely hated the choice system in Mass Effect being biased with paragons always winning out and having no point in being renegade or sacrificing your morals/ethics and friends.

If you ignored the renegade choices, ME as a series is about the typical hero going around saving the day. Introduce renegade and you've got this story about compromise, sacrifice and such. The difference being the entire story remains the same, you're only sacrificing because you feel like it. This is not a good choice system.

I was happy with the ending not allowing players an easy way out for paragons, it was pretty much like being renegade the whole time. Hell, the paragon route even gets a bonus cutscene at the end to give them extra reward for being paragon despite the ending rage.

Modifié par Dave of Canada, 13 juin 2012 - 04:09 .


#162
Brockololly

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hhh89 wrote...
Considering that DA3 could have already two major plots, I think that they're going to leave the OGB, Flemeth and Morrigan in the background and decide later what to do.


Nah, I don't think so. They'll have Morrigan and Flemeth in DA3 no matter what I think. They were dumb to let that slide in DA2 when they should have struck while the iron was hot and people were still engaged by that storyline. Either in one last expack to DAO or via a different DA2 to wrap the OGB/Morrigan stuff up. The longer it gets dragged out, the less draw and impact it potentially has I think.

brushyourteeth wrote..
Let's do this:

If you did the DR, Morrigan will forever remember her Warden friend/lover  and how she forged her first meaningful relationship, even if it was  just a tenuous alliance, and will raise her son with love and teach him  goodwill toward humanity.

If you refused the DR, Morrigan  sprinted into action and completed plan B. to rescue the Old God's soul  and make a baby, but she forever harbored bitterness toward all mankind  which molded her son into a spiteful freak of nature.

Consequences - there you go. Posted Image


Then you get the issue of Wardens that fathered the OGB and went with Morrigan into the Eluvian. Thats another problematic choice/consequence. As its postioned in Witch Hunt, going with Morrigan should keep the Warden relevant in raising the OGB and alongside Morrigan, as one of the possible reasons you can give Morrigan for wanting to go with her is to raise the child or stay alongside Morrigan. How do you account for that without just writing off those Wardens?:wizard:


Allan Schumacher wrote...
Other  alternatives would be: Just not making sequels (an idea that I'm not  actually against as a game player).  I don't know how popular this would be with the fanbase, and it would incur additional development on our  part. 

Again, I think with sequels to future DA games, just position events far enough away geographically or chonologically so past events don't factor into the story of the new game. No old NPCs, no old locations and so forth.

Allan Schumacher wrote...
BioWare could also consider revisiting how they do their games,  perhaps allowing for increasingly divergent gameplay and providing more  unique experiences based upon player choice.  I think this is quite
interesting, but at the same time uncertain and probably quite risky.   It also poses a risk of alientating anyoen that picks up the series at a point different than the beginning.

Thats one reason I think The Witcher 2 was one of the riskiest games published last year. The narrative split in the middle essentially makes it two different games. And I thought it was pretty spectacular. I don't know that doing things like that would alienate new players anymore than any direct sequel alienates people coming in late.


Allan Schumacher wrote...
Should we actually make design decisions around the fact that metagaming will  always occur?  Is this a responsibility of the game designer, or of the gameplayer to not sabotage their own game experience?  I think this could make creating CRPGs increasingly more challenging.


I think it depends on the gamer. I see metagame knowledge as a potential problem with Dragon Age going forward if we have a new PC every new game and yet we're still in the same relative time period of past sequels, with past NPCs still alive and past PCs potentially still alive in the world.

One of my least favorite moments in gaming was in KOTOR 2 when the Exile can meet Bastila and Carth. As a player, I knew exactly who they were and I was excited to see them again. Then I realized I was playing as the Exile and the Exile has no clue who they are. That sucks.

Basically, it seems like with a new PC every game, the DA games want to structure themselves like A Song of Ice and Fire books. Where each chapter of the book takes place from the POV of a certain character and its from those different points of view that the reader can piece together certain aspects of the story that might never be explicitly stated.

Its a dilemma no doubt. If you bring back Morrigan or some other old companion in a future game, as a designer do you expect people to be stone faced role playing their new PC who shouldn't know anything about them? If you're bringing back some old character or revisiting some old locale, what are you trying to make the player feel? Should they be strictly role playing with limited knowledge or should they be using metagame knowledge from past games to maybe piece together some greater plot/observation?

I'm reminded of an RPS story with the writers from Valve when they were playtesting Portal 2 regarding whether to have Chell in Portal 2 or some new PC:

Chell was more complex. While playtesters instantly baulked at the  absence of the evil robot, none cared at all that they werent Chell. One early build of the game had you wake up in front of a mirror, revealing a long-haired girl in a different coloured jumpsuit, clearly not the  previous protagonist. Known internally as Mel, players were happy to be  her… until a certain point. The moment they met GlaDOS. As the  malevolent machine awakes and doesnt recognise the player, suddenly they were thrown out of the experience. And Chell was put back in.


So for me, I'd value meeting up with old NPCs with the old PCs who have past experiences and relationships with them. Otherwise you're creating a weird disconnect between player and player character unless you're absolutely strictly roleplaying. And I do question how strictly people roleplay without that kind of metgame knowledge when reintroducing an old NPC or companion is almost challenging the player not to utilize metagame knowledge, even if subconsciously.

Allan Schumacher wrote...
Gamers get very upset when a decision they  made ends up coming to bite them in the ass later on.  Just look at some of the solutions for the Old God situation, which almost always involve providing a different and relatively equal outcome for those that did  NOT make the choice.  While it's just a consequence, people WILL see it  as being penalized for making suboptimal choices.

I think its more how the consequences are portrayed to the player that matters. With The Witcher games, you don't have any approval meters or disapproval meters gauging your actions on some morality scale. You just have the choices you make and then see the consequences in game. Yes, sometimes they turn out poorly, but they most often feel natural and never like the game is punishing you because there aren't any overtly "game-y" elements to confound the consequences you see in those games.

So long as people feel like they've been given adequate foreshadowing to potential consequences and the consequences don't end up feeling like a GOTCHA! moment, I think people would be ok with things. Now, the problem with the OGB possible solutions/consequences is that we haven't really gotten much, if any possible foreshadowing as to plausible consequences. The resolution to that could be anything- people don't know what  to expect.

Different medium, but look at the third book in A Song of Ice and Fire, A Storm of Swords. There you have one event, lets call it the RW, that probably causes 90% of readers to chuck the book against the wall in anger/disgust/shock or sadness. Its shocking, but George RR Martin foreshadows the crap out of it prior to happening. Its a believable consequence to prior actions of characters, but it feels totally natural.

Allan Schumacher wrote...
We see people  who get upset and call BS because Anders can get offended if the PC  turns down his advance.  It's a consequence, and one that I think is  quite believable (and certainly not impossible to overcome), and it's  even possible to completely avoid it if you made different choices.  But somehow we're not being fair and it's BS.

Again, with that instance I think the people getting upset are possibly more upset at getting the negative connotation of the red, "rivalry" points which seem to have a negative connotation. Would people have still been upset if they didn't see the red rivalry points?


Allan Schumacher wrote...
IMO people like to see "consequence" in that seeing the game react differently based on  their decisions is cool.  But they don't like to see "consequence" in  that, if the result of the decision isn't what they want or if they feel in any way cheated compared to making a different choice, they get  upset.  Even if the consequence itself actually makes sense and doesn't  just manifest out of thin air.  People seem to like the idea that  variation exists, as long as they still do what they want and the  results are what they want to have happen.  I find it quite a challenging prospect to reconcile this viewpoint.


I don't know...I only know that I don't mind consequences to actions so long as they feel fair and don't feel like GOTCHA! moments that come out of no where with the intention simply to shock or be blatantly good or blatantly bad. I think it lies in creating consequences that aren't clear cut good or bad, but have elements of both in them.

As far as variation goes, I guess I don't care if people go back after the fact and try to get some optimal outcome based on metagame knowledge. I think it comes down to making sure some choices don't have clear cut optimal consequences- have consequences where you get some of what you might want but not all. And have some long ranging consequences- so a choice you make in Act 1 won't manifest until near the end of the game. 


I'd just encourage you to play The Witcher games- they do choice and consequences of varying magnitude and scale really, really well. The Witcher 2 obviously has the notable massive narrative split but The Witcher 1 has some very cool moments that manifest as consequences.

Modifié par Brockololly, 13 juin 2012 - 05:01 .


#163
Allan Schumacher

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Direwolf0294 wrote...

Is killing characters the only way to have a consequence though? In the example you gave, couldn't Leliana and Wynne not just have run off? You'd still lose them as companions but they could still be used as part of the Dragon Age story. Leliana could still show up in DA2 and it wouldn't break the story or anything. 

In my DA2 playthrough Isabela ran away, which did feel like quite a consequence cause she was an awesome character, but if she ended up having a major role in DA3 it wouldn't somehow break my story in DA2. 


No, but I think it makes Leliana a more interesting character that she was willing to fight to the death for something that she believed in.

I think it served Isabela well to run away because arguably she had somewhat of a history of looking out for herself, and sticking around a crap situation isn't something she's so keen on doing.

#164
AndrahilAdrian

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Allan Schumacher wrote...

AndrahilAdrian wrote...

Allan Schumacher wrote...

Since you see it more like a movie, is it safe to say that linearity is less of an issue for you?

Thats not really what I meant. The movie analogy was to show that continuity consistency is just as important in a game with multiple choices as it is in a film, or a book series for that matter. I enjoy some linear games (Assassins Creed, for instance) but I don't think Bioware should go down that route. I think you should have choices, but make sure all options are given fair treatment in sequels.


How much would you be willing to compromise in terms of level of choice in order to make this more manageable?

It seems like providing options that are more extreme would immediately come under the chopping block.  Would you be okay if the destruction of the Urn could not be done (or was mandatory)?  Or the sacrifice of a character for the death of the Archdemon?  Imagine if it HAD to be the player character.

The other alternative is making design decisions that minimize the impact of the choices.  This would start to place restrictions on whether or not we can revisit areas that we went to in the past, as well as bringing back characters.

Other alternatives would be: Just not making sequels (an idea that I'm not actually against as a game player).  I don't know how popular this would be with the fanbase, and it would incur additional development on our part.  BioWare could also consider revisiting how they do their games, perhaps allowing for increasingly divergent gameplay and providing more unique experiences based upon player choice.  I think this is quite interesting, but at the same time uncertain and probably quite risky.  It also poses a risk of alientating anyoen that picks up the series at a point different than the beginning.

Not making sequels is the best bet; a franchise with a lot of choices (like DA) obviously doesn't work well as a long runner, because the variables just pile up (there's a reason none of the ME choices resulted in divergant outcomes). However, the boats sailed on that because of DA2's cliffhanger ending, which made a sequel necissary. The second best option is wrapping up all the variable plot threads in the game in which they originate. Basic details about the world would carry over to the next game, but you  wouldn't need "increasingly divergant gameplay" because the consequences of those choices would already have played out. The Witcher is a great example of this method; the witcher 1 featured many choices with divergant outcomes, but it wasn't a problem for the sequel because these plot threads were already resolved; the import feature only effected sporadic referential dialogue. Sadly, the boats sailed on this option as well, becuase the DA 1 and 2 have numerous plot points that need addressing in DA3 (again, that cliffhanger ending:().

As a result, the best solution is to "make design decisions that minimise the impact of the choices". The only other options are railroading the player into canon, rendering the choices meaningless, or ignore the choices entirely, also making them meaningless. Issues like the OGB should be adressed in DA3, but they shouldn't take center stage, because that would break continuity for the players who took different options.

#165
Allan Schumacher

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One of my least favorite moments in gaming was in KOTOR 2 when the Exile can meet Bastila and Carth. As a player, I knew exactly who they were and I was excited to see them again. Then I realized I was playing as the Exile and the Exile has no clue who they are. That sucks.

Basically, it seems like with a new PC every game, the DA games want to structure themselves like A Song of Ice and Fire books. Where each chapter of the book takes place from the POV of a certain character and its from those different points of view that the reader can piece together certain aspects of the story that might never be explicitly stated.

Its a dilemma no doubt. If you bring back Morrigan or some other old companion in a future game, as a designer do you expect people to be stone faced role playing their new PC who shouldn't know anything about them? If you're bringing back some old character or revisiting some old locale, what are you trying to make the player feel? Should they be strictly role playing with limited knowledge or should they be using metagame knowledge from past games to maybe piece together some greater plot/observation?

I'm reminded of an RPS story with the writers from Valve when they were playtesting Portal 2 regarding whether to have Chell in Portal 2 or some new PC:


Thanks a lot for sharing this. It's a very interesting point and not one that I consciously thought much about.

I think it's interesting because the game player is still an observer to the story, and I think if Varric were to pop up again with a different protagonist, people would in general go "Oh yeah it's Varric!" But at the same time, you won't necessarily be able to talk with him about his past adventures like you were Hawke which could be jarring.

I don't know if that necessarily means that we shouldn't consider bringing back past NPCs. I mean, I'm sure there are many that would love to bring back Cullen... :P


Again, with that instance I think the people getting upset are possibly more upset at getting the negative connotation of the red, "rivalry" points which seem to have a negative connotation. Would people have still been upset if they didn't see the red rivalry points?


I don't feel explicit morality is necessary either. But I know there are some that like that sort of feedback. Especially from a power gaming perspective.


I do agree that consequences should very rarely be a "GOTCHA." I think this ties in that most people (rightly or wrongly) have a bit of an expectation that what they do ultimately helps achieve their goals in a lot of cases. I bet that GOTCHAs that are beneficial to the player are much less poorly received. A character that pops up going "Thanks for helping me earlier. Here's my phat loots I found" makes someone go "Oh cool! The game reacted!" A character that pops up going "You were a jerk earlier, so just as an FYI I stole half your gold while you were away... sucker" brings out rage guy.

#166
AndrahilAdrian

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Allan Schumacher wrote...

No, but I think it makes Leliana a more interesting character that she was willing to fight to the death for something that she believed in.

Doesn't her coming back from the dead with no explaination in DA2 kind of undermine that? 

#167
Allan Schumacher

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AndrahilAdrian wrote...

Allan Schumacher wrote...

No, but I think it makes Leliana a more interesting character that she was willing to fight to the death for something that she believed in.

Doesn't her coming back from the dead with no explaination in DA2 kind of undermine that? 


For myself, it actually doesn't bother me.  If it had happened at the end of DAO, I would have certainly been confused and frustrated by it.

I'm someone that doesn't mind things being canon from previous games.  I do understand that that bothers you though.

I'm not even really sure WHY it doesn't bother me.  Just a quirk with the type of gamer that I am I guess.  I seem to be forgiving of choices that transcend other games, as long as the choices within those particular games are respected.  Maybe it's a concession I made due to previous experience with sequels, or something along those lines.

#168
deuce985

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Isn't Leliana showing up in DA2 if you killed her actually a import bug though?

#169
Allan Schumacher

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deuce985 wrote...

Isn't Leliana showing up in DA2 if you killed her actually a import bug though?


It could be. I actually don't remember.

I did do testing for the Import system into DA2 (just the system itself, to make sure it was reading the flags that the specification said it was looking to read, and to make sure that upon import they were the values I was expecting).

There may have been other issues in the way the logic was set up.  There were a large number of flags and i don't recall if Leliana's death specifically was in there or not.  Though even then her omission from our import criteria may still be a bug.

#170
Tommyspa

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deuce985 wrote...

Isn't Leliana showing up in DA2 if you killed her actually a import bug though?

No she is alive no matter what. Though bear in mind if you were one of the rare ones who chopped her head off, death animations aren't canon story telling mechanics and you do not get the confirm kill animation that you get in cutscenes, like murder knifing.

#171
Dave of Canada

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Somewhat related, I'd suggest changing rivalry from red to... green or something, simply because the average idea that red = bad.

#172
AndrahilAdrian

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Allan Schumacher wrote...

AndrahilAdrian wrote...

Allan Schumacher wrote...

No, but I think it makes Leliana a more interesting character that she was willing to fight to the death for something that she believed in.

Doesn't her coming back from the dead with no explaination in DA2 kind of undermine that? 


For myself, it actually doesn't bother me.  If it had happened at the end of DAO, I would have certainly been confused and frustrated by it.

I'm someone that doesn't mind things being canon from previous games.  I do understand that that bothers you though.

I'm not even really sure WHY it doesn't bother me.  Just a quirk with the type of gamer that I am I guess.  I seem to be forgiving of choices that transcend other games, as long as the choices within those particular games are respected.  Maybe it's a concession I made due to previous experience with sequels, or something along those lines.

I tend to get quite wrapped up in the stories of the games I play, and I get very in to customising my character, right down to defining her personality through her choices. When those choices are changed in the sequel to reflect a predetermined canon, it just feels like an insult to my character. Its like she no longer existed in Thedas, and was replaced by a dev character with completely different goals and motivations. It wouldn't even feel like a true sequel, because it doesn't reflect what happened in the first game. Of course, other players have different priorities (my brother just plays DA for the tactical combat), but thats why retconning, railroading, and canonization bug me so much.

Modifié par AndrahilAdrian, 13 juin 2012 - 05:41 .


#173
Dave of Canada

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deuce985 wrote...

Isn't Leliana showing up in DA2 if you killed her actually a import bug though?


No, there's a line she only says if you killed her in Origins.

#174
TEWR

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I'm coming into this conversation a bit late, so bear with me as I try and catch up.

AndrahilAdrian wrote...

Allan Schumacher wrote...

No, but I think it makes Leliana a more interesting character that she was willing to fight to the death for something that she believed in.

Doesn't her coming back from the dead with no explaination in DA2 kind of undermine that? 


Not really.

She died. That's not denied. That's an undeniable fact as I think David Gaider said. It's that she was willing to embrace death that matters, not that she didn't stay dead.

Whether it's a move she should've made is not an argument I'll get into, because it's irrelevant. Not that you said anything of the sort, but I do feel the need to post a disclaimer.

Strictly speaking, many forms of media -- video games, TV shows, etc. -- that have supernatural elements will bring back characters from the grave.

Case in point: Supernatural. How many times have Dean, Sam, and Castiel died but were brought back, sometimes for the better and other times for the worse?

Her being brought back doesn't cheapen her actions nor her death.

It will however cheapen the idea itself if it is used for more and more companions going forward, meaning if Bioware says "Crap.... this character would be perfect for this story. Let's bring them back from the dead!"

Case in point: Zevran. I have no clue how the downfall of the Antivan Crows is going to play out in a Dead Zevran world-state, when Zevran is the reason the Crows are falling apart right now.

The companions will influence Thedas, before and after the game they appear in. I see no reason to kill them off when Wynne is important to Asunder, Zevran is important to the Crows' troubles, and so on and so forth.

Better to explore different avenues of consequence that fall in line with their established characters then to kill them off and later on find that they should be used.



Allan Schumacher wrote...

 Or we could have had the decidedly less interesting "they speak out and are mad at you, but ultimately there's no real consequence to your decision." 


Or you could've done the "They speak out, they get pissed off at you if you go through with it, and they leave your group because they can't stand the sight of you anymore for daring to desecrate a sacred relic"

I have long since argued that killing off the companions as a means to give the player a consequence to their choices should be stopped, because of my aforementioned reasoning of how it might cheapen Leliana's resurrection.

Pursue other avenues for future companions. They exist. Fighting to the death, while noble, may end up doing more harm then good.
 

Isn't Leliana showing up in DA2 if you killed her actually a import bug though?


No.

That's Zevran.

Modifié par The Ethereal Writer Redux, 13 juin 2012 - 05:47 .


#175
AndrahilAdrian

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The Ethereal Writer Redux wrote...


I have long since argued that killing off the companions as a means to give the player a consequence to their choices should be stopped.

Pursue other avenues. They exist.

Quite. There are options other than screwing us out of significant content and providing no consequences to choices. The different choices can result in different outcomes, which are equal in value. For instance, leliana leaves, but you get a new companion to replace her. Or a choice results in 2 different quest lines, like in the witcher 2.