PC background in DA3?
#1
Posté 14 juin 2012 - 05:31
I personally would prefer the PC's background to be fairly undefined.
#2
Posté 14 juin 2012 - 06:01
While his past may be predefined, it also has no bearing on how the player wishes to play the game due to the amnesia. There's no inconsistency and TNO can effectively be played as a clean slate.
Does the background mean much if it's irrelevant?
#3
Posté 14 juin 2012 - 06:05
#4
Posté 14 juin 2012 - 06:08
That's not saying that I want all family members to be like Bhelen, I just liked the TONE of the interactions in the Dwarf Noble origin much better than any of the others.
Personally, I wouldn't mind if they kind of took a middle road between "you stepped, fully armed and armored, from Zeus's head" and "here's a codex page about your family history". I'm fine with In Medias Res if it's done well.
The method I really prefer if possible is very much like the one they (tried to) use in KoTOR 2, where you make choices in dialog when people ask about your past and those define what backstory your character has. Even if there's a limited list to pick from, I find I like this the best, although being me I'd like to have quite a number of times when you get to have dialog like this, instead of, like, 3.
#5
Posté 14 juin 2012 - 06:14
Allan Schumacher wrote...
Is The Nameless One the best example for this?
While his past may be predefined, it also has no bearing on how the player wishes to play the game due to the amnesia. There's no inconsistency and TNO can effectively be played as a clean slate.
I believe so. Like you said his past is what is predefined, and the characters past is what I was referring to as background. Revan is a better example, since Revan's gender is variable(if we are talking about a player-generated PC).
Does the background mean much if it's irrelevant?
That depends on the player. Some believe it only matters if the world responds to it, while others do not.
Modifié par wsandista, 14 juin 2012 - 06:15 .
#6
Posté 14 juin 2012 - 06:18
Allan Schumacher wrote...
Is The Nameless One the best example for this?
While his past may be predefined, it also has no bearing on how the player wishes to play the game due to the amnesia. There's no inconsistency and TNO can effectively be played as a clean slate.
Does the background mean much if it's irrelevant?
it may be irrelevant on that front but i think the purpose of this would be more to mold the player's preconceptions and values that might have an influence when picking a choice in the game, for example, if the player were to pick between ferelden or orlais as his/her nationality, this could influence decisions in the player's mind that would speak to their own sense of patriotism or ,lack there of.
Modifié par nightcobra8928, 14 juin 2012 - 07:56 .
#7
Posté 14 juin 2012 - 06:23
Allan Schumacher wrote...
Does the background mean much if it's irrelevant?
Yes and no. After all, given the ultimate lack of callbacks to the Origins, background in Origins was pretty irrelevant for 95% of the game. Heck, Hawke's background was fairly irrelevant, too, it just jammed you into a couple of required interactions here and there. I'd say that TNO's backstory was far more relevant to the STORY of Planescape, and far less on how you played, whereas Hawke's backstory was nearly irrelevant to the story of DA2, but had more of an effect on some of your options. (And, in case you're confused, by "some of your options" I mean, you pretty much had no choice but to, say, live in Gamlen's house for the first 1/3 of the game).
I'd say for the background to actually be relevant, the PC has to reference it and make use of it somehow, instead of it being either a selection made, played through, and ignored thereafter, or a bunch of stuff just dumped on the PC all willy-nilly.
It's a different issue from whether or not the PC gets a pre-defined backstory, gets to pick from a list, or it's never mentioned as if the PC just fell out of the sky. PERSONALLY, I find I like to pick and mix. Pre-defined can be great, mind you, it worked great in Baldur's Gate and Planescape and KoTOR and KoTOR 2. However, I find that the falling-out-of-the-sky conceit gets REALLY OLD REALLY FAST for me.
#8
Posté 14 juin 2012 - 07:40
#9
Posté 14 juin 2012 - 08:45
Allan Schumacher wrote...
Does the background mean much if it's irrelevant?
Only if it's the sort of game that contradicts the background. Amnesia tends to be a give away that this is going to the case.
And if you have amnesia you don't really have a background to call on anyway.
#10
Posté 14 juin 2012 - 08:53
wsandista wrote...
That depends on the player. Some believe it only matters if the world responds to it, while others do not.
Well I take the third option. It bothers me when the game contradicts it. For example in BG if you wrote your story before getting the game, you then had to rewrite it to allow for CandleKeep. It's not so bad if it only happens at the begining of the game like that, but when it's carried through the game it becomes a wasted excercise.
As the games have become more defined I've moved towards the idea that pre-generated character are simply the best way to go. You get more from them and give up very little that is real in return.Discovering things about the character becomes an important part of the story.
#11
Posté 14 juin 2012 - 09:06
#12
Posté 14 juin 2012 - 09:25
#13
Posté 14 juin 2012 - 11:14
But if I could only have one, I would choose undefined. Mainly because it would allow me to play as a wandering sell sword.
I would rather back story be done like mass effect, were you gave Shepard a history, but other than a few small quests and some dialog, it as no real effect on gameplay. (I won't mind if your back story gave you extra skills)
#14
Posté 14 juin 2012 - 11:55
Since in this particular case, the background *is* the reason of the plot (finding out who the Nameless One was) I'd say it's not precisely irrelevant, despite the fact the game allows you to insert any personality you like in the main character. It is not dissimilar to KotOR in that regard: up until the big revelation, the character can be whoever the player wants it to be; and the revelation of who he/she was then does not change who she/he is now.Allan Schumacher wrote...
Is The Nameless One the best example for this?
While his past may be predefined, it also has no bearing on how the player wishes to play the game due to the amnesia. There's no inconsistency and TNO can effectively be played as a clean slate.
Does the background mean much if it's irrelevant?
For a non-amnesia example, the fact that the Spirit Monk is who he/she is revealed to be need not change his/her overall attitude, unless the player finds this revelation fitting for a trauma-induced departure of character.
The relevancy of the background need not be inextricably intertwined to the player agency over the character's attitude.
Modifié par Xewaka, 14 juin 2012 - 11:57 .
#15
Posté 14 juin 2012 - 01:57
Therefore, my preference would be for origins based on class rather than race. That would give us three - and fewer origins would hopefully mean more depth and interactivity with them in the rest of the game.
#16
Posté 14 juin 2012 - 02:15
#17
Posté 14 juin 2012 - 02:23
PsychoBlonde wrote...
Should? I don't really have a preference. It's been a staple of the franchise (all 2 parts of it, heh) to have a PC with some kind of backstory. If they decide to stick with this, I'd prefer Origins-style over DA2 style. I didn't like the In Medias Res boom here's your family hug dem style of DA2 much. Part of it may be that I find a lot of the "family and friends" interactions to be incredibly cloying--the Human Noble's and City Elf's and Dalish Elf's families in Origins nearly made me ill. The only one I actually liked was the Dwarf Noble, believe it or not.
why didnt you just tell them all to gtfo then? I mean you don't have to be polite to your family (or at least I don't think you do ... I''m too much of a goody two-shoes so I always am, then again I like them so it wasn't a problem for me
#18
Posté 14 juin 2012 - 04:40
#19
Posté 14 juin 2012 - 06:41
You can't move on without knowing from where you came.Allan Schumacher wrote...
Does the background mean much if it's irrelevant?
#20
Posté 14 juin 2012 - 06:44
Knight of Dane wrote...
You can't move on without knowing from where you came.Allan Schumacher wrote...
Does the background mean much if it's irrelevant?
How does that work with an amnesiac character?
#21
Posté 15 juin 2012 - 01:18
BobSmith101 wrote...
Knight of Dane wrote...
You can't move on without knowing from where you came.Allan Schumacher wrote...
Does the background mean much if it's irrelevant?
How does that work with an amnesiac character?
I would also like to know that.
BobSmith101 wrote...
Well I take the third option. It bothers me when the game contradicts it. For example in BG if you wrote your story before getting the game, you then had to rewrite it to allow for CandleKeep. It's not so bad if it only happens at the begining of the game like that, but when it's carried through the game it becomes a wasted excercise.
As the games have become more defined I've moved towards the idea that pre-generated character are simply the best way to go. You get more from them and give up very little that is real in return.Discovering things about the character becomes an important part of the story.
I see your point, however I believe that a move to more undefined, or at least ambiguous, backgrounds for the PC would be preferable. However, I don't think they should try to find a middle ground between player-generated PC(whether with undefined or ambiguous background)and pre-generated PC because there doesn't seem to be a middle ground.
Modifié par wsandista, 15 juin 2012 - 01:21 .
#22
Posté 15 juin 2012 - 01:43
I think more than origin prologues I'd rather have the option of playing different races and seeing a greater variety of interactions with NPCs based on your race/class. Having just finished another playthrough as an eleven mage today I realized the references to her being an elf or a mage were still limited. I would occasionally get a "oh, you're an elf ..." but I didn't see the blatant racism towards an elf that I was expecting. I got a healthy dose of the mage racism from the Templars (Cullen, specifically, during the Circle Tower quest) which I thought was handled very well and believable. That was the most fun for me, seeing how my "origin" continued to incite some kind of response from the world around me.
I'd definitely like more of that in DA:III and it certainly contributes to the game's replayability.
#23
Posté 15 juin 2012 - 02:00
iheartbob wrote...
I think more than origin prologues I'd rather have the option of playing different races and seeing a greater variety of interactions with NPCs based on your race/class. Having just finished another playthrough as an eleven mage today I realized the references to her being an elf or a mage were still limited. I would occasionally get a "oh, you're an elf ..." but I didn't see the blatant racism towards an elf that I was expecting. I got a healthy dose of the mage racism from the Templars (Cullen, specifically, during the Circle Tower quest) which I thought was handled very well and believable. That was the most fun for me, seeing how my "origin" continued to incite some kind of response from the world around me.
Yeah. I don't think there is anyone who is arguing that origins would be *bad*. Just that doing them right is unfeasible. I would rather Have just the cousland origin (male/female) and have it regularly matter than have all six and be constantly trumped by the Warden glazing. For me, those extra 2-3 hours of content are better spent on adding to the story. Changing origins doesn't change enough to be a source of replayability, imho.
#24
Posté 15 juin 2012 - 02:14
BobSmith101 wrote...
Knight of Dane wrote...
You can't move on without knowing from where you came.Allan Schumacher wrote...
Does the background mean much if it's irrelevant?
How does that work with an amnesiac character?
I dunno, ask Fenris!
#25
Guest_sjpelkessjpeler_*
Posté 15 juin 2012 - 03:29
Guest_sjpelkessjpeler_*
Liked the way it was done in DAO, where there was a choise that formed the basis.
For my ideal character this would mean that the character could be given some additional
things that have my preference in a list of sorts that I can choose from and devellop my
character from there during the game. Different choises in characterbuild would mean different
outcomes in certain situations.





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