This is afterall, a Bioware 'fan' community. Seeing as you haven't been a Bioware fan for 3 years now, maybe it's time to move on?
Modifié par Cimeas, 18 juillet 2012 - 10:54 .
This is afterall, a Bioware 'fan' community. Seeing as you haven't been a Bioware fan for 3 years now, maybe it's time to move on?
Modifié par Cimeas, 18 juillet 2012 - 10:54 .
Sylvius the Mad wrote...
Roleplaying consists of in-character decision-making. I'd be happy to define any game that permits that as a roleplaying game.
Pasquale1234 wrote...
Sylvius the Mad wrote...
Roleplaying consists of in-character decision-making. I'd be happy to define any game that permits that as a roleplaying game.
Brilliant - and deceptively simple.
Because it encompasses other things that I think are vital - like being in control of the character's behavior.
It doesn't address character agency at all, but I think most people expect some reasonable limits on the options presented to the character. As long as the player is able to make an in-character decision from the choices available, the criterion is met.
Modifié par Cimeas, 18 juillet 2012 - 10:20 .
Guest_simfamUP_*
Cimeas wrote...
The fact is no-one here can win this argument, we're now going around in circles on two threads, ...
Modifié par bEVEsthda, 18 juillet 2012 - 10:28 .
Cimeas wrote...
So Baldurs' Gate 2 was not an RPG then?
Because I seemingly remember, after your buddies were arrested, the quest goal popped up to help them by raising the money to pay the guy in the slum, and you couldn't just say 'no, I'm going to go travel to Neverwinter and find a wife and have kids and live a happy peaceful life without killing' could you. Your character DECIDED to help them, thus writing it down in his/her quest journal, without your consent.
Maclimes wrote...
Cimeas wrote...
So Baldurs' Gate 2 was not an RPG then?
Because I seemingly remember, after your buddies were arrested, the quest goal popped up to help them by raising the money to pay the guy in the slum, and you couldn't just say 'no, I'm going to go travel to Neverwinter and find a wife and have kids and live a happy peaceful life without killing' could you. Your character DECIDED to help them, thus writing it down in his/her quest journal, without your consent.
No. You're pushing it too far. There have to be guidelines. The Warden in DAO does not have the option to say, "F the Blight, I'm gonna move to Orlais and be a painter". You can't have true, uncontrolled freedom.
The ideal is that you are given a goal you must accomplish, and then you get to decide HOW you acccomplish that goal. But you must still accomplish the goal.
DA:O gave you many different ways to defeat the Archdemon, first in the many different ways you could assemble an army (and what the army consisted of), to the actual fight itself (Who, if anyone, needed to be sacrificed).
DA2 did not give ... wait, what WAS the actual "goal" to accomplish in DA2?
Modifié par Cimeas, 18 juillet 2012 - 10:45 .
Cimeas wrote...
Pasquale1234 wrote...
Sylvius the Mad wrote...
Roleplaying consists of in-character decision-making. I'd be happy to define any game that permits that as a roleplaying game.
Brilliant - and deceptively simple.
Because it encompasses other things that I think are vital - like being in control of the character's behavior.
It doesn't address character agency at all, but I think most people expect some reasonable limits on the options presented to the character. As long as the player is able to make an in-character decision from the choices available, the criterion is met.
So Baldurs' Gate 2 was not an RPG then?
Because I seemingly remember, after your buddies were arrested, the quest goal popped up to help them by raising the money to pay the guy in the slum, and you couldn't just say 'no, I'm going to go travel to Neverwinter and find a wife and have kids and live a happy peaceful life without killing' could you. Your character DECIDED to help them, thus writing it down in his/her quest journal, without your consent.
Cimeas wrote...
The goal was to do the best you can in life. Hawke is a person, just like us. Instead of some god-given holy mission, his goal is to support his family, to become successful, to build a life for himself, and not ruin it by helping his city and (if you're playing nice-guy Hawke) out of compassion for it's people. That is a far more noble and interesting goal than 'kill the dragon'. It's just that the story was told badly. You can argue about choices all day long, but the core idea at the heart of DA2, the 'goal' as it were, is to succeed.
Modifié par Pasquale1234, 18 juillet 2012 - 10:58 .
Cimeas wrote...
Pasquale1234 wrote...
Sylvius the Mad wrote...
Roleplaying consists of in-character decision-making. I'd be happy to define any game that permits that as a roleplaying game.
Brilliant - and deceptively simple.
Because it encompasses other things that I think are vital - like being in control of the character's behavior.
It doesn't address character agency at all, but I think most people expect some reasonable limits on the options presented to the character. As long as the player is able to make an in-character decision from the choices available, the criterion is met.
So Baldurs' Gate 2 was not an RPG then?
Because I seemingly remember, after your buddies were arrested, the quest goal popped up to help them by raising the money to pay the guy in the slum, and you couldn't just say 'no, I'm going to go travel to Neverwinter and find a wife and have kids and live a happy peaceful life without killing' could you. Your character DECIDED to help them, thus writing it down in his/her quest journal, without your consent.
Modifié par bEVEsthda, 18 juillet 2012 - 10:51 .
Pasquale1234 wrote...
I think I already addressed that in the bolded paragraph above.
I'll grant you that, for any given game you could come up with some character definition that simply would not work with that game's goals or options presented, but the better games give you enough leeway that many different types of characters can work very well.
Modifié par wsandista, 18 juillet 2012 - 10:54 .
Cimeas wrote...
Surely feeling grief at the death of a *parent* is a concievable limitation and could be worked into most characters. Most people would be sad if their mother died, just like most would not abandon the last hope for everythign they've ever known to go be a painter in Orlais, as you said.
wsandista wrote...
Cimeas wrote...
Surely feeling grief at the death of a *parent* is a concievable limitation and could be worked into most characters. Most people would be sad if their mother died, just like most would not abandon the last hope for everythign they've ever known to go be a painter in Orlais, as you said.
No it isn't. Attending the funeral might be, but forcing the PC to think or feel a certain way should not be done.
simfamSP wrote...
I love reading Sylvius' posts... too bad people don't actually *read* them, a mistake I once made. I disagree on some things, but he makes very valid points.
Cimeas wrote...
They forced the player to not run away from Duncan during the joining/Korcari wilds/recruitment process.
Cimeas wrote...
Honestly why are you here in a Bioware fan community discussing how you dislike games like DA2 (Bioware's previous game) and DA3 (because it *will* have the wheel, it *will* have player voice acting) when there hasn't been a Bioware game that you have liked in 3 YEARS?
Modifié par batlin, 18 juillet 2012 - 11:15 .
Cimeas wrote...
This is afterall, a Bioware 'fan' community. Seeing as you haven't been a Bioware fan for 3 years now, maybe it's time to move on?
Cimeas wrote...
Surely feeling grief at the death of a *parent* is a concievable limitation and could be worked into most characters. Most people would be sad if their mother died, just like most would not abandon the last hope for everythign they've ever known to go be a painter in Orlais, as you said.
wsandista wrote...
Almost every story-driven has some railroading that can contradict some character designs.
DA2 did something far worse than that though. While most story-driven RPGs railroad the player externally, DA2 actually railroaded the PC internally, by making them feel greief at (spoiler involving dead family member). While I grudgingly accept that my PC might have to perform an action they don't want to(like joining the Wardens) as long as they are kept to a minimum. I can't accept having my PC forced have certain emotional responses to certain events. That will contradict more player designs than the external railroading ever will.
Pasquale1234 wrote...
It's a huge problem when they animate all of the facial expressions.
I remember seeing quite a few complaints about, for example, Hawke's reaction when isabela first came on to her after her recruiting quest. A lot of people read that as sexual interest, and were really annoyed. I saw it as some sort of amusement at Isabela's brazen behavior - but in any case, it was wrong for some Hawkes.
Along those lines, I've seen requests for more emotional expressions right alongside requests for less. As soon as a game starts dictating all of the character's emotive reactions - well, it leaves precious little room for role-playing, and requires every player to play essentially the same character - which some people will like and others will not.
wsandista wrote...
If there is a voiced PC, I would much prefer a fixed PC over a semi-fixed PC(like Hawke). If you are going to remove player control over the PC, don't half-ass it.