That might work if we knew what it was we were going to say before we said it. I don't think it was clear at all that we were simply choosing how to say the same thing. If that had been clear, then playing the game might have been easier.magodesky wrote...
I think you misunderstand my question. I'm wondering about what specific decision in the intro you needed more information in order to make. How does knowing what life in Lothering was like before the Blight effect whether Hawke tells his family to keep running in a diplomatic tone or a sarcastic one?
I'm not trying to be difficult or anything. I'm geniunely curious because when I played, I can't think of any time when I felt like I needed more information to make an informed character choice (there actually were a few times in Origins I felt like that, but not in DA2).
Not all of the choices we might make are compatible with the game. I might choose to let someone live because I have no quarrel with him, only to have Hawke then antagonise him without my consent. That's how we can make choices that are incompatible with the game, and DA2 does it constantly.I think that statement may indicate a problem with the way you're approaching the game right there. All of the choices available to you are compatible with the game. It's just a matter of deciding what kind of character you want to play. Again, I think most players ought to have at least a general idea of what kind of character they want to play when they start the game.
Why we choose the options is at least as important as what options we choose, but DA2 makes a habit of contradicting those motivations.
By not letting us avoid contradictory dialogue. The paraphrases are insufficiently informative.And how is that not still true in DA2? At what point does the game contradict any character decision that Hawke makes?
And there's your mistake right there. Why do you care what you're supposed to be doing? If you're in-character, you're supposed to be doing what your character wants to do, and only you can ever know that. The game doesn't know what your character wants to do. The writers can't know what your character wants to do. Only you know that, and that should drive your decision-making process.Baldur's Gate is actually a good example of what I'm talking about. I hated Baldur's Gate. I know, I know. That's heresy around these boards. But I honestly don't understand what all the hype is about. I missed it when it was first released, so I went back and ordered the collection a few years ago. I played for about an hour before I got so bored that I just quit. All I had done was wander around through the game's clunky gameplay and meandering story trying to figure out what I was supposed to be doing and why I should care about any of these characters.
And, frankly, how could the game tell you what you're supposed to be doing without breaking the fourth wall?
As for the characters, whether you care about them (or your character cares about them) is up to you. The game shouldn't have to give you that. Relying on the game to give you a reason to care about the characters produces situations like DA2 where my favourite companion was someone I would describe as "nice enough, but kind of dull", and aside from her (Aveline) I genuinely disliked the rest of them.
It's not about the story. It's about the freedom. BG's story isn't that interesting (though I think it is made more interesting in how it is made known to the player only in fits and starts, and much of the game can be completed without the player even knowing what the story is).And the thing, I'm sure the fans who tell me about how great the story is are right. But I'm simply not willing to go through the chore of trying to get to it.
I'd like you to define what you mean by "forward", because I see that backward-forward comparison usd a lot but it seems like it's nothing more than an empty value judgment.I suppose I can see how I might have been impressed if I had played it back in '98. Which makes me think that perhaps a lot of the talk about Baldur's Gate is based on pure nostalgia. Pretty much every major CRPG release since then has drastically improved on Baldur's Gate in practically every conceivable way. And yes, I include DA2 in that statement, even taking into account its flaws. I cringe whenever see some fan saying that Dragon Age needs to be more like Baldur's Gate because it sounds to me like they want the genre to go backwards instead of forward.
I would think moving forward would involve improving player control and improving the opportunities for roleplaying, which is the exact opposite of what we see in DA2.
I would argue that BioWare got CRPGs almost right with Baldur's Gate, and then have been moving in generally the wrong direction ever since.
This is never possible with regard to anything.It really seems to me like you're overthinking this.
Right. WIthout guidance, you're forced to just make something up from whole cloth, just like DA2. But the difference is that DAO lets you do that and doesn't then tell you that you're wrong. Wherever the decisions like this matter to DAO overall, you're given more guidance as to what sorts of choices will work (the only place DAO really fails at this is in how an elf PC views human society - DAO gives a city elf every reason to loathe humans, but then forces him to work for their betterment). But DA2 never offers any guidance at all, even when these chouices do matter (and with the paraphrases, I would argue that they all matter in DA2 because you can't avoid character-breaking lines).Origins is exactly the same in this regard, if not worse. As soon as I started playing my Cousland, I'm being asked to react to my character's father. I don't know anything about Cousland's father. What kind of relationship do we have? Do I get along with my father?
In DA2, I can decide why Hawke is completing some quest, but then Hawke will explain why he's doing something and he'll say something completely different. He'll express concern for someone's welfare, when I've already decided that he's completely indifferent to that person's continued survival. That's the problem. That's how DA2 differs from DAO.
And then grieves for his mother, no matter what the player decides.And he's not required to love his family. You can play a Hawke who's a total jerk to all of them.





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