Plaintiff wrote...
Did you consider the epilogue slides of DA:O to be a 'worthwhile outcome'?Fast Jimmy wrote...
Realmzmaster wrote...
You recieve a letter from the mage girl involved. Her name is Ella. She tells Hawke exactly what is going on in her life. She does not tell Hawke where she is. The impact is on a personal level. Just like in real life everyone does not make world changing decisions but do at times make decisions that can impact someone on a personal level. It has impact for that particular person. It does not have to change the over all events. But in this case Ella lives or dies because of that decision.
The one with the Arishok does change events. The Qunari either leave peacefully, the Arishok is killed in the duel or the Arishok and party die at Hawke's party's hand. The outcome is the same, but on a personal level the Arishok gets to live and Hawke decides the fate of one of the companions.
I have trouble seeing the letter system (or email system in the ME games) as a worthwhile outcome. Anymore than referencing choices from previous games in the Codex as a valid 'follow through' to a choice. It doesn't feel real to me. I realize that's being obtuse, but if it is something as throw-away as a letter or a Codex entry, that just doesn't feel like anything has made anything of merit.
If Laidlaw saw enough. Merit in the complaints of lack of choices in DA2, then I can think we safely can say there was NOT enough reactivity.
I did. And there are reasons for that.
First, the epilogue slides were a satisfying addition to the regular game ending. They were not stand-alone endings, but rather additional flavor to the existing ending. If DA:O ended when I opened the doors to the crowds outside the throne room (or, even worse, right after the death of the Archdemon scene, before I had a chance to talk and touch base with all of my companions and other NPCs), that would have been less satisfying. Finishing the main story, letting me interact with the companions I'd spent dozens of game hours getting to know AFTER we've saved the day to get an idea of what they wanted with their lives and where they were going, and to THEN get little bits of text saying how I'd touched random pieces of the world with my actions? That's a good way to end a game.
DA2 did none of this in their ending. They ended it right after the action. There was no circling of the wagons to see how the dust settles in Kirkwall, its all just "and then Hawke left" and we're right back to Varric and Cassandra. There is no time to decompress from the game you just put dozens of hours into playing. DA:O uses a variety of techniques to make you feel important at the END of the game, which is where it makes sense to put the most of your feelings of Validation. If any of the epilogue slides were put in the middle of the game, right after you made each choice, they would have felt trite, much like the letters did.
In addition, the letters, themselves, are bland. They are standard format almost every time: "Hey Hawke, you might not remember me, I'm <so and so>. Thank you for saving me, you rock. You are a platter of awesome duck smothered in awesome sauce. My life is so much better for having met you." None of the epilogue slides in DA:O were that self-serving to tell the main character how awesome they were. In fact, they almost never actually mention the Warden.
And, in relation to my complaints about the Codex entries, they are formatted much the same way as the epilogue slides and do a pretty interesting job of bringing information into the fold... the problem is that they are Codex entries. They are hidden away in the sub-menu, barely flagged and barely noted. The slides you see, regardless. And, if you choose in a way that resulted poorly, (like picking Harrowmont and winding up causing more harm than you had intended), you were faced with that decision. Hiding that fact in a Codex entry instead would have completely softened the impact of the choice to the point of not even mattering.
So, to sum up: letters are unsatisfying because they are 90% of the time incredibly predictable, follow a predictable format and, all in all, feeling trite and boring. Codex entires are usually of pretty decent quality in explaining the impact of events from an informational point of view, but are hidden in the menu instead of brought to the front. Epilogue slides present consequences of a player's actions, for good or ill, and do not spend extraneous time glorifying the player unneccesarily. Also, they occur at the end of the game, where they belong, as a way to reflect on all of the choices made in game and to show what kind of impact your character had and serve as a supplement to the existing main ending. Either one standing on its own merits aren't as effective, it is only when they compliment each other that they both truly shine. And, to add more on the pile, the number of available letters is insanely small, when compared to the number of possible epilogue slides. If there were truly a wide variety of letters to receive that reflected lots of choices, none of this may have bothered me that much.





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