LinksOcarina wrote...
Because attempting to stop him, and failing to do so makes the story even more tragic.
The point behind Ander's as a character is to show the manifestation of the mages plight to an extreme method, and to make it personal because you know him, or even worse in some cases, you are in love with him. Ander's is either a Terrorist or a Freedom Fighter, but that is up for Hawke to decide, and in the same vein, the player, based on his actions.
My main point is not an change in the outcome of the story, my point is that Anders story is a complete railroad and it feels that way, not covering it up by diverting his actions to something different that in the end has the same outcome.
Games need railroading for technical reasons but they need to be covered!
Plot wise interacting with him does not make a difference.
I mean he is an smart guy, and acts like an idiot, so it feels to me like the author of that piece of the game just wanted to have something happen, period.
This turns DA2 in so many places into an movie where you are allowed to play out the fights.
The only thing he shows in my eyes is that he acts contrary his personality (running a free clinic in the slums)
DA2 is not an book, it is an game, and that means if you interact with something in game there should be different outcomes due interacting.
Yes you can kill him in the end or not, funny how that is not possible with the sister in ACT2 where either you kill her (and make plus points with the arichok) or not kill her and the arichoks assassine does it) would have the same story results but made a difference due your actions, plus or minus respect with the Qunari
There are many times this small things in DA2 where it would have been possible to splice in such player decisions who do not change the big picture but allowed meaningfull player decisions AND meant little if at all extra coding
The whole anders story just feels like one poorly covered railroad, and that you can decide to kill him or not in the end does not really make it feel better, the story is at that point anyways near over, there happens a fight and everyone knows it, as much as everyone knows there is the archdemon at the end of DAO, but there decision meant something regarding your personal fate (ritual, suicide by archdemon or not) so it did not change the plot but meant A LOT to the player, I am the shining hero who sacrifices its life or do i try to weasel out of destiny..
It is not even so that your decision has much impact as long you did not cough up 7 bucks for Sebastian if anders lifes or not..
I do NOT say i should be able to decide between bombing or not, but this railroad is so much out in the open it hurts.
There is no finesse in telling a story in an rpg game this way, it lacks the depth and the feeling of having an impact in personal meaningfull ways.
In DAO giving someone an souvering or five had an small meaning full impact at the end, that makes it more worthwile this way (And that Anders was done with from the beginning was covered so badly it looked like an 4x4 waved in front of your face.)
The best part of DAO making the player beliefe that there is no railroading beside " you have to kill the archdemon" was failed on.





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