Imperial Sentinel Arian wrote...
I think the retreat of a big army is observable from a high tower.
If he and Alistair were unconscious atm, Morrigan and her mother should have told them about that occurrence. [smilie]http://social.bioware.com/images/forum/emoticons/wondering.png[/smilie]
Morrigan does tell them. The Warden asks what happened with the battle, and Morrigan says Loghain retreated while the King's forces were slaughtered.
I'm saying that without the cutscene there's little or no reason for the player to believe her, and I think doubting Morrigan's story would make for a better game.
Allan Schumacher wrote...
I think it's more of an issue of how people actually do their roleplaying. That I don't need the full line doesn't mean I do not know how to roleplay a character that is molded outside the game. Most of my characters are.
Maybe you, then, can answer the question I've been asking basically everyone for over a year:
How do you choose among dialogue options when you can't tell which options will contradict your character design?
Cimeas wrote...
What it comes down to (from what I've read), is that sylvius wants Bioware to make a world, and then let you do whatever you want in it. Just a world, some trees, some towns, some lore, and then Sylvius will create his own fan-fiction adventure in that world. Well that's what Skyrim is for.
That's both not an accurate description of my position, and poor advice. As I've said before, BioWare's pre-voice
games were better at allowing me roleplaying freedom that Bethesda's games ever have been (with the possible exception of Fallout 3).
The world BioWare creates includes events, like those you would describe as "the story". BioWare's error, of late, is in forcing the PC to play a
specific role in that story. I have no objection to the PC being forced to play
some role in BioWare's story, as their stories are typically large enough to accommodate a wide variety of character designs, but with their voiced games they are now forcing the PC to play
exactly one role, and that role is of
BioWare's choosing.
That's where BioWare has gone wrong.
DA is about telling a story that you can influence.
That's what BioWare's games have always been, but now with DA2 you can influence only a very small amount, and you're not allowed to play a character of your own design while you do it.
simfamSP wrote...
If that was true, the narrative as a whole would suffer. The Warden is not aware of Loghain's internal conflict, and it remains so as long as the player suits him to that role. Even when playing tabletop the player is aware of certain things that the character isn't: it is vital to the narrative and setting.
The narrative that matters is the PC's internal development (something over which BioWare can't ever really have control). Being given information not available to the PC gets in the way of that.
And I would disagree this is done in tabletop. In tabletop, metagaming negatively impacts not just the player who does it, but everyone else involved in the game. It's even more important to keep this sort of information away from the players in a tabletop game.
In DA's case, the telling and the creation of a narrative co-exist rather peacefully, as long as the player doesn't allow the overall narrative interfere with his/her character.
ETA: Just a side note, please explain if this is your personal preference, or if it is how you feel about the way a narrative is told in RPGs. Because if it's the former then there is no need for this discussion, no?
I think its imperative that RPGs not go out of their way to spoil the story for the player, and that's exactly what these cutscenes do. By telling us of Loghain's internal struggle in advance, it allows the player to determine, in advance, how the Warden will respond. That's almost guaranteed to produce a less genuine reaction from the PC than if the player hadn't known about those details until the very moment they became relevant.
Loghain's internal struggles are
irrelevant to the story until the Warden learns of them, so there's no benefit at all to revealing them in advance.
This isn't like reading a book where we can jump around from one character's perspective to another, because the book is already written and the readers's perception of these characters won't change their behaviour. In a roleplaying game, limiting the player's perception to that of his characters is vital to limit inadvertant metgaming. Yes, we can all avoid intentional metagaming ourselves, but I doubt any of us have the ability to unring that bell once we know.
Look at Bhelen and Harrowmont. There's very little reason to choose between them from the Warden's point of view, but with the benefit of hindsight there is very much reason to choose between them. Would a player always be able to ignore that information if he had had it in advance, and thus had never experienced that choice without having any particular reason to choose one side over the other? Or would he delude himself and rationalise his choice? I'm reasonably certain it is the latter.
Modifié par Sylvius the Mad, 16 septembre 2012 - 10:35 .