Emzamination wrote...
You can talk to your companions any time you like but once you have exhausted all conversational options, the game reverts to a loop, no different than Origins.
Please give an example of what traps you're referring to.
Seeing as how no one knew exactly what Anders had planned their first playthrough, why do you believe your hawke should suddenly be able stop him on subsequent playthroughs based on your knowlege of events? That's akin to cheating don't you think? certainly not what a true rpg gamer should aspire to.
To be honest, we don't know exactly what the repercussions of hawke's actions will be as we never got that far.
Nope. In DA:O you can talk to companions immediately after relevant events about them. In DA2, oftentimes you have to wait years in-game before you can bring something up. And you really didn't know what Anders was planning, or at the very least didn't know that he wasn't up to anything good? Anders, a guy who had made it clear to all but the blind, deaf and dumb that he thought a war betwen mages and Templars was coming and who has already been shown to be murderously vengeful, comes to you about breaking into the Chantry and he will not tell you why? You truly didn't think it was somewhat fishy? And yes, we DON'T see the repercussions of Hawke's actions. That's because everything that we're presented with shows in no unsure terms that the end result is the same. Simply assuming that things might be different isn't good enough
Allan Schumacher wrote...
This is a futile argument and not one I'm about to get into, since it's been done ad nauseum and goes no where. Continuing along this line WILL see this thread get closed. The term "Role playing game" is so ambiguous that people can (and will) literally state that in Uncharted you're playing the role of Nathan Drake. It always requires further clarification for what it exactly means to "roleplay."
Fine, but on that I will end with this: As Nathan Drake you follow a script that you cannot diverge from. In (most) RPGs, you can decide your own character's lines and actions are within the script. Control over that, in my opinion and in the textbook definition of RPGs, is what roleplaying is.
Now this is actually more interesting. Though, this actually has nothing to do with the cinematic nature of the games and everything to do with the inherent restrictions that come with being forced to design all of your content before the player plays it, with the exceptionally limited ability to branch out the story arc without running into divergence issues. We're not just providing a tabletop D&D experience for Batlin to experience, but we're providing the same tabletop D&D experience for millions of players to experience and it has to be fully created and experienced before any of the players start doing anything in game. I imagine it'd be like concurrently DMing a million-plus people playing different iterations of the same campaign.
In addition, there's nothing stopping an Infinity Engine game from doing precisely what you just described, and it in fact happens on a regular basis in the BioWare and Black Isle games that use the engine. All you're really asking for here is better writing to properly convey the illusion of choice that exists to prevent excessive divergence in the game. At it's simplest I could infer it as an argument for "I'd like more content in my game" since that's really what limits such things.
The other alternative (which I think is very interesting), would be to create a significantly shorter game (in playthrough length) and allow a much stronger breadth of options. This would keep total time in game high, but requires replaying the game in order to accomplish it. Some like Gabe Newell feel that's a waste of resources since many (most?) players will only see a fraction of the content you actually put into the game.
Again, I understand that cinematics and freedom are not mutually exclusive and I do not think the infinity engine is somehow responsible for the lack of freedom in DA2. The issue is that it would take far more work to make, say, four wildly different player choices "cinematic" than it would to make four wildly different player choices not-as-cinematic. Since all games have a limited amount of resources, a choice therefore must be made whether the amount of choices will be hindered by making those choices look cool. Am I wrong?
And yes. More content is almost always > less content.
Modifié par batlin, 13 septembre 2012 - 07:17 .





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