Arcane Warrior Mage Hawke wrote...
I never had a problem with it as I knew it was a balancing act by the developers If you're a squishy Mage you get Carver as a free tank/damage dealer for the first act or as a Warrior/Rogue you get Bethaney to help writtle down enemy numbers or act as a healer/buffer or maybe I just don't expect to be able to control every aspect of a video game's narrative.
... and if anyone were insisting that players should be able to control everything, that might be a relevant statement.
However, people are
actually discussing whether the choices that are available to us already are sufficient in number, are actually choices at all, or actually "meaningful" if they are (with perhaps a side tangent about what meaningful even means in this context), and whether they achieve BioWare's goal in terms of player response, and indeed what BioWare's goal in terms of player response might be. So your random boasting that you're capable of sane expectations for a video game seems a bit off-topic, and an oddly unfitting response to my own post, which you quote despite not actually responding to.
Nomen Mendax wrote...
Another issue I have with cutscenes is the game "cheating". The obvious example of this is the death of your sibling, which I really disliked. The game ignores its own rules for dealing with combat and kills a companion. It basically tells you as a player that your actions in-game don't matter because the game is going to tell the story it wants. How come when I fight the ogre I have HP and can use skills and healing potions but when Carver/Bethany runs at it he/she dies instantly? There are a couple of other occasions when the game does the same thing and its something I'd like Bioware to avoid in the future.
As far as I'm concerned the game can do what it want when the PC is off-screen but anything else should follow the rules, so the PC should get a chance to do something, whether its acting in a conversation or going into combat.
I'm okay with this, because it's combat itself that's the gameplay convention I'm overlooking in order to enjoy the story. I don't assume my characters are superhuman freaks of nature who can conjure six thousand bolts out of thin air and fire them all in the space of three seconds, or keep fighting with arrows sticking out of their necks without even appearing to notice. It doesn't make sense. But it does make things
fun in a way that ending the game the very first time your PC gets hit by an enemy sword would not.
The problem for me is that the cutscene has to be believable. When the ogre smashes Hawke's sibling... where is Hawke? It's a long cutscene. They were standing all of four feet apart when the scene started. It's not even about why Hawke didn't get
to her sibling in time, it's that Hawke should have been in-frame already when the scene started. If she jumps forward with a fireball or a dagger and tries to stop the ogre but fails, fine. But it's impossible to feel like the cutscene is actually happening in the gameworld when Hawke doesn't even
try to intervene despite being in a position to do so and having both means and time.
(Well, it makes sense by the end of the game, when you realize that Not Doing Jack is Hawke's entire raison d'etre, but in the moment it's pretty immersion-violating.)
Modifié par Quething, 15 septembre 2012 - 05:23 .