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A Lesson to learn, BW: Focus on PLAYER agency.


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#26
StElmo

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KiddDaBeauty wrote...

MichaelStuart wrote...

I Agree, but when a character says the logical contuination of what I started, I see it has no loss.
But I can understand if people would disagree with that.

Agreed, which is why I'm not worried about auto-dialogue in DA3 since it never bothered me in DA2. David Gaider seems to be of the right idea where your character may sometimes say a short line that doesn't showcase any opinion, but just to further the scene. I'm okay with that. As long as my character doesn't start telling people about how my companion is a blood mage in front of somebody with ties to the templars without my input, I'm game (I'm looking at you, ME3 ;)).


I would prefer to be the one saying the short line, but I guess if it is an objective line without anyh subtext, I wouldn't mind.

#27
Wulfram

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KiddDaBeauty wrote...

Agreed, which is why I'm not worried about auto-dialogue in DA3 since it never bothered me in DA2. David Gaider seems to be of the right idea where your character may sometimes say a short line that doesn't showcase any opinion, but just to further the scene. I'm okay with that. As long as my character doesn't start telling people about how my companion is a blood mage in front of somebody with ties to the templars without my input, I'm game (I'm looking at you, ME3 ;)).


Well, DA2 does have an occasion where it goes something like

Keran: Hey, Hawke, don't tell anyone about all the blood magic involved in my kidnapping
Hawke:  OK

(Hawke goes to the Gallows)

AutoHawke:  Hey Cullen, let me tell you about the blood magic involved in Keran's kidnapping

#28
Uccio

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Wulfram wrote...

KiddDaBeauty wrote...

Agreed, which is why I'm not worried about auto-dialogue in DA3 since it never bothered me in DA2. David Gaider seems to be of the right idea where your character may sometimes say a short line that doesn't showcase any opinion, but just to further the scene. I'm okay with that. As long as my character doesn't start telling people about how my companion is a blood mage in front of somebody with ties to the templars without my input, I'm game (I'm looking at you, ME3 ;)).


Well, DA2 does have an occasion where it goes something like

Keran: Hey, Hawke, don't tell anyone about all the blood magic involved in my kidnapping
Hawke:  OK

(Hawke goes to the Gallows)

AutoHawke:  Hey Cullen, let me tell you about the blood magic involved in Keran's kidnapping



Exactly. I was like wtf? Being a blood mage myself I found that comment really weird and out of character.

#29
StElmo

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Ukki wrote...

Wulfram wrote...

KiddDaBeauty wrote...

Agreed, which is why I'm not worried about auto-dialogue in DA3 since it never bothered me in DA2. David Gaider seems to be of the right idea where your character may sometimes say a short line that doesn't showcase any opinion, but just to further the scene. I'm okay with that. As long as my character doesn't start telling people about how my companion is a blood mage in front of somebody with ties to the templars without my input, I'm game (I'm looking at you, ME3 ;)).


Well, DA2 does have an occasion where it goes something like

Keran: Hey, Hawke, don't tell anyone about all the blood magic involved in my kidnapping
Hawke:  OK

(Hawke goes to the Gallows)

AutoHawke:  Hey Cullen, let me tell you about the blood magic involved in Keran's kidnapping



Exactly. I was like wtf? Being a blood mage myself I found that comment really weird and out of character.


Yeh that sucks!

#30
Allan Schumacher

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Blood Mage specializations already have issues with the setting, even in DAO. THough it's more pronounced in DA2 given that mage PCs in general can cause problems for believability.

#31
Xewaka

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Allan Schumacher wrote...
Blood Mage specializations already have issues with the setting, even in DAO. THough it's more pronounced in DA2 given that mage PCs in general can cause problems for believability.

Speaking of which: I remember Mike Laidlaw stating in a panel that, if possible, they'd "custom-tailor" some sidequests (B-plot main quests?) to player class and specialization, probably by reducing the choice of specializations from two to one (this way they sidestep the multiple permutations dual specialization allows, resulting in a better tailored narrative). Now, I understand this is a declaration of intentions and not a rock-solid promise. But still, if you or any of the team could point out if progress has been made in this regard, it'd be greatly appreciated.

#32
upsettingshorts

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You know, I think one of the pre-requisites for having BioWare take your suggestions seriously is not to presume to teach them little lessons about game development with the rhetoric of your thread title.

That said, I see no evidence as of yet that the auto-dialog of Mass Effect 3 will re-appear in a future Dragon Age title. While it stuck in my craw as well, I can see why they did it in the finale. There were certain plot points, moods, and themes they were trying to get across to wrap the series up. Games like the ones BioWare makes are a kind of constant battle between agency and storytelling and ME3 had more reasons to lean towards the latter than almost any other game they've ever made. As to whether or not it worked, that's a subject for another thread.

In short, its presence in one game that is itself an outlier is not really a trend.

Modifié par Upsettingshorts, 17 septembre 2012 - 12:49 .


#33
Wozearly

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Upsettingshorts wrote...

Games like the ones BioWare makes are a kind of constant battle between agency and storytelling and ME3 had more reasons to lean towards the latter than almost any other game they've ever made.


I agree that the tension between agency and storytelling was fiercest at the conclusion of ME3, but I'm not sure I agree that this is a regular theme in Bioware games. Generally, the primary way of restricting agency has been via the defined main quest locations and objectives, but often with significantly different paths or outcomes that can come from it (even if in 'Grand Scheme Of Things' terms, it all progresses to a similar end result).

Its only been much, much more recently that outcomes have become less varied and the storytelling method itself (voiced PC, more cinematic sequencing of key plot points, autodialogue) has started to crowd into player agency either for reasons of expediency, or of ensuring that the 'correct' thing happens...neither of which are good reasons to dispense with the illusion of choice.