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A New Way to Acknowledge Player Choices?


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#1
brushyourteeth

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I recently picked up DAII again and decided to finally download the extra item packs (I know, I'm really behind the times) - and wow! It really makes the game fresh to have new armors and weapons to play around with! A lot of them have ties to characters we're familiar with or lore from DA:O, which made me think:

We all wish that our every decision had a ripple-effect upon import into the next game, but on a large scale at least, that's just not realistic. By the time we get to DAIV things will have gotten so complicated that either imports or major player choices will need to be done away with (Maker, noooooo!). I have an admittedly less satisfying, but possibly more realistic idea for the game to acknowledge some of the player's choices and encourage him/her to replay the game and experience different outcomes.

Item unlocks.

Similar to the way you can unlock items from DLC, but from the previous game's imports instead. For instance:

DA:O imports to DAII
- Allowing Loghain to survive the Landsmeet in DA:O would allow you to unlock the Arms of the River Dane for DAII.
- Choosing Anora to be Queen in DA:O would unlock The_Queen's_Guard for DAII.
- Completing the Dwarven Commoner origin in DA:O would unlock Beraht's_Revenge for DAII.
DAII imports to DAIII
- Siding with the Mages in DAII would unlock a unique mage staff or un-silly hood for DAIII.
- Becoming basalit-an in DAII would unlock a Qunari weapon for DAIII.


Obviously it would be too late for imports from DA:O, but those first three are just an example. It's nothing fancy, but at least a small way to acknowledge the player's choice and reward them for trying out a new outcome ("I can't bear to work with Meredith, but if it gets me this cool shield... hmm.") Granted, these items shouldn't be completely overpowered, and we shouldn't be able to collect them for every.last.thing. we do.

I'm not proposing this as a replacement for game imports with more meaningful consequences -- just as a way to acknowledge those choices that wouldn't be viably world-altering anyway. And a great way to collect cool stuff while feeling connected to your old characters.

What do you guys think? Good idea/terrible idea?
Apologies if this has ever been brought up before.

Modifié par brushyourteeth, 13 septembre 2012 - 03:55 .


#2
Wulfram

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I don't think I'd find this very satisfying. Why should my new character get an item because of what some totally unconnected guy did in the previous game?

Plus, getting powerful items at the start of the game is bad.

Modifié par Wulfram, 13 septembre 2012 - 03:45 .


#3
brushyourteeth

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brushyourteeth wrote...
Granted, these items shouldn't be completely overpowered, and we shouldn't be able to collect them for every.last.thing. we do.



#4
Wulfram

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Well, if they're not powerful then what's the point of having them? They'll be stuck on the trash heap within a couple of levels.

Modifié par Wulfram, 13 septembre 2012 - 03:59 .


#5
Dagr88

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... A unique item (visualization) with it's own history (codex). I'm in.
But I don't think we should get it from the start. It might be a loot from some bosses or maybe a "100 gold coins worth shop item" or maybe given by someone, maybe from a companion (cameo) from previous game.

Exsample: In memory of becoming a Champion of Kirkwall, local foundries made 5 special edition swords. They were presented to...(codex, codex).
In the end it's given to us by some thankful Orlesian lord for finishing a quest or something.

I do understand the concept where by choosing to side with werewolves there is a bigger chance that I'll find some Dalish artifact in a pawnshop.

Modifié par Dagr88, 13 septembre 2012 - 04:15 .


#6
brushyourteeth

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Wulfram wrote...

Well, if they're not powerful then what's the point of having them? They'll be stuck on the trash heap within a couple of levels.


Just like other armors/weapons eventually do? I guess so. I'm not sure what your point is except that maybe you're just not a player that's very interested in new items, which is totally fair. I'd say make them powerful enough to be useful, but not powerful enough to carry you through the whole game, no. Maybe you'd receive it in the game at about the approximate level you'd have completed the quest it coordinates with. So working with Athenril instead of Meeran in DAII would get you item x which is useful till about level 8. Whereas the item you unlock for your end-game choice wouldn't be available till level 20.

And I really, really like Dagr88's ideas:

Dagr88 wrote...
... A unique item (visualization) with it's own history (codex). I'm in.
But I don't think we should get it from the start. It might be a loot from some bosses or maybe a "100 gold coins worth shop item" or maybe given by someone, maybe a companion (cameo) from previous game.


Agree about not just finding it in a chest at home wrapped up and (inexplicably) ready for us. Maybe the new Black Emporium?  Posted Image

Dagr88 wrote...
I do understand the concept where by choosing to side with werewolves there is a bigger chance that I'll find some Dalish artifact in a pawnshop.

LOL, yes!! Perfect example!  Posted Image

Modifié par brushyourteeth, 13 septembre 2012 - 04:19 .


#7
R2s Muse

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Wulfram wrote...

I don't think I'd find this very satisfying. Why should my new character get an item because of what some totally unconnected guy did in the previous game?

Plus, getting powerful items at the start of the game is bad.


I think this concern is pretty much moot now with how virtually all special items scaled with level, or had varying level restrictions with the latest rash of item DLCs. I think those worked out well.

#8
MichaelStuart

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I for all free items.

#9
Huntress

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Wulfram wrote...

Well, if they're not powerful then what's the point of having them? They'll be stuck on the trash heap within a couple of levels.


GOLD coins!!! <--Thats a very good reason!! 
anything that my charcters are able to make cash out of it is a very good reason to get and to keep.

Modifié par Huntress, 13 septembre 2012 - 05:00 .


#10
Malsumis

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Done right, it didn't have to be large scale.

Anders & Leliana was just an example of the DA team not caring about good design/C&C. The writers didn't want to let these characters go, or didn't want to write new characters so they just ignored the players choice.

I paints a grim picture of what the DA team thinks about C&C.