ElitePinecone wrote... * References are often enough to build an immersive world that still feels interactive, though. ME3 was *excellent* for its integration of previous choices into little dialogue tidbits. * I'm not that fussed if a choice doesn't have three hours of new content attached to it in two games' time - I think expecting that much is being a little unrealistic, frankly, given how much this all costs in time, money and effort. Small references can do a lot to make the playthrough feel unique and individual.
(Case in point, now that I think of it, ME2's and ME3's emails)
I despised the ME and DA2 email/letter system, but this isnt really the venue to talk about that.
And I think references are not the point of making a decision. I honestly would prefer the decision to not be mentioned at all if the story won't be moved forward. I'm not asking for "three hours of custom content," but a progression of the story presented in game would be desireable.
I don't need a game to tell me what I did in a previous game. That doesn't do anything for me. Similarly, giving random, faceless new NPCs who appear for a short quest and do nothing to move the plot forward is similarly hollow.
Harrowmont's nephew, whom we have never met, is on the run? Why should I care? Tell me instead something about the world of Orzammar with the choice that was made in DA:O. Some random former werewolf is being harassed by a unknown Dalish? Yawn. That's hardly giving more detail about how the world is any better or worse for making that decision. Allistair or Anora shows up and says the exact same thing, with one or two line changes, to Hawke about Meredith? That's a little insulting.
Why not instead have people in Kirkwall give rumors about the state of Ferelden, with different things going on depending on your choices? It feels like the story lines have not moved an inch since we made the decision in the last game.
An acknowledgement that the choice was made is not something that is worthwhile to me. I'd rather have the story continued, in any way shape or form, rather than just be given a cursory nod and left at the same exact point, narratively, as it was last game.