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Needs More Player Agency


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30 réponses à ce sujet

#26
mousestalker

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If the players get agents, wouldn't that raise the cost of the games? It would be much like the NPC unionizing: great for the NPC's but wages would rise and that would increase the costs of game production.

#27
nightcobra

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i'd like more "courtroom type" quests like the one we got in awakening.
i liked having those peoples lives in the palms of my hand (Mwahaha...ahem)

as for fetch quests, it's okay if you're in the lowests ranks but once we reach a high enough rank in an organization or even general society i really don't like feeling like an errand boy which was what being champion felt like in DA2 to be honest.

#28
cJohnOne

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mousestalker wrote...

If the players get agents, wouldn't that raise the cost of the games? It would be much like the NPC unionizing: great for the NPC's but wages would rise and that would increase the costs of game production.

I like how your mind works sometimes.   lol.  players unite!

#29
cJohnOne

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bump... am I killing of threads or what...

#30
Sable Rhapsody

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StElmo wrote...
So player agency, this means:

  • No Autodialogue
  • No Narrative/Quest Shoehorning - all narrative should arise naturally
  • Multiple quest solutions (like being able to betray the quest giver)
  • No eavesdropping fetch quests - what if my character doesn't *do* errand
Fans, feel free to add more :)


Agreed on player agency, though I would add an important caveat.

ME3 went both too far and too little on the player agency. Too little on the roleplaying, too much in terms of player impact. Having one person decide the entire future of trillions of people and possibly change billions of years of evolution is just unrealistic. Thedas doesn't have quite the same scope, but I hope the devs don't conflate roleplaying agency with player impact on the world. Not that the PC shouldn't affect the world, just that there are realistic limits on that particular type of agency.

#31
daaaav

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Some really good points.

Firstly player agency does not necessarily represent the player characters effect in changing the very fabric of the game world. That is something that I think that ME3 went overboard with and ultimately failed to pull off.

Personally, I would much rather Bioware focus their efforts on how our choices affect the CHARACTERS, since ultimately that is what these games are about. Cruising around with a bunch of friends doing quests, slaying monsters and solving mysteries. If you reduce the scope of the players influence then it is far easier to increase the players agency without having to generate a ridiculously large number of scenarios.

That said, I agree with the OP. I got extremely frustrated in ME3 when I would return to the Nornamndy after a mission and talk to a character and only get a few lines of figgen auto dialogue for my troubles...So yes, less auto dialogue and more conversations in league with DAO and ME1.

In short I don't really care about the world altering consequences of my actions, it's to big for one man to affect. I do however care about my fellow characters, the true strength of a good Bioware game.