Gandalf-the-Fabulous wrote...
What intelligence? Ok I am sorry that was uncalled for, I am sure you are a reasonably clever young lad so dont take such jabs too seriously.
Ok, I'd rather move on and get back on track. I'll point out there's a wide gap between what would constitute a good natured jab and what's clearly condescension. The former doesn't bother me at all, might even endear me to someone; the latter would normally set me at somebody's throat. Either way, this thread has put me in a bit of a down mood, so let's leave all that behind us, shall we?
When somebody's actually engaging in an honest conversation with you, at length, why in the hell would you ever start casting aspersions on their intelligence or basic grasp of the subject? I've noticed that happens more than it should on these boards, though. Just assume I'm at least as smart as you are and move on.
Gandalf-the-Fabulous wrote...
Environmental factors? I have no idea what you mean by that so you will probably have to explain it to me but when I say "Origin Stories" I am not just talking about the first half hour - hour of unique gameplay for each Origin but the story that takes place before the game even begins, I am talking about your character's childhood, the relationships he/she has formed over that period, the moment some guy you have never met tells you about where your character gave him a good thrashing at a local tournement that you have no recollection of. What you seem to be talking about is merely the starting events that happen in each origin before they all branch into a single storyline, and while I am sure that these events would have a profound effect on your character's motivations and views (Human Noble has a vendetta against Howe, Dwarf noble is exiled from Orzammar ect) I believe these sort of character defining events should happen along the journey depending on the actions the player makes once the player has built more of a relationship with the characters and a better understanding of the world, I believe the story in an RPG should branch outwards rather than inwards.
Environmental factors, things like a first hand look at what it's like to live in a particular socio-economic group in the game's fantasy world, things like the personal obligations your character might have had previously, things like familial and community status.
My point about all this is that these things add to and refract through an entire playthrough. They give you a stronger basis for your character that's actually part of the game world, as opposed to head canon that's never seen nor heard, and is thus effectively non-existent. I *want* to see and hear about past relationships and past activities my character may or may not have been involved in (based on my answers). I *want* to meet my character's existing family and social structure, and all of it, because every bit of that adds yet another layer to who my character is. None of that exists in any real way with a blank slate character.
Once we get to main game, of course my character continues to evolve, but I have a nice, organic, well reflected and supported set of factors that play into how I continue to play my character, along whatever path my character takes. I have a solid foundation for who my character is in total, rather than a summary, arbitrary set of values. The origins in DA:O do a great deal for humanizing my character (whatever race, but you get my point).
Otherwise, when I come to those defining choices throughout the game you're talking about, I'm making those choices based solely on the limited information presented to me as a player at that time, which only allows my honest response once and once only. After that, given no alternate stimulus, I'm only characterizing whatever second character I might make according to what I've not already seen in the game. If there is no real reason for me to go back and replay multiple times, even in a game like BioWare's, like KoTOR or Mass Effect, then my second and final playthrough is there primarily to unlock the other avenues I haven't already played (in broad strokes), because whatever character I make needs to fill those bulletpoints. (KoTOR had better branching and more divergent characterization than ME, but that's another discussion.)
Gandalf-the-Fabulous wrote...
You have no idea what I am talking about do you? Hopefully that last paragraph I posted will clear a bit of it up for you but if you think I am saying that it should be a backstory that you create that defines your character then you are dead wrong, the backstory (whether it be one you made up in your head or one your character is assigned by the writers) in a CRPG should NOT define your character, perhaps give you a starting point to decide your character's inclinations but not define it, your character should be defined by the actions he/she makes and how he/she is percieved by the world because of those actions. It is not as simple as "flipping a coin at cc and then consciously trying to stay consistant with that coin toss" but allowing your character grow and change throughout the story based on the choices they make, the events they witness and the path they are developed down. Perhaps this is not what most RPGs allow you to do but it is what I believe a lot of RPGs should strive to do.
I understand exactly what you're talking about. Perspective lensing, remember? Rather than "flipping a coin" and arbitrarily defining my character's personality, then playing that against the informatiion in the game and that's it (on it's face, one true organic playthrough), story rooting (like the origins of DA:O) allows me to look at each situation with a fresh perspective that would not exist on a repeat vanilla playthrough, a new lense.
My characters are always well defined, in terms of those arbitrary guidelines, at character creation. I play the character, not myself, and my characters all have to be different people if I'm going to go back and play the game again at all. I get into a particular headspace and approach every situation from whatever mindset my character would be in, not how I personally would. So yes my characters change and grow, but they don't shift personalities. Story rooting and branching allow my character to be very different in ways that I don't arbitrarily assign, but organically grow into, which then allow me to approach each repeating situation in the main game from an honestly new perspective, a different lense. It's immensely helpful for roleplay and world immersion.
And I agree with you that cRPGs should strive to be reactive to the player, to reinforce the choices they make in a choice driven game, but they should start to do so and branch immediatedly like DA:O, not continue to follow the old formula. It shouldn't all be where you're going, but also where you come from that matters, as a roleplayer. That goes doubly for Dragon Age, because the franchise is built to support that and play off of the competing aspects of the world. That's one of the defining features of Dragon Age. They should be doubling down on that, not homogenizing it like DA2.