Upsettingshorts wrote...
Knight of Dane wrote...
It's not a writers job to assume that we can fill out their holes.
It's a writers job to provide a story and a plot that doesn't leave big open holes open for interpretation. I have a fine imagination, but I shouldn't find myself in a position where I need to use it to do a writers job for them.
...are you new to the concept of roleplaying? Ambiguity is your playground, go nuts. Believe me there would be just as many (more?) people upset if those gaps were filled with on-rails, set-in-stone, potentially character breaking events. Maybe different people, but just as loud.
Knight of Dane wrote...
There is no reason given other than "Years passed while Anders plotted his scemes and Meredith was evul" for the time lapses.
This is where your imagination was supposed to come in. You can come up with whatever you want in the intervening years as long as it isn't explicitly contradicted by the events of the game. Is it the game's fault if it provides you a mostly blank canvas and you'd rather not paint anything? Sort of, I suppose. But it would be dishonest to claim the canvas isn't supposed to be there.
Knight of Dane wrote...
If the acts had been used to make Hawke seem older, more experienced or just any kind of development it would be fine. But Hawke stays in his/her home. Isabela is still in the Hanging Man and Merrill still sits around her mirror.
I agree, simplifications aside, the acts would have been better had there been more reactivity, as I hoped there would be in my pre-launch post I linked.
I'm not new to roleplaying or writing, I've been doing both actively since my early teens and am currently studying writing and games design.
And of course there would be just as many angry with rail roads, that's not what I'm demanding either,
I'm demanding no acts at all, so that we, the players, can get to create our experiences ourselves.
As mentioned, the acts could have worked, but they didn't. So don't attempt them again. It can be as easy a way to progress stories as your suicidal shot. It needs to be done rigth and it isn't.
We need to know why the time skips are there. We need to be able to decide why when it's a RPG too. It could be as simple as Varric asking "So Hawkey, whatta ya gonna do nao?" at the end of act 1. You get three choises: "Imma go home and care for ma family," "Imma go adventurin'" or "Imma go get moar power and £$£$£$!"
Option one gives a small story that tells how Bethany/Carver gets handled, Hawke and Leandra perhaps go back to Ferelden for a time trying to find out if any of your cousins are still alive. Option 2 gives a small story telling of how you and your companions went on a trip to Antiva seeking out another treasure or something. In the third Hawke is seen going to Denerim where he gets, or tries to get, a audience with the king or queen.
Not because they need to be utterly important but just for the sake of giving the player a reason as to why so much time goes by without anything happening. The rest can then be up to the player to decide.
"Just because" is always a stab in the chest of the customers inteligence. Writers are supposed to tell us how and why.