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Add Meaning to Character Deaths


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#76
Palipride47

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Zetheria Tabris wrote...

I think Bethany/Carver's death would have made an impact if we actually had a chance to talk to them first, like we did with the Tabris and Cousland origin - it's as simple as that.


Agreed. When Carver died in my first playthrough, my reaction was more "ick, ow, that looks incredibly painful." Also, "well, there goes my two hander. Eh, I still have Aveline, and she's a better tank, no loss"

For someone who gets incredibly emotionally attached to EVERYTHING pretty easily (I cried actual tears when Alistair sacrificed himself, when Duncan got killed, after that bit with Shianni after you kill Vaughn, after you spare Bethany after annulling the Circle.....), that was incredibly odd.

That is why I would say it was something wrong on Bioware's part, and not on mine, especially for a person who pretty much needs a box of tissues for every single form of media imaginable. 

Modifié par Palipride47, 01 octobre 2012 - 05:52 .


#77
Lotion Soronarr

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Meh...death in real life doesn't often have a meaning/purpose.

Hence, why making every death meningfull/dramatic/important feels fake as hell.

I vote for a system where it's determined by a random roll (at the start of hte game) who will die and in what way during the game (some of it can be influenced, some not).

So maybe you will losoe your LI by a stray arrow. Or frindly fire. Or maybe he/she will die heroicly. You won't know.

#78
Grizzly46

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Lethys1 wrote...
The best way to handle character deaths was displayed in Mass Effect 1 and 2.  We already experience an entire narrative with a character prior to their death.  In one scenario, we simply need someone to sacrifice themselves for the greater good (bomb sacrifice in ME1).  I despised Ashley as a character and still felt legitimately upset by leaving her to die. In Mass Effect 2, the death of any crew member had particular weight both because you had a narrative with them and because your choices were what decided who lived and who died.


I think that what this boils down to is player control. This becomes especially evident in ME2 where every character death is because of the player actions - fail a loyalty mission and the character is a goner; assign the wrong person to the wrong task, and he is a goner too. And this is really, really great - it keeps the player in control all the time, and it becomes very evident that it is because of YOUR f ups that someone died. It is not because the plot demands a death (like in DA2) or because the writers thinks a death here would be appropriate (ME1).

The choice in ME1 was a little more contrieved, but passable. I didn't like that my control of the (game) situation was taken away, but that was one of few moments of that in ME1, so I could let it pass.

#79
nijnij

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Though player agency does play a part, the actual way the death scene is portrayed is key. Compare Hawke's reaction/lack of reaction to Bethany's death

- in this trailer :


- in-game :


#80
Palipride47

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^ can't play links on computer, but assuming you are referring to ogre smash death vs. taking your sister in Deep Roads w/o Anders (or with Anders, but being a douche...) and having to knife her.

I think the player agency did make a difference. You were an idiot, and your sister died because of it. You mom just tells you that you killed your other sibling, therefore you: a. don't care and b. hate your mom.

EDIT: grammar and language

Modifié par Palipride47, 04 octobre 2012 - 03:31 .


#81
nijnij

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I'm referring to Bethany's ogre smash death only. In the first video you see the trailer version, where Hawke actually seems affected : he falls down to his knees in disbelief then his eyes say revenge. In the second trailer, you see the reaction we got in the actual game : Hawke raising an eyebrow : "oh, my sister's dead, well that's interesting".

#82
Maclimes

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nijnij wrote...
- in this trailer :


That scene near the end of ther trailer where Hawke and all of his companions are fighting the Qunari? Still gives me tingles in a happy place. And also a deep sense of regret that we never saw that scene in the game.

One of my favorite moments in DA:O was the battle just as you enter Denerim at the end, where ALL of your companions are running around fighting off darkspawn. It was epic.

#83
Palipride47

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nijnij wrote...

I'm referring to Bethany's ogre smash death only. In the first video you see the trailer version, where Hawke actually seems affected : he falls down to his knees in disbelief then his eyes say revenge. In the second trailer, you see the reaction we got in the actual game : Hawke raising an eyebrow : "oh, my sister's dead, well that's interesting".


Ah ok, my bad. But I agree, seeing scenes where Hawke actually seemed pretty sad about, you know, a sibling or ma dying vs. the orge smash in game where Hawke seems more upset that he/she is getting yelled at make a difference in how much you care. But that is the responsibilty (?) of the designers, the VO's can't do everything....

#84
Tootles FTW

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Maclimes wrote...

nijnij wrote...
- in this trailer :


That scene near the end of ther trailer where Hawke and all of his companions are fighting the Qunari? Still gives me tingles in a happy place. And also a deep sense of regret that we never saw that scene in the game.

One of my favorite moments in DA:O was the battle just as you enter Denerim at the end, where ALL of your companions are running around fighting off darkspawn. It was epic.

Slightly off-topic: We get that scene in the final fight with Meredith.  If you look around, not only do your companions whom you did not tgake in your direct party show up, but you'll also see NPCs like Cullen (and I even think Zevran shows up, if you save him?) fighting alongside you.  Posted Image

On-topic:  The sibling death only effected me by causing me to re-think my first/canon playthrough.  I normally go with warriors, but I played a mage (and ended up LOVING it) because I wanted Carver to live.  I tried so hard to get that little turd to love me, and it was wonderful.  (Can you tell I don't have a brother IRL?)

#85
Maclimes

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Tootles FTW wrote...
Slightly off-topic: We get that scene in the final fight with Meredith.  If you look around, not only do your companions whom you did not tgake in your direct party show up, but you'll also see NPCs like Cullen (and I even think Zevran shows up, if you save him?) fighting alongside you. 

Sorry, yes, I meant that scene specifically (party v Qunari). I loved that scene at the end you reference for that reason, but it was such a weirdly contrived boss battle, it was hard to enjoy. But that's going way off topic.

Tootles FTW wrote...
On-topic:  The sibling death only effected me by causing me to re-think my first/canon playthrough.  I normally go with warriors, but I played a mage (and ended up LOVING it) because I wanted Carver to live.  I tried so hard to get that little turd to love me, and it was wonderful.  (Can you tell I don't have a brother IRL?)


Yes. And I liked the sibling stuff. Call me crazy, but I didn't think Hawke was too stoic about it. Even sarcastic Hawke seemed reverent.

#86
Medhia Nox

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What makes me more connected to a death - is if I could have prevented it.

This isn't real life - and that seems to need to be said - because while I would have empathy for a real life human being of flesh and blood - a few descriptive words on a page or a few lines of dialogue from a wooden figure on a screen are simply not enough for me.

With a real human - I get more stimuli than a video game will likely ever be able to achieve - so it's probably not really a fair comparison.

I think a player must be engaged in an event for it to have significant meaning - the human mind is often too powerful to just shut off and a person is left saying: "Digital beings - not real - not really happening."

This is the same in a novel or movie too... a character must be developed for you to "care" - because your brain says: "Story - not real - not really happening."

BUT - if you go on a journey with that character your mind can be tricked into the same impulses you'll have for a real human being. When you are engrossed in the story - your brain will no longer fire the "Story - not real." impulse and instead you'll have an organic reaction.

I would imagine this is the ideal.

The worst case of trickery gone wrong... is (possible DA 2 spoiler) the mother.

I WAS tricked into the feeling of a powerful story... I thought I had brought her to this place and I could have stopped it by a few duplicitous dialogue options.

When I found out she dies no matter what - I was divorced from the rest of the game I was so angry.

Anders was just.... the icing on a bitter pill (but that's another topic).

#87
Tootles FTW

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The Carver/Bethany and Leandra interaction is one of the places I think DA2 mis-stepped.  They seemed like such a non-presence in Act 2.  You can't have a conversation with Leandra reference your love interest (she only makes an ambient comment on it, and this can be missed if you click on her too soon in the romance), and if Carver and Bethany are in the templars/Circle why aren't they visitable in the Gallows??
Leandra's death & the possible deaths of your siblings in the Deep Roads are handled better than the intro, but honestly Carver's party banter with everyone BUT Hawke was more extensive than our at-home talks...  
(Why won't you love me, Carver?!?!  Posted Image)  

#88
Todd23

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Tootles FTW wrote...

The Carver/Bethany and Leandra interaction is one of the places I think DA2 mis-stepped.  They seemed like such a non-presence in Act 2.  You can't have a conversation with Leandra reference your love interest (she only makes an ambient comment on it, and this can be missed if you click on her too soon in the romance), and if Carver and Bethany are in the templars/Circle why aren't they visitable in the Gallows??
Leandra's death & the possible deaths of your siblings in the Deep Roads are handled better than the intro, but honestly Carver's party banter with everyone BUT Hawke was more extensive than our at-home talks...  
(Why won't you love me, Carver?!?!  Posted Image)  

Plus he's your rival.  Period.  I've been unable to even reach the middle of the friendship/rivalry bar in DA2.  I just wanted to friendship him.  Why can't that be done? :crying:

#89
rapscallioness

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I got Carver's friendship up with the help of some DLC. Lol. But it was so worth it just seeing how the relationship changed afetr say..Legacy.

It was cool. But it was Hard. Altho, regardless of your meter, if Fenris gives your mage a hard time when you meet him--your brother Carver will jump in and say, "If you've got a problem w/my sister, then you've got a problem w/me." Yeah..that's my Bro!

#90
Sylvius the Mad

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If a character is well written, his deats will always have impact, even if it occurs as a part of normal gameplay.

Modifié par Sylvius the Mad, 04 octobre 2012 - 09:11 .


#91
Felya87

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It was quite sad the way Carvan/Bethany where treated. I would have liked to know them a little before the start of the game. I would like to know why Carven didn't like so much his big sister/brother (if I remember well, he have a lot of rivalry point even if Hawke isn't a mage)

I would have loved the chance to have both of them alive.

#92
Allan Schumacher

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Sylvius the Mad wrote...

If a character is well written, his deats will always have impact, even if it occurs as a part of normal gameplay.



Dupre!

#93
Todd23

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I know, when they talked about why they took out origins while DA2 was still being released. They said because of it you can now have a history, that your not just some guy that washed up on the shore. You have family, and weather you decide if family is important is up to you. Then I play and Hawke just washes up on Kirkwall. I have much less knowledge about his history then the DAO's characters. And my whole family dies.

#94
Darth Death

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Nashimura wrote...

DA really needed a quiet little moment where you run around lothering getting to know people, it would of added that little bit to the characterization of the sibling who dies at the start it would also flesh out hawkes life and let you establish his personality before leaving for kirkwall. Maybe even throw in a few cameo's of the people who were in the first game. 
 

I honestly like this idea for its potential. Nicely thought out.  

#95
Pedrak

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The initial Carver/Bethany death was a misstep (meaning that it felt flat and toothless - the sibling dies too early for the player to care, except for a generic "Oh, that kind of sucks"), but it was also an exception - Bio usually handles this kind of things well.

#96
Wynne

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Vandicus wrote...

They mattered marginally more to me than redshirt NPC #13 falling off a cliff. I felt sibling B was given a sufficient amount of time if the player uses them. Shorter than that, and well, anyone remember the names of those two Warden recruits who failed the Joining in DA:O? I sure as hell don't.

Ser Jory and--oh. LP beat me to it. 

Well, I still get your point, and agree with it. The less screen time and introduction and characterization that a character gets, the easier a genre savvy person can identify them as a redshirt via the Law of Conservation of Detail. Generally, details become important; if several major details about a character are readily given, we assume they will be important. Conversely, if if they possess fewer distinguishing characteristics, we can assume they are not going to be our butt-kicking buddies for long. 

Maybe DA2 threw you into combat a little too soon. Maybe some actual roleplay time would've been nice. I mean, you know it's all going south sometime, but a little bit of fore-roleplay doesn't seem like a bad idea to me.

nijnij wrote...

I'm referring to Bethany's ogre smash death only. In the first video you see the trailer version, where Hawke actually seems affected : he falls down to his knees in disbelief then his eyes say revenge. In the second trailer, you see the reaction we got in the actual game : Hawke raising an eyebrow : "oh, my sister's dead, well that's interesting".

 That could explain why I never connected to Hawke as much as I wanted to. Hawke was so stoic there... I know, "badass", but even badasses feel things. They just use the feelings to drive them forward.

Maybe they were limited by the tech at the time.

Medhia Nox wrote...

What makes me more connected to a death - is if I could have prevented it. 

This isn't real life - and that seems to need to be said - because while I would have empathy for a real life human being of flesh and blood - a few descriptive words on a page or a few lines of dialogue from a wooden figure on a screen are simply not enough for me. 

With a real human - I get more stimuli than a video game will likely ever be able to achieve - so it's probably not really a fair comparison. 

I think a player must be engaged in an event for it to have significant meaning - the human mind is often too powerful to just shut off and a person is left saying: "Digital beings - not real - not really happening." 

This is the same in a novel or movie too... a character must be developed for you to "care" - because your brain says: "Story - not real - not really happening." 

BUT - if you go on a journey with that character your mind can be tricked into the same impulses you'll have for a real human being. When you are engrossed in the story - your brain will no longer fire the "Story - not real." impulse and instead you'll have an organic reaction.

I would imagine this is the ideal. 

The worst case of trickery gone wrong... is (possible DA 2 spoiler) the mother.

I WAS tricked into the feeling of a powerful story... I thought I had brought her to this place and I could have stopped it by a few duplicitous dialogue options. 

When I found out she dies no matter what - I was divorced from the rest of the game I was so angry. 

Anders was just.... the icing on a bitter pill (but that's another topic). 

 Wow... looks like we are absolutely on the same page!  It almost never happens, but I read your post and I felt like I could've been the one who wrote it. that's how hard I agree.

If I feel like Hawke could've prevented it by not being stupid or slow, or like the game cheated me out of responding the way I wanted to, then I feel disconnected. But if the game puts the responsibility in my hands--sort of like the Suicide Mission in ME2 (although really, I think that would've been more fun if it had been somewhat less forgiving, it still serves as a perfect example)--then I feel connected.

Sure, that can end in reloading for optimal results, which isn't ideal... but at least the player cared enough to reload. And if they make an inauthentic choice for their character, they're only cheating themselves. Not everyone will make that choice, and some who do may come back years later for a replay to do it right.

But honestly, most people seem to think the best thing about the Suicide Mission is that you can both pass AND fail. I certainly feel that way. I had so many replays of ME2, and one of them even included the ultimate failure. I made a Shepard who was reckless and made bad choices, and it was awesome. 

It made my "happy" playthrough (which was Paragade, and not at all sappy due to the whole "Reapers not yet stopped, merely delayed; galaxy not really saved; love interest still going to die" thing) seem all the more rewarding to know how it could have gone wrong. And knowing how it should have gone made the bad playthrough all the more powerful, watching it all slip away through fingers that were just a bit too weak to hold on any longer. 

I felt more invested in my dwarf commoner's bitter farewell to Alistair and subsequent saving of the world after a God-baby deal than in Hawke's fate. It wasn't a matter of voice/no voice at all--I prefer a voice most of the time. But it was a matter of choice. I just couldn't feel I was pulling Hawke's strings when nothing I did saved the lives I wanted to save. Bye, Bethy. Bye, Mom. Bye, Trask. Bye, Chantry Mother, the only decent religious person around. Bye, Orsino, you stupid Blood Mage, and thanks for making life harder for us all. 

I feel like I know what the writers were trying to do, and I sympathize heavily, but I don't feel like it worked. It took me out of the experience to feel my choices didn't matter.

Why am I making them, then?

Modifié par Wynne, 04 octobre 2012 - 09:56 .


#97
Sylvius the Mad

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Allan Schumacher wrote...

Sylvius the Mad wrote...

If a character is well written, his death will always have impact, even if it occurs as a part of normal gameplay.

Dupre!

Excellent example.

I named my first AD&D character after him.  In 1988.

Modifié par Sylvius the Mad, 04 octobre 2012 - 10:21 .


#98
Il Divo

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Pedrak wrote...

The initial Carver/Bethany death was a misstep (meaning that it felt flat and toothless - the sibling dies too early for the player to care, except for a generic "Oh, that kind of sucks"), but it was also an exception - Bio usually handles this kind of things well.


Eh, most of the times Bioware has done this, it still felt trivial, DA2 included.

Baldur's Gate 1: Gorion
KotOR: Trask Ulgo
Mass Effect 1: Jenkins

It's simply a case of getting rid of a character whom we barely know. Compare for example the intensity of choosing a squad-mate on Virmire after having time to get to know the character. It works much better, imo.

#99
Maclimes

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Il Divo wrote...

Pedrak wrote...

The initial Carver/Bethany death was a misstep (meaning that it felt flat and toothless - the sibling dies too early for the player to care, except for a generic "Oh, that kind of sucks"), but it was also an exception - Bio usually handles this kind of things well.


Eh, most of the times Bioware has done this, it still felt trivial, DA2 included.

Baldur's Gate 1: Gorion
KotOR: Trask Ulgo
Mass Effect 1: Jenkins

It's simply a case of getting rid of a character whom we barely know. Compare for example the intensity of choosing a squad-mate on Virmire after having time to get to know the character. It works much better, imo.


Jory and Davik in DA:O, not to mention the multitude of expendable characters in the various origins.

Maihri in DA:A, also.

(I still weep for Trask Ulgo, though. He was both a companion AND a tutorial.)

Modifié par Maclimes, 04 octobre 2012 - 10:36 .


#100
Wulfram

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Well, Trask and Jenkins weren't really meant to be heart breaking. Sad, of course, but it's not like they're family members.

Modifié par Wulfram, 04 octobre 2012 - 10:38 .