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Dragon Age and character development. Choices matter more than the consequence.


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#1
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Choices and consequences play a big role in RPGs. Mostly because the former is one of the many core aspects of the game. Consequences that follow are cool; I like them. It's what makes you think when playing these games, but it's not the key to character definition or development. You're character's reaction to any situation is what matters, even if that consequence to the choice wasn't what you wanted, or expected.

I'd like for DA3 to expand on this. Yes, give us choices that matter too, because afterall, an choice making game without any dire consequences doesn't really make for a good experience. Still, let us react in the most diverse way we can, give us *many* options to respond to these stimuli.

If I chose to save a mage and she dies anyway, let me give an opition to react to the futility of the situation. Not just "oh, well" but "why did I bother?" Or "I did what I could..."

There was an awesome sidequest involving a Qunari Mage which ended up the same anyway you handled it. Sure, I was pissed that I couldn't do anything about it, but I was more pissed that Hawke couldn't react to it. I wanted an option to punch the floor or to spit on his burnt corpse. These things show a lot about our character; it defines them, develops them from that rough sketch we had in our heads to that detailed portrait filled with many colours.

And since we're at it, I want an option to express my character's feelings through physical interactions other than dialogue. At least for a few situations. It would be cool to let me punch something (or kill something - as we've done before.) Wouldn't it be awesome to have been able to respond to Anders 'moment' with a good kick to the balls first?

:P

#2
Wulfram

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They both matter. Yes it's important to establish characterisation, but your decisions need to matter sometimes or it just gets frustrating.

edit: DA2 seemed to have a perverse determination to show you how little your choices affected anything, and that was not fun.

Modifié par Wulfram, 01 octobre 2012 - 10:31 .


#3
Vandicus

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Wulfram wrote...

They both matter. Yes it's important to establish characterisation, but your decisions need to matter sometimes or it just gets frustrating.

edit: DA2 seemed to have a perverse determination to show you how little your choices affected anything, and that was not fun.


DA2 very much was the polar opposite to DA:O in this regards. The opposite of the god-moding in DA:O where anything that the Warden decided was pretty much law, in DA2 Hawke was generally doomed to failure. I actually enjoyed this immensely in DA2 because I love tragedies and it was rather refreshing to have a tragic PC in a video game.

#4
BouncyFrag

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I am of the mindset of getting to have my cake and eat it too, and 'no' it is not a lie.

#5
Dragoonlordz

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Choices are not more important than consequences. Choices and consequence are both "equally" important. Choices having an impact is very important. The reason many did not like DA2 (among many other things) was because choices were disregarded and Hawke had barely any influence on the events around him despite if he had many things he could say, the fact what he said had no impact was a major flaw. I will put it this way player freedom, player agency are very important and both choices AND consequences have to both wide in variety and large in impact. Neither is more important than the other, both are as important as each other (imho). I could stand here and yell a thousand different things at my wall, but knowing my wall will not react makes all that yelling a waste of my time.

Modifié par Dragoonlordz, 01 octobre 2012 - 10:38 .


#6
Knight of Dane

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Consequense should always be a result from a choise or else it has no meaning.

#7
RazorrX

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One of the things Alpha Protocol got right was the C&C system. Decisions would affect how well armed your enemies were, who was your ally, who was with you at the end, etc. Sure some of it is just icing on what was going to happen anyway (the ends are NOT super different) but they still had an impact that was felt through the whole game.

I would love to see that, even if what you choose is not law, etc. but to see it play out in the game.

#8
The Elder King

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Vandicus wrote...



DA2 very much was the polar opposite to DA:O in this regards. The opposite of the god-moding in DA:O where anything that the Warden decided was pretty much law, in DA2 Hawke was generally doomed to failure. I actually enjoyed this immensely in DA2 because I love tragedies and it was rather refreshing to have a tragic PC in a video game.


I like tragedies too, but DA2 was overkill. Not only for Hawke, but for almost every characters. Plus, I'd prefer to have the option to create a tragedy playthrough, and not be forced into it. With the ME trilogy, I could create a tragedy playthrough, but I have other options.
A compromise between DA2 and DAO for DA3 would be better in my opinion.

Modifié par hhh89, 01 octobre 2012 - 11:40 .


#9
TsaiMeLemoni

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RazorrX wrote...

One of the things Alpha Protocol got right was the C&C system. Decisions would affect how well armed your enemies were, who was your ally, who was with you at the end, etc. Sure some of it is just icing on what was going to happen anyway (the ends are NOT super different) but they still had an impact that was felt through the whole game.

I would love to see that, even if what you choose is not law, etc. but to see it play out in the game.


I agree, I think Alpha Protocol did a lot of things right, and I would like to see scenarios in which your previous actions actually have weight, as in now being enemies with a faction or not having certain tactical support and what not.