And how does the import validate any of those feelings? Just because an import may say The Warden (not your Warden, mind you but THE Warden) might actually be a Dalish Elf Rogue rather than your Mage... does that mean those feelings you felt, of returning to a devastated home, we're any less real? Would Bioware be saying to you 'those emotions are WRONG!'Hawke losing his/her mother-I feel for Hawke because I lost my father to a surgery gone wrong.
The mage warden at the tower-I understand the concern there, because I would feel the same way if it were me coming ot my home to find it ravaged by demons.
Without that ability to connect the game's story to the player, the game has no story. Understand now?
No. Of course not. But, in order to set up another time where you can connect and feel for a character, they could use the amazing and influential events of past games to tell deeper stories.
What about a companion who was a dwarf and escaped Orzammar and a death sentence, since they were a criminal and were going to be sacrificed to the Anvil? That could be a stirring story of redemption and persecution that could resonate with lots of people. But it's one that could never be told with imports, since it would involve having a companion/NPC who's entire existence could vary from game to game.
That's a really cool story idea for the DA universe that I just made up on the fly. Imagine all the better story ideas professional writers could draft, create and flesh out... but can't, because you can't mention Ferelden, Orzammar or the Free Marches without stepping on toes.
THAT'S what we mean by a better story. I could whip out half a dozen ideas involving prior choices that a professional writer could do a lot of service to. But none of them could happen to any real degree, since import choices are destined to have the least amount of influence on future games possible.
Modifié par Fast Jimmy, 07 novembre 2012 - 10:04 .





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