Ah, Brock. We seem to be coming down on the opposite sides of arguments here recently! Quite unfortunate.
Brockololly wrote...
Depends on the story being told in subsequent games. If there isn't any need to precisely pin down who the dwarf king in in Orzammar post DA:O, then don't. Or do it in a low cost way. DA2 didn't need much in the way of the Dwarfs. I was fine with a throwaway cameo quest that reminded me that "Yup, I made [Harrowmont/Bhelen] King in Origins."
But are you fine with that "throwaway" at the cost of never getting a deep answer to what happens to the dwarves? That's a real possibility, given the track record of what we've seen with the Import.
Sure all of that is interesting, if the game we're playing in the future needs to address all of that Dwarven content. Yes, if in DA3 we need to go back to Orzammar or something, I'd expect at least some of that sort of stuff to come up. But that is completely contingent on whether the story needs to go there.
If they do end up needing to deal with the Dwarves that way and instead handwave all of your choices away or awkwardly tiptoe around what choices you made, thats annoying.
It is annoying, yes. But the cost of the Imports is JUST THAT... its an annoyance. Not just for the player but for (more importantly) Bioware. If the writers have a really amazing idea for a story that can be handled by the current technology and scope without much issue, but the reason why it is shot down is the Save Import, then that is a problem. If they say "some people won't have that game state, so its not worth the time to take to make it, despite how good your story idea is" then something is very broken.
But its impossible to be reactive to every little thing with meaningful consequences as much as I'd like to see them. The key is hitting a sweet spot- have maybe 1-3 plot points be genuinely significant, big deals that offer unique, divergent content based on your import state. Other choices that maybe aren't highlighted can still be acknowledged even if its in a pure text newspaper or book or variable NPC chatter. And then have some smaller amount of your choices basically reset to a common state no matter what you chose. Having that sort of a mix of how they deal with consequences from the import would be best, IMO.
Its not impossible if you have a canon. Fallout has taken a bunch of seemingly small events and turned them into huge plot devices in future games. Harold, a ghoul companion who is pretty worthless in combat and not much use (so that not many people even recruited him or kept him around long) is considered a canon recruit, and that he "died" in a certain area of the game that was not scripted in the game at all. Yet because he was canonly recruited and was shot down in an area where they had mutagenic serum around, he appeared in the third Fallout game as a living forest. If you don't know what I'm talking about, that sounds absolutely crazy, but it was an AWESOME series of quests and characters that, if Bethesda had a Save Import system, would not have been budgeted because of the ludicrous nature of those flags/game states lining up to justify creating it.
Maybe, probably... We just don't know the story yet. Yes, it would seem the Dwarves should probably factor into things. But then again, maybe it'll be the Kal Sharok dwarves, who we know nothing about and have apparently walled themselves off?
I've thought of this too, but you're missing the point. Can Bioware work around this? Sure. Despite the fact that lyrium mining and refinement would have been no concern to the Kal Sharok dwarves, so that the only real source of refined lyrium would be Orzammar... it doesn't matter. The fact that Bioware DOES have to work around it is a problem. If you can't do something because of the Save Import feature, that is a cost. A cost of creativity, of narrative license, of good gaming. If the cost was worth it to me, I wouldn't mind. But its not. And I'd like to think many people would come to that same realization if they sat down and thought about "what does the Save Import do? Not just FOR me... but AGAINST me, as well?"
And simply setting canon wouldn't kill the importance of your choices either? If I chose to make Harrowmont King and destroy the anvil, yet BioWare Canon stated Bhelen was King and the Anvil was saved, my choices would be saved? No. Granted, I understand your point in that setting a canon can allow for more directly dealing with consequences of past actions, even if by setting a canon those choices may not have been the ones the player made.
Sacrificing choice is going to happen either way. Either Save Imports don't do it well, or a canon doesn't do it at all.
But the difference is - a canon choice lets the writers do anything they want. They can make any story, any quest, any choice play out in any fashion they please. A Save Import prevents that. You only have limited options. You can only go limited places. You can only interact with limited people. Sure, its a big world and there's plenty to explore... but again, that's not the point. If you say "you can't do X because of Y" then Y better have more value than X. Does the Save Import have more value than the freedom to reference past events at will? To connect stories from one game to the next? To have a narrative that evolves and reveals more and more each game? Or is it better to have each plot line cut off in one game?
Like I said above, you have more and more games doing genuinely unique and divergent content, whether its The Witcher 2 or Alpha Protocol. Especially given that DA is supposedly set with a new PC in every game, the Save Import hooks from game to game need not be anything huge either. They've given themselves plenty of leeway to ignore past developments in past games simply by geographically distancing themselves from the areas those events took place in. I'd just be content if they limited Save Import content to 1-3 meaningfully big plot choices from a previous game affecting the new game in a fully fleshed out way. Leave the rest to minor shout outs via text or minor NPC remarks, like people gossiping in a tavern or something.
Back when this thread was originally alive, I conceded to this idea. Its doable, it offers choice and it cleans out the clutter. However, I made sure I emphasized that romance options would likely not make the Top 3 choices. Your class would likely not be on the Top 3. Your gender would not be on the Top 3.
Suddenly, people said we'd need a lot more than 3, as THOSE were the most important things to them and I was foolish for concerning myself with actual plot choices. How silly of me.
Its easy to say "3 choices are all we'll cover" but realize that you're cutting the Save Import choices to the bone and playing favorites. I wouldn't want to be Bioware if they decide to do it. Better to cut all imports and hear a general outcry than to preserve some things and destory others. THAT will result in making true enemies.
I think The Witcher is a little different since Geralt is more of an established character than any recent BioWare PC. So they have more freedom to handwave certain choices if they want.
And beyond that, they very easily could simply move Geralt geographically for The Witcher 3, such that any big choices and events from The Wicther 2 could be little references or throwaway background chatter and not necessarily big, huge deals.
I'll defer to your knowledge, I haven't played TW or TW2.
Not entirely. TWD really doesn't have much in the way of a genuinely divergent narrative. Its actually quite linear and set in stone outside of a couple instances in the beginning and end. Where TWD excels is in offering up lots of little choices and reactive, unique content that plays off of those little choices that flavor your experience such that it offers a convincing illusion of choice.
And maybe that's the beauty of the game - it never reached out too far. Again, I haven't played it, I'm only basing it off of feedback I've heard from others. But it never offered a cure for zombification (I'd assume) or had the option of launching a nuclear weapon to clear out a horde. Keeping choices focused on small, personal efforts is a more suitable environment for such a mechanic, rather than being a world-traveling hero who is involved in Big Events and makes Big Choices. Your hero changes the world... but the world does not change with your hero. At least, not as much as the Big Choice seemed to make it out to be.
Modifié par Fast Jimmy, 16 janvier 2013 - 03:26 .