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Remove the Save Import


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#526
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Fast Jimmy wrote...

That's all fine and good. LOL But as I said... there is a cost to the imports. A narrative costs. It makes everything we touch practically untouchable for future games. Don't get too attached to any character, they likely won't make it into DA4. Don't get too excited about any plot lines, they will be cauterized to prevent anyone's imports from being affected. Don't expect lots of wildly divergent outcomes during any future DA games... they either aren't going to offer them or they won't ever follow through with them, at which point... what was the point?


Why can't the characters show up in later games? I see no reason why they cannot, outside of the death problem, and isn't it well known that Gaider has said he knows about the issues with Leliana and they will be addressed in DA ]|[? So that isn't inhibited...

To go with what's been said about the dwarves, again...

What matters to me is that my Warden gets to pick who the king is, and that choice remains.

The portrayal of that king's reign in a later game does not matter to me. I won't be put out if Bioware decides to make them both totalitarians in say DA 4. My character ingame won't know any different, so I'm fine with it. What matters to me is that I made the choice and the choice remains--again, not the consequence.

And that's a problem. A piece of story is "too big." Which means what side we choose in the Mage/Templar War won't matter. Its too big if one side wins or loses. So we'll be railroaded. If the Qunari invade in DA4, we won't have the option of siding with them, or even deciding who we side with in fighting them. Too big. If Morrigan and Flemeth offer us a choice and try and get us to join their side with consequences for either one... too big. If the Dalish unite under a banner and create their own nation? Too big. If the dwarves face real extinction after a millenia of slipping more and more ground to the darkspawn? Too big.


Well, let's think about DA ][ for a moment. You got to choose what side you were on. Now, both sides turned on you. What does that mean? That means that your character got to make a big choice, but it's effect on the world was nullified. If Bioware did this more, they could do big choices. Say some thing happens to the Qunari--regardless of your help. They all fail. They all win. You still make the choice--but it isn't expected to have an effect on the world.

Perhaps I should have said that differently. Choices that are expected to have an effect (as the player, not as the PC--they don't know this stuff) on the world are too big.

When does ANY choice outside of something purely cosmetic become too big? When does the option to write a storyline become less of a consideration because of the possible choices that came before it? It makes every event uncontrollable, unchangeable, unrevocable. If the Qunari invade, they will always win, or always lose. If there is a Mage/Templar War, the outcome is going to be the same, no matter how much support you throw to one side versus the other.


I see nothing wrong with this. My support should not be enough to change the course of history, because rarely does one person change the course of history (or the opposite, each and every one of us makes so many little choices that change things in such infintesmial ways that it's literally impossible to replicate that)

Don't you see? Once choice becomes too big, then it becomes NO choice. One of my chief complaints about DA2. It becomes a linear narrative with three conversation tones and virtual romances.


It is only no choice from a metagaming perspective. It is still very much of a choice for the PC. I am willing to sacrifice the "no choice" for a PC persistent world.

Here is the link. Since Witch Hunt does not import any flags, Allistair will always say this. 




It did not bother me, actually. I never bought Witch Hunt (it goes against my DLC policies, my other little fun crusade on the BSN here :lol:). But when I go to bat against something, I always make sure to find all the gaps in the armor. This one being one of them.


Lol.

But I actually thought of something:

How do we know the GW wasn't in Denerim?

Tell me something, where was the OGB? Morrigan said "somewhere safe." Now, I don't really think she hired a babysitter, do you? I think that wherever it was, she was planning on going back there. Thus, I present two scenarios:

1. OGB is already on the other side of the Looking Glass

That sure sounds like "somewhere safe" to me--I don't imagine many have gone there. And if OGB is on the other side of the Looking Glass, then Morrigan knows how to move across it--something our Warden could then do.

2. OGB is on this side

Do you think Morrigan, when she walked through the Eluvian, walked away throwing the fate of the OGB away, knowing she could not return to where it was? Absolutely not. She plans to raise this thing. That tells me she can return to it--outside of The Looking Glass. And if she can, then our warden can leave too.

I say all of this to say i think you're placing an artificial limit here, and possibly elsewhere.


The question every supporter of the Save Import should ask is simply this: am I content with Bioware simply not mentioning any of my past choices or decisions? If not, then to what level do I want them to acknowledge it? Keeping the very real and hard fact that if they don't mention it, in some way shape or form, then that choice and all corresponding facets of the game world that accompany that choice, are gone forever. 

Bioware plans to keep leaping from one geographic point to the next. Which is good and fun and keeps the lore going. Not a problem. But it is going to run away from all the choices we make and all the character interactions and possible stories. So if they plan on keeping the Save Import, the ONLY time you will be able to say "I can't wait to see what happens because of <blank> choice" will be if you are planning on writing a fan fiction. 


I don't need them to mention them. I just need them to exist.

And, btw, I strongly, STRONGLY disagree with the bolded. They do not need to reference something for it to be there. Only with a definite retcon do they overturn choices, and as I pointed out above, we might misinterpret things as retcons.

I don't need to "see what happens." Again, back to consequence. The choice is what matters for an RPG. The consequence may make it a "better story" in some ways, but I'm willing to trade those ways for a persistent world.

#527
Fast Jimmy

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EntropicAngel wrote...

I don't need to "see what happens." Again, back to consequence. The choice is what matters for an RPG. The consequence may make it a "better story" in some ways, but I'm willing to trade those ways for a persistent world.


I was going to respond to you, point by point, but this just makes it all null and void.

If you make a choice and are fine with the exact same outcome happening from that choice, and just value that your character got to make that choice, then that is a fundamental viewpoint I can't change. No amount of examples, extrapolations or lines of logic can overturn that personal preference. 

My only response is... if, in future DA games, you make a choice and it results in the same outcome regardless of what choice you make, what is the purpose then of the Save Import in a series like DA? Would it really matter what stance your character took? Or, to frame it more logically... would it matter to the new PC of the next DA game which position you took?

Would it affect anything if your Warden stated their objection to the Dark Ritual while Allistair said he would do it regardless? No. It shouldn't. If we don't see the Warden again, then why would their objection that was ignored ever need to be mentioned?

So, if you think Bioware should essentially leave only the choices, but have the same consequences and subsequent games don't have the same characters returning... why have an Import?

Modifié par Fast Jimmy, 16 janvier 2013 - 03:40 .


#528
Guest_EntropicAngel_*

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Fast Jimmy wrote...

I was going to respond to you, point by point, but this just makes it all null and void.

If you make a choice and are fine with the exact same outcome happening from that choice, and just value that your character got to make that choice, then that is a fundamental viewpoint I can't change. No amount of examples, extrapolations or lines of logic can overturn that personal preference. 

My only response is... if, in future DA games, you make a choice and it results in the same outcome regardless of what choice you make, what is the purpose then of the Save Import in a series like DA? Would it really matter what stance your character took? Or, to frame it more logically... would it matter to the new PC of the next DA game which position you took?

Would it affect anything if your Warden stated their objection to the Dark Ritual while Allistair said he would do it regardless? No. It shouldn't. If we don't see the Warden again, then why would their objection that was ignored ever need to be mentioned?

So, if you think Bioware should essentially leave only the choices, but have the same consequences and subsequent games don't have the same characters returning... why have an Import?


it is getting rather convoluted, so I understand.

The reason for the import is for the persistent world. Now, somewhere in that jumble of words I did clarify that statement: a PC persistent world. A world where my PC is defined as I made him.

A world where I can juxtapose an anti-mage and pro-mage warden/hawke, not for any ingame reason, but just because I can.

It's metagame. But's it's no more of a metagame opinion than choice and consequence, I don't think.

#529
Fast Jimmy

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EntropicAngel wrote...

it is getting rather convoluted, so I understand.

The reason for the import is for the persistent world. Now, somewhere in that jumble of words I did clarify that statement: a PC persistent world. A world where my PC is defined as I made him.

A world where I can juxtapose an anti-mage and pro-mage warden/hawke, not for any ingame reason, but just because I can.

It's metagame. But's it's no more of a metagame opinion than choice and consequence, I don't think.


Would you accept a game where any choices or any aspects of the previous character were not mentioned at all?

I consider, personally, consequence to be a bigger deal that choice. Because through consequence you can further explore the world. Through choice, you can only explore your character. But thing is... I already know my character. If I'm pro-Mage, I don't need a choice to say I'm pro-Mage. If I'm for Elven rights, I don't need a choice to say I'm for Elven rights.

If I then put being pro-Mage over the lives of Elves, that is an interesting choice that makes me examine my character, and also myself as a player. But if those elves die regardless of if I expressed my pro-Mage decision or my pro-Elven one... was a choice really made? Or was an opinion just given, with the choice already determined before my character uttered a word?

#530
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Fast Jimmy wrote...

Would you accept a game where any choices or any aspects of the previous character were not mentioned at all?

I consider, personally, consequence to be a bigger deal that choice. Because through consequence you can further explore the world. Through choice, you can only explore your character. But thing is... I already know my character. If I'm pro-Mage, I don't need a choice to say I'm pro-Mage. If I'm for Elven rights, I don't need a choice to say I'm for Elven rights.

If I then put being pro-Mage over the lives of Elves, that is an interesting choice that makes me examine my character, and also myself as a player. But if those elves die regardless of if I expressed my pro-Mage decision or my pro-Elven one... was a choice really made? Or was an opinion just given, with the choice already determined before my character uttered a word?


I think I would.

In regards to your later comments, the choice is to define my character within the world--not to define the world according to my character. That's why to me the choice is more important than the consequence.

And, to make this a bit more complicated...

You may know your character...but i don't. I didn't decide that my Male City Elf, before hand, would change himself so drastically after the origin story. I knew some general stuff, like he was fairly calm and methodical, but him not being interested in his companions as people, really (meaning no conversations outside of what was required, and thus missing a few quests)? i didn't pick that. My experience in the game, or rather his experience, caused that to happen, and the choice allows me to express that latent change.

Modifié par EntropicAngel, 16 janvier 2013 - 04:24 .


#531
Fast Jimmy

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The Teryn of Whatever wrote...

Why won't this thread die?


Because this discussion won't end. It never will. Until the Save Import is halted or until Bioware stops making games.

Because the Save Import can never deliver a perfect follow through, no matter how much effort is put into it. Until they can make games that adapt and change and can create content as the player plays, there will be those who the Import does not live up to what they imagine. 

So its an unrealizable dream. An unobtainable expectation. Bioware can downplay the significance of the Imports as much as they want, but players will still want (and even DEMAND) that their romances, or choices, or characters return. It all comes down to the Import. Bioware fans see it as a Golden Ticket to their own personal playground. If it could ever become that, it would live up that ideal. Instead, it creates lots of problems with continuity, creating narrative and disappointment. Some people see those problems as too much. So they will call for it to be removed.

This thread is a zombie. But this topic is never-ending. So I'd rather discuss it here rather than have to hound down other threads. Its title is catching enough to draw in pro-Import and anti-Import players, alike. So its a good lightning rod to prevent the same conversations appearing elsewhere.

#532
Fast Jimmy

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EntropicAngel wrote...

Fast Jimmy wrote...

Would you accept a game where any choices or any aspects of the previous character were not mentioned at all?

I consider, personally, consequence to be a bigger deal that choice. Because through consequence you can further explore the world. Through choice, you can only explore your character. But thing is... I already know my character. If I'm pro-Mage, I don't need a choice to say I'm pro-Mage. If I'm for Elven rights, I don't need a choice to say I'm for Elven rights.

If I then put being pro-Mage over the lives of Elves, that is an interesting choice that makes me examine my character, and also myself as a player. But if those elves die regardless of if I expressed my pro-Mage decision or my pro-Elven one... was a choice really made? Or was an opinion just given, with the choice already determined before my character uttered a word?


I think I would.

In regards to your later comments, the choice is to define my character within the world--not to define the world according to my character. That's why to me the choice is more important than the consequence.


And, as I said earlier, that is where we must part ways. Because my character is transient, changing every game. My world state is what carries over. So if I cannot keep my character and my world doesn't really change based on my choices, then it all becomes a static, linear story. Just one long "why bother?" question.

Modifié par Fast Jimmy, 16 janvier 2013 - 04:25 .


#533
Fast Jimmy

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EntropicAngel wrote...

And, to make this a bit more complicated...

You may know your character...but i don't. I didn't decide that my Male City Elf, before hand, would change himself so drastically after the origin story. I knew some general stuff, like he was fairly calm and methodical, but him not being interested in his companions as people, really (meaning no conversations outside of what was required, and thus missing a few quests)? i didn't pick that. My experience in the game, or rather his experience, caused that to happen, and the choice allows me to express that latent change.


One last comment and then I'll bow out for the night.

Railroading choice (the common term for the same consequence happening, despite the choice a player makes) is what, to me, made DA2 so unappealing. Because it not only made nearly all my choices seemingly non-existent, but it also made my character inherently flat. The three dominant tones all wound up jsut being three ways to say yes. Meredith gave you a quest. And, despite whatever type of character I played, I went along with her request. Even the option to say no wound up saying yes.

When you remove the consequence to choice, you take the fangs out of options. If I can't say no to Anders blowing up the Chantry, then I can't say no to Sister Patriece, or to Varric, or to the Arishok. It becomes a point where finding choices that actually do diverge at all becomes a challenge, because everything must filter to one common conclusion. Again, to preserve the worldstate so that the import works fine... despite the fact that in such a gaming reality, the import isn't needed at all, since we all wound up in the same spot anyway, but for different reasons.

Not knowing my character when I start plays into that. I can have an idea, but you are right - many times (your first playthrough especially), you are unsure where your character stands. But once you do make that definition and find out what your character stands for, having zero divergence means your character will take the exact same steps, perform the exact same actions, as any other character. When that happens, it begs the question of "was the character I wanted to play really different? Or were they the sum of their actions, and a carbon copy of every other possible character?"

#534
StElmo

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DarkKnightHolmes wrote...

The only reason I like the save import in DA is to keep the universe consistant. I mean I don't want to hear about some other Warden Origin and how he stopped the blight instead of me.


Precisely, I don't expect my choices to matter in the long run, but I want to know it was MY warden, or MY hawke - and I love how those little references were tailored to that!

Modifié par StElmo, 16 janvier 2013 - 04:35 .


#535
Kaiser Arian XVII

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To avoid inconveniences "Remove the Save Import" as wise people have said!

#536
HereticDante

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"That's all fine and good. LOL But as I said... there is a cost to the imports. A narrative costs."

If we're talking about a "narrative cost" then surely that arises from having the capacity to make divergent choices, rather than those choices being acknowledged in the next game via the save import? Having the potential for multiple outcomes at the end of interesting sub plot in the first act of a game is no more of an obstacle* if it occurs in the next game. I would like to quote your X vs Y argument for instance which states "If you say "you can't do X because of Y" then Y better have more value (by which i presume you mean story potential) than X." How can you guarantee that the conclusion of Y in the first act has not prevented you from enjoying a much richer plot in the form of X later in the game? Surely this is the exact same problem you take issue with and yet it arises entirely without the save import.

You further re-enforced this with your later comment,
"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."

Again you argue that " a really amazing idea for a story" is lost because some people's game states won't be compatible, but this could just as easily be a decryption for a plot which is lost entirely within the confines of any single game which offers a plot in which the player can impact on the outcome of the narrative. One could easily say of course, that they could simply program a different follow up quest dependent on the outcome of that decision, which is exactly what they did with the save import.

"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?"

Isn't the Save Import is in itself a reference to past events and a way to create a more personal connection for stories which arise and continue from one game to the next. I am confused as to what you expect abolishing the acknowledgement of player choice's in past games will actually achieve.

You also state that " 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." Now this simply isn't true. Putting aside the fact they would still be constrained by budget and design constraints, imposing an overall canon would mean choosing certain outcomes for each decision they wished to acknowledge. This would mean any number of potentially "really amazing ideas for a story" would be lost.


You also stated in response to "But its impossible to be reactive to every little thing with meaningful consequences as much as I'd like to see them. " that it was "Not impossible if you have a canon." But that isn't actually true is it? You're not reacting to EVERY little thing with meaningful consequences. You're reacting to A FEW little things with meaningful consequences. Which is somewhat ironically, the whole point of the save import feature. Your example with Fallout for instance, how many interesting events went ignored? How can you know for certain that players found that quest line about the tree worshiping lunatics more interesting than the choice which wound up as cut content because they decided it wasn't canon?

I also found it quite interesting that you chose to cite the Fallout series as a shining example of an overriding canon considering they used a save import on Fallout 3 for the Broken Steel exapnsion/follow up.

Finally i would just like to reiterate to ensure i understand your position correctly. You're assuming that the writers WOULD choose to honor player sovereignty over the narrative at the cost of a potentially fascinating plot line. Yet they brought back Anders in DA2 as a former grey warden and merged with Justice, overriding player choices at one point in DA:A precisely because they thought it was so interesting, as with Leiliana. Given those were two major decisions, i don't know from what basis you are so certain that they will invariably sacrifice potential plot lines for the sake of past references.

If your contention is that abolishing the save import and imposing an overriding canon would somehow provide more fertile grounds for narrative, then i must again ask why providing only one option for a potential background is better than providing multiple ones? Is not the whole point of player choice within the narrative to create multiple potential follow ups? You stated that you would rather "a deep answer" than a simple acknowledgement of a past decision even though the two are not necessarily mutually exclusive but have shown nothing to prove that removing the save import would result in a deeper acknowledgement? The developers could just as easily decide to only briefly acknowledge your choice because they would rather concentrate their efforts on new quest lines showing more of Thedas rather than providing a lengthy follow up to a plot which was already resolved. I fear your expectations for what the removal of acknowledgement of player decisions between games is simply too great. You also assume that imposing a canon is the only solution to this issue. Since Bioware has already stated they are looking for alternate way to acknowledge past player decisions without the difficulties of lining up plot flags, i don't know why imposing a canon is the only solution we should be considering.

Is writing around the save import more challenging? Perhaps, but it does not in of itself stifle narrative possibility. On the contrary, it creates more possibilities for the writers to pursue. Whether they can or not is a logistical issue only tangentially related to the save import itself.
Your argument seems to be more related to the acknowledgement of player choices potentially stifling the creativity of the writing staff. I'd like to think all intelligent people would come to that same realization if they sat down and thought about "what does an overriding canon do? Not just FOR me... but AGAINST me, as well?"

In summary: Let's keep acknowledgement of past player choices in the series!

#537
Guest_EntropicAngel_*

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Fast Jimmy wrote...

And, as I said earlier, that is where
we must part ways. Because my character is transient, changing every
game. My world state is what carries over. So if I cannot keep my
character and my world doesn't really change based on my choices, then
it all becomes a static, linear story. Just one long "why bother?"
question.


I can understand this.


Fast Jimmy wrote...

One last comment and then I'll bow out for the night.

Railroading choice (the common term for the same consequence happening, despite the choice a player makes) is what, to me, made DA2 so unappealing. Because it not only made nearly all my choices seemingly non-existent, but it also made my character inherently flat. The three dominant tones all wound up jsut being three ways to say yes. Meredith gave you a quest. And, despite whatever type of character I played, I went along with her request. Even the option to say no wound up saying yes.

When you remove the consequence to choice, you take the fangs out of options. If I can't say no to Anders blowing up the Chantry, then I can't say no to Sister Patriece, or to Varric, or to the Arishok. It becomes a point where finding choices that actually do diverge at all becomes a challenge, because everything must filter to one common conclusion. Again, to preserve the worldstate so that the import works fine... despite the fact that in such a gaming reality, the import isn't needed at all, since we all wound up in the same spot anyway, but for different reasons.

Not knowing my character when I start plays into that. I can have an idea, but you are right - many times (your first playthrough especially), you are unsure where your character stands. But once you do make that definition and find out what your character stands for, having zero divergence means your character will take the exact same steps, perform the exact same actions, as any other character. When that happens, it begs the question of "was the character I wanted to play really different? Or were they the sum of their actions, and a carbon copy of every other possible character?"


I would argue the opposite, actually: requiring consequence restricts options. If Bioware has to make continuing content for separate choices, then there will be less of those choices. There's a reason why there was only one Virmire choice in ME--because Bioware ended up, in subsequent games, doing twice the work for half the payoff.

However, what you're saying, these choices to say no but have to do it anyway--I don't agree with that at all. But I wouldn't say that's simply a case of choice and not consequence. i would say these are instances of no choice. Your PC is railroaded into doing something. This has nothing to do with the long-term consequences of an action, and everything to do with your PC not truly having choice.


As to your final paragraph, i'm going to open this up a bit:

In my first post a few hours ago (wow, was it really that long?), I said that it wasn't strictly true that consequence is not part of RPing. I meant it--consequence can, in my mind, affect how a character changes within their world, kind of like my city elf (though that isn't a consequence, per se) and more like I outlined in the OP of this thread of mine.

Thus I do believe consequence can have an effect--but that's more within the scope of a single game, as opposed to choice and consequence over multiple games.

And one way to change things is to change the base attributes, characteristics, whatever, of the PC, and you drastically change their response to situations in game.

My human noble wasn't particularly fond of Cailan but he was the king so he got a royal pyre. My city elf wasn't fond of Cailan as a human (there's a lot to that particular part, but I'll skip it for brevity), but he was fairly apathetic (as a result of, initially, his calm/methodical personality, and then coupled with the events of the origin) so when Alistair argued for a pyre, he gave him one. My casteless dwarf was a little opposed to Cailan, as a human and as a noble, but he was apathetic, so he suggested...the middle option, can't remember offhand, but swayed with Wynne who wanted a pyre, but then swayed with Loghain who wanted him thrown to the wolves.

Modifié par EntropicAngel, 16 janvier 2013 - 05:30 .


#538
Dragoonlordz

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EntropicAngel wrote...

Fast Jimmy wrote...

One last comment and then I'll bow out for the night.

Railroading choice (the common term for the same consequence happening, despite the choice a player makes) is what, to me, made DA2 so unappealing. Because it not only made nearly all my choices seemingly non-existent, but it also made my character inherently flat. The three dominant tones all wound up jsut being three ways to say yes. Meredith gave you a quest. And, despite whatever type of character I played, I went along with her request. Even the option to say no wound up saying yes.

When you remove the consequence to choice, you take the fangs out of options. If I can't say no to Anders blowing up the Chantry, then I can't say no to Sister Patriece, or to Varric, or to the Arishok. It becomes a point where finding choices that actually do diverge at all becomes a challenge, because everything must filter to one common conclusion. Again, to preserve the worldstate so that the import works fine... despite the fact that in such a gaming reality, the import isn't needed at all, since we all wound up in the same spot anyway, but for different reasons.

Not knowing my character when I start plays into that. I can have an idea, but you are right - many times (your first playthrough especially), you are unsure where your character stands. But once you do make that definition and find out what your character stands for, having zero divergence means your character will take the exact same steps, perform the exact same actions, as any other character. When that happens, it begs the question of "was the character I wanted to play really different? Or were they the sum of their actions, and a carbon copy of every other possible character?"


I would argue the opposite, actually: requiring consequence restricts options. If Bioware has to make continuing content for separate choices, then there will be less of those choices. There's a reason why there was only one Virmire choice in ME--because Bioware ended up, in subsequent games, doing twice the work for half the payoff.

However, what you're saying, these choices to say no but have to do it anyway--I don't agree with that at all. But I wouldn't say that's simply a case of choice and not consequence. i would say these are instances of no choice. Your PC is railroaded into doing something. This has nothing to do with the long-term consequences of an action, and everything to do with your PC not truly having choice.


As to your final paragraph, i'm going to open this up a bit:

In my first post a few hours ago (wow, was it really that long?), I said that it wasn't strictly true that consequence is not part of RPing. I meant it--consequence can, in my mind, affect how a character changes within their world, kind of like my city elf (though that isn't a consequence, per se) and more like I outlined in the OP of this thread of mine.

Thus I do believe consequence can have an effect--but that's more within the scope of a single game, as opposed to choice and consequence over multiple games.

And one way to change things is to change the base attributes, characteristics, whatever, of the PC, and you drastically change their response to situations in game.

My human noble wasn't particularly fond of Cailan but he was the king so he got a royal pyre. My city elf wasn't fond of Cailan as a human (there's a lot to that particular part, but I'll skip it for brevity), but he was fairly apathetic (as a result of, initially, his calm/methodical personality, and then coupled with the events of the origin) so when Alistair argued for a pyre, he gave him one. My casteless dwarf was a little opposed to Cailan, as a human and as a noble, but he was apathetic, so he suggested...the middle option, can't remember offhand, but swayed with Wynne who wanted a pyre, but then swayed with Loghain who wanted him thrown to the wolves.


You or we do not or will not be playing the same character between games (as Bioware have said new games equals new protaganists) so it has no relevance what that character in one game felt about things for purpose of export and import, his or her persona is only applicable to his or her game where his opinion of the world matters.

Save import in this series which uses different protaganists per game only imports the choices that led to consequence. They are the only things that can be carried across since you are no longer playing the old character. It only makes a difference what the previous character 'does' not what he or she 'thinks' or 'feels' when importing.

In DA its about choices that have consequences, the effect those choices have in the next game and impact will have on the next protaganist not the persona of your character that is no longer the character will be playing in the next game. It has always been in DA, actions not opinions that get imported.

Modifié par Dragoonlordz, 16 janvier 2013 - 06:14 .


#539
Realmzmaster

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The only point that gets carried over in the save import is the world state. The consequences of the choices made. For example the choice of Dwarven king. The consequence is either Harrowmont or Bhelen. That is what is imported. The consequence is that both rule differently. Harrowmont continues a closed society. Bhelen opens up the society but also becomes the sovereign ruler dissolving the assembly..
DA2 simply sniffed at the consequence with a minor side quest.

Anders comes back in DA2 even though he could die in DA:A (an arrow though the neck) because of the Keep not having enough upgrades. So Bioware sets canon that Anders lives and merges with Justice despite what happens in DA:A.
So Bioware is already ignoring parts of the consequence as it fits its purpose.

#540
Wozearly

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HereticDante wrote...
Isn't the Save Import is in itself a reference to past events and a way to create a more personal connection for stories which arise and continue from one game to the next. 

Finally i would just like to reiterate to ensure i understand your position correctly. You're assuming that the writers WOULD choose to honor player sovereignty over the narrative at the cost of a potentially fascinating plot line.


It could be a way of creating a personal connection, but it doesn't always work that way. Where the PC continues across a series, or the new PC is very critically linked to the former PC, then save imports make sense. Mass Effect and KotoR did this well, but were helped by the low number of variations in the world-changing decisions.

DA? Less so. In DA:O players had "too many" ways to rewrite the world which forced save imports to gloss over and, more importantly, to reject player decisions if it didn't fit with Bioware's desire to reintroduce old faces. You can't argue that save imports are only positive for personal connections. When Leliana and Anders resurrected themselves in DA2 with no explanation, despite my save import knowing they were dead, that severed the personal connection for me. It was a stark reminder that this was Bioware's story, and Bioware's characters (including Hawke), and I was just along for the ride. But this is arguably less about save imports though, and more to do with the freedom you're given, and the freedom writers give themselves to retrospectively revol that freedom if they later decide to write things into canon.

#541
Fast Jimmy

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HereticDante wrote...

"That's all fine and good. LOL But as I said... there is a cost to the imports. A narrative costs."

If we're talking about a "narrative cost" then surely that arises from having the capacity to make divergent choices, rather than those choices being acknowledged in the next game via the save import? Having the potential for multiple outcomes at the end of interesting sub plot in the first act of a game is no more of an obstacle* if it occurs in the next game. I would like to quote your X vs Y argument for instance which states "If you say "you can't do X because of Y" then Y better have more value (by which i presume you mean story potential) than X." How can you guarantee that the conclusion of Y in the first act has not prevented you from enjoying a much richer plot in the form of X later in the game? Surely this is the exact same problem you take issue with and yet it arises entirely without the save import.


Having divergent choices are tied to the problem, but its not the root of it. Having lots of options that have divergent paths do not limit the outcomes of future games if the writers set a canon. 

Again, I'll point to Fallout because I think they really do this the best. In the Fallout games, you can do a lot of different things. Some choices are small, some choices are big, but ultimately, there is no import because there is no file that get carried over into future games. 

An example I love using is the town of Shady Sands. In Fallout 1, you have the option of getting rid of a group of Raiders terrorizing the town. However, Fallout, being the wildly divergent game that it is, let's you play an evil character that joins up with the Raiders and gives them the means to sack and destroy the town. In the ending, it says that the survivors wound up giving up and the town became dead. However, if you killed the Raiders and destroyed the town, the ending says that the town of Shady Sands began to thrive and quite soon became a confederation of towns and cities that became known as the New California Republic, or the NCR.

The NCR is featured in every Fallout game as a major military and political force. You meet soliders in their army, you have the option of assassinating their politicians. Because of one small worldstate difference (because the player didn't side with the Raiders), a whole arc across the entire Fallout series was created. 

This is what  I propose. GIve the player all sorts of divergent choices throughout the game. Let them be good, evil or in-between, let them kill anyone they choose and let them save anyone they try to. Let them romance who they want, let them make Big Choices any time they choose. Then, when the game is over, its OVER. Your endings would cover the consequences of all the choices available, but then when it comes time to write the next game, the writers can choose what happened. 

Note that the Fallout game doesn't flaunt this in many cases. Every Fallout game has taken place in a different part of post-Apocalyptic America. Every PC has been different. Most decisions and endings don't really play into future games at all. But, at the same time, if the team WANTS to create content that incorporates a past event, they can. And when doing so, they do not fear having to juggle multiple import save states, or worry about people having their games "retconned" because there is no implied contract between gamer and developer, because there is no Import system.

You further re-enforced this with your later comment,
"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."

Again you argue that " a really amazing idea for a story" is lost because some people's game states won't be compatible, but this could just as easily be a decryption for a plot which is lost entirely within the confines of any single game which offers a plot in which the player can impact on the outcome of the narrative. One could easily say of course, that they could simply program a different follow up quest dependent on the outcome of that decision, which is exactly what they did with the save import.


A "follow-up" quest is A) hardly a fitting tribute to a decision that could forever alter the course of a society's history and B) the quests given don't tie into the greater narrative of the choice. In my earlier example, I mentioned the "follow-up" quest for choosing Bhelen being helping some random relative of Harrowmont. No information was given, other than Bhelen is trying to kill him (not a huge surprise, based on what we know about Bhelen). That's hardly a "follow-up" on how the dwarven civilization has changed due to who we chose as king, or if we preserved the Anvil or not. Choices which would have echoes for decades, if not centuries, down the road.

"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?"

Isn't the Save Import is in itself a reference to past events and a way to create a more personal connection for stories which arise and continue from one game to the next. I am confused as to what you expect abolishing the acknowledgement of player choice's in past games will actually achieve.

You also state that " 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." Now this simply isn't true. Putting aside the fact they would still be constrained by budget and design constraints, imposing an overall canon would mean choosing certain outcomes for each decision they wished to acknowledge. This would mean any number of potentially "really amazing ideas for a story" would be lost.


True, the writers wouldn't be able to write wildly detailed stories about each choice. But its not like the Save Import really offers that as an option anyway.

Bioware can't write a deep story that hinges on any previous choice with the Save Import. Not without retconning or railroading a certain choice into existence. See - the genophage cure, the Geth Rewrite, the Rachni Queen, the Galactic Council, the Collector Base and pretty much if any companion survived or died in the Suicide Mission in ME2 as examples of this happening repeatedly in the ME series.

I'm not sure if you've played the ME games or not, but let me just talk about one of the above examples, the genophage cure. In ME2, you deal with the choice of preserving the research into a cure for a disease an entire race is dealing with, research that was obtained quite unethically and brutally into a disease that was actually genetically engineered to prevent the race in question from breeding into such huge numbers, they could overrun the galaxy.

If you preserve the research, then a few months down the line, the cure is viable in ME3. If you destroy the research... then a few months down the line, the cure is viable in ME3. Even though no one else would have had the same level of efficacy in testing as would the research in question (someone involved with the original project, someone who had used ethical shortcuts to find the quickest answers and with the research sitting in the hands, if you saved it, of the one person in the galaxy who would know best how to use it). All of those aspects are ignored and a cure is available, regardless.

This is a kick in the teeth with the Save Import active. You feel like that your decision to destroy the research into a particularly dangerous cure was for nothing. But, on the other hand, it let the writers tell an amazing story in the Tuchanka section of ME3, one of the best in the game, if not the series. It was a story that could not have been told without a cure for the genophage, so they ignored everyone' Save Imports and made the story they way they wanted anyway.

There is no difference, in the least, between having an Import system which says "the cure is going to be finished, regardless of how influential your prior game choices would have been in making that reality not happening", and having a canon. Zero. Zilch. The only difference? Players expected there to be a difference with the Save Import, and were disappointed. The only thing that the Save Import accomplished in this case is to make players feel like their previous choices were completely invalidated. 

Yet I have never heard someone say "but MY Vault Dweller didn't do X,Y or Z" in the Fallout games. Because there is no import system. Its all considered to be subject to the canon that was set. You know why? Because the Import system is some type of implied contract that ties the hands of the writers, where they either can't use a plot concept in much detail if it involved player choice or they get ridiculed for making a detailed story that all choices funnel into, even if the prior choices made it seem like such a funneled outcome wouldn't have been possible.


You also stated in response to "But its impossible to be reactive to every little thing with meaningful consequences as much as I'd like to see them. " that it was "Not impossible if you have a canon." But that isn't actually true is it? You're not reacting to EVERY little thing with meaningful consequences. You're reacting to A FEW little things with meaningful consequences. Which is somewhat ironically, the whole point of the save import feature. Your example with Fallout for instance, how many interesting events went ignored? How can you know for certain that players found that quest line about the tree worshiping lunatics more interesting than the choice which wound up as cut content because they decided it wasn't canon?


You can react to every little thing. Or, more specifically, you can react to anything in the game you want. 

There was not an import flag that dealt with if you gave the child whose parents were killed by Darkspawn money. But the choice was there, you could give the kid money, you could have directed him to the Chantry, you could have scared him and had him run off into Maker knows where.

What if they wanted to bring that kid back, now grown up, in a way? Say, a merchant who understands the benefits of giving, due to the kindness of strangers. Or a cruel mercernary who understands the power of fear and the concept of never showing mercy. Not really compelling story lines, but I'm not a writer.

Point being - they can't. Because they didn't recognize that choice as a flag, they have their hands tied. One player would say "well, that's not how my player did it! This game is treading on my previous playthrough!" Or, more accurately, Bioware would review the concept and toss it before it was ever taken very far because of that aspect.

Point being, Bioware can reference as many choices as they wish if they set a canon. Because each scenario only needs to be mentioned once, not two or more times. Is it economical to do that? I wouldn't assume so. But the OPTION to do so is on the table. Allowing a creative team the most options possible to continue the stories we all obviously enjoyed can only be good. Hindering them and making them do double or triple work for every time they want to bring up a piece of story that was tied to a choice is something that is a huge cost to the story-building process.

I also found it quite interesting that you chose to cite the Fallout series as a shining example of an overriding canon considering they used a save import on Fallout 3 for the Broken Steel exapnsion/follow up.


I don't consider expansions to need to set a canon, since its still the same game. Just as you can have wildly divergent stories all throughout the game, you should be able to carry that divergence on in the same game. Although, to be fair, there wasn't truly a "save import" file for the Broken Steel expansion, it simply let you continue your original character and gave. And, as per the usual with any type of import system, the references to your previous choices were slim to none.

Finally i would just like to reiterate to ensure i understand your position correctly. You're assuming that the writers WOULD choose to honor player sovereignty over the narrative at the cost of a potentially fascinating plot line. Yet they brought back Anders in DA2 as a former grey warden and merged with Justice, overriding player choices at one point in DA:A precisely because they thought it was so interesting, as with Leiliana. Given those were two major decisions, i don't know from what basis you are so certain that they will invariably sacrifice potential plot lines for the sake of past references.


So you're saying that since the writers have invalidated the playthroughs of others, but your personal choices remain intact, that you're still fine with the Import system? 

Saying that the writers have the option to set a canon anytime they want as a defense of the import system seems counter-intuitive. That's like saying "we can have democracy, because anytime we want to go to war, we can just switch over to totalitarian rule if we need to." Okay, that might have been an extreme example, but the gist is there - if a perceived strength of a system is that it doesn't need to be true to its designed purpose, then that is problematic.

If your contention is that abolishing the save import and imposing an overriding canon would somehow provide more fertile grounds for narrative, then i must again ask why providing only one option for a potential background is better than providing multiple ones? Is not the whole point of player choice within the narrative to create multiple potential follow ups? You stated that you would rather "a deep answer" than a simple acknowledgement of a past decision even though the two are not necessarily mutually exclusive but have shown nothing to prove that removing the save import would result in a deeper acknowledgement? The developers could just as easily decide to only briefly acknowledge your choice because they would rather concentrate their efforts on new quest lines showing more of Thedas rather than providing a lengthy follow up to a plot which was already resolved. I fear your expectations for what the removal of acknowledgement of player decisions between games is simply too great. You also assume that imposing a canon is the only solution to this issue. Since Bioware has already stated they are looking for alternate way to acknowledge past player decisions without the difficulties of lining up plot flags, i don't know why imposing a canon is the only solution we should be considering.


You are seeing this completely wrong.

I support choice. I'm the biggest advocate of choice you'll ever meet. I want more backgrounds, more origins, more dialouge options, more references to my past actions... I want more of everything divergent. 

But you have to draw the line at the game you are making. You can offer all the choice in the world in one game and then draw the line there. Set a canon and then start working on the next game, offering and stuffing as much choice (and consequence, for me) as you can into that game... then draw the line. Set a caon, and start working on the next game. Etc.

Because you see... if you don't set a canon and continue the import, it will result in one of two things. One - choices won't get recognized and be made non-existent, for the most part, which is setting a form of canon already... that your choice had no impact on the world, despite you thinking otherwise. Or, Two - Retcons are introduced that invalidate your choice anyway.

Those are the Road to Nowhere the Save Import system introduces. Your choices will be either ignored and not touched to the greatest ability possible, or your choices will be retconned. Well, maybe not YOUR choices, but SOMEONE'S choices. 

Personally, I've seen no one's feelings get hurt with a game that doesn't have save imports. Having the import offers the promise to many gamers that their choices will matter from game to game and that they will have protection from being retconned in the future. This promise is already starting to fall apart for the DA games... and we've only seen up to the second game in the series. 

If the best we can hope for with the Import system is either no real follow-up or to hope our choice isn't the choice that is retconned, then I think the feature is causing way more trouble than it is providing benefit.

Is writing around the save import more challenging? Perhaps, but it does not in of itself stifle narrative possibility. On the contrary, it creates more possibilities for the writers to pursue. Whether they can or not is a logistical issue only tangentially related to the save import itself.


NO. That IS the argument. If you can't deliver the goods with a feature and that feature makes writing stories and creating content harder, than what is the purpose? The answer? None.

Your argument seems to be more related to the acknowledgement of player choices potentially stifling the creativity of the writing staff. I'd like to think all intelligent people would come to that same realization if they sat down and thought about "what does an overriding canon do? Not just FOR me... but AGAINST me, as well?"

In summary: Let's keep acknowledgement of past player choices in the series!


I see what you did there. However, what does an overriding canon do for you? It allows the writers to continute (or NOT continue) any storyline they choose - in a logistically realistic way, not in a "tangentially related" non-logistical way.

What does a canon do against you? It kicks over your personal little sand castle. The same sand castle that the incoming tide was washing away anyway. The sandcastle you haven't even had a chance to play with, because you had to move to a different part of the beach anyway. You had a few backward glances at it as you walked away, sure. But its bringing you no more enjoyment. If I didn't even tell you it was happening, you may have not noticed that someone was kicking over your sandcastle, instead of the tide taking it away.

Bioware cannot realistically create 30 different worlds based on 30 different sets of choices. They never could. The best they can hope for is slight, small, indifferent changes to dialogue or cameos. Maybe a few Codex entries. Which is fine, if it didn't cost anything. But as I have outlined over and over again, there IS a cost. There's a cost in developer time and budget. There is a narrative cost to never being able to follow up on a story (or, at least, not without ticking off an entire subset of the fans, fans who WOULDN'T be ticked off if we were dealing with a canon to start with). And the cost of players' expectations. If ME3 or DA2 has taught us anything, its that player expectation for the import is higher than Bioware could ever deliver. So if you have a product that could better if it didn't have a feature that many people will never be happy with... why keep it in?

#542
Alias Oddvar

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They can have you pick your previous choises in a cheakbox or something before game to create a save. nice to have incase your previos saves get deleted in a pc crash or similar setting.

#543
Guest_EntropicAngel_*

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Realmzmaster wrote...

The only point that gets carried over in the save import is the world state. The consequences of the choices made. For example the choice of Dwarven king. The consequence is either Harrowmont or Bhelen. That is what is imported. The consequence is that both rule differently. Harrowmont continues a closed society. Bhelen opens up the society but also becomes the sovereign ruler dissolving the assembly..
DA2 simply sniffed at the consequence with a minor side quest.

Anders comes back in DA2 even though he could die in DA:A (an arrow though the neck) because of the Keep not having enough upgrades. So Bioware sets canon that Anders lives and merges with Justice despite what happens in DA:A.
So Bioware is already ignoring parts of the consequence as it fits its purpose.


I disagree on what we're calling a "consequence." I think your CHOICE of Dwarven king gets carried over. The consequence, to me, would be the state of Orzammar.

#544
Wulfram

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Expansions, and anything that keeps the same protagonist, are always going to need import. It's when you've already decided to change protagonists that it becomes difficult to see the real point

#545
Knight of Dane

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MillKill wrote...

I find this feature unnecessary for Dragon Age. It does nothing but restrict writers heavily and prevent them from making characters from previous games too prominent. If they decide to ignore a decision for the sake of a better story, like Leliana's possible death, the forums scream bloody murder about retcons.

There is no such thing as a restriction for a good writer, only obstacles to work out. If the writers have any skill it shouldn't be a problem solving the threads and making up something proper without retcons and excuses.

MillKill wrote...
Just make a single set of choices canon. If you'd like to pretend that your previous choices are an AU what-if scenario, fine. The comics and novels took this approach. They turned out fine, because Gaider wasn't hamstrung about being ambiguous about whether Alistair was king or whether Wynne was alive. He simply went with the decisions that made for the best stories. Your savefiles where Alistair was a drunk, or Wynne died did not spontaneously delete themselves.

No, never make anything canon, that negates choices altogther.

MillKill wrote...
Baldur's Gate 2, which is often held up as Bioware's best game, completely ignored any decisions you made in the first game, even though you were playing the same character. A party from the previous game was made canon, even if you never recruited those characters or killed them. Somehow, the world kept spinning and the game was amazing.

Can't comment on that, Dragon Age: origins was my entry to Bioware games.

MillKill wrote...
Just let the writers pick the choices that make for the best story. That way, if they want to do a story about the Dark Ritual, they can. If they want to do a story involving Harrowmont being king, they can. Let's not restrict the writers into writing around previous our previous savegames. Let them make DA3 the best it can be by not putting in roadblocks that prevent them from telling the story they want to tell so that those who destroyed the ashes won't feel bad there wasn't a single line referencing how evil their ncharacter was. Plus, I don't want Sten to be prevented from being a prominent figure just because some people left him in Lothering. :)

Never. If the writers want freedom of expression then they shouldn't be game writers.

All in all I must say that when DA2 was announced, removing save import was forbitten to me, but now I can honestly say that I do not care as much for it.

It is my honest beleif that if the programming and writing teams are worth a **** then it shouldn't be a problem. Dragon Age 2 was a rushed peace of work that turned out okay. I can only imagine how cool it would have been given a year or even half a year more time for writing, programming, debugging and game testing.

If save import is removed I will not cry simply because I think it would be okay. We play as a new character in another country, so Bioware should be able to not display past choices at all and still provide a good story.
If not then I think it's just great, the more player customization and choice the better.

Most importantly, this is a GAME not a book. I cannot stress that I think that games should, as much as the developers can, always favor their fans and not themselves.

#546
Fast Jimmy

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If save import is removed I will not cry simply because I think it would be okay. We play as a new character in another country, so Bioware should be able to not display past choices at all and still provide a good story.
If not then I think it's just great, the more player customization and choice the better.


This is all I ever sought to accomplish. If Bioware sticks with the Import system, that is 100% their choice. If, however, they are sticking with the Import mechanic not because they think it is a worthwhile feature that helps tell a better story, but rather that they are afraid of fan backlash, then that is not optimal.

My goal of this entire conversation is to have people say "the save import is nice, but I wouldn't be heart broken if they just scrapped it." If more people were ambivalent about it as a feature, instead of adamant about it, then I would feel confident that Bioware is pursuing the feature for its merits alone, not out of fear of fan rage.

Modifié par Fast Jimmy, 16 janvier 2013 - 03:39 .


#547
Knight of Dane

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The save import is really cool and I have faith that Bioware can make it work. They gave us romances and the greatest voice acting I can remember in any games I have played.

If their programmers and writers are given the time they are due then they can make magic, I have the utmost faith that if Dragon Age 3 isn't developed half time like DA2 that it will be a great game with a great save import.

#548
Fast Jimmy

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Knight of Dane wrote...

The save import is really cool



Just out of curiosity, what examples of the Import made you think it was enjoyable? I agree that, in theory, the mechanic is cool, but do you have some instances of when you said "oh, yeah, this Save Import, it's awesome" after an event happened? I suppose my problem is that I've never had that feeling. 

#549
Tootles FTW

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As far as DA:4 is concerned, as long as it doesn't discuss events from DA:O-DA:3 and actively contradict my choices (easily solved if there's a gap in time or a distance in locale), I have zero problems starting from scratch with a new area and new characters.  You can speak about incidents in generalizations ("Thank goodness for the Hero of Ferelden, because that Blight woulda sucked!") without requiring details (i.e. what race the Warden is, if they did the DR or if they sacrificed someone, etc...).

I don't think DA:I is an appropriate game to start this, however, because it directly follows the story of DA2 and it would seem that Hawke would be brought up in discussion on several occassions, the least of which being the inclusion of Cassandra as a companion/story-relevant NPC.  Also, the writers chose to include that line stating that both Hawke and the Warden had "vanished" - this needs to be resolved before any import decisions are handwaved, IMO.

#550
Knight of Dane

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Heh, my Cousland being called "King" by Aveline.

Well, I like it as a bowl of mixed candy; each little piece is not much sugary flavour by itself, but when you have eaten half the bowl you have a tummyfull of sugar and have had the great taste in your mouth for a time.
=
I liked all the small references. Even some of the cameo's. I liked being told by Bodhan that my hero did indeed marry Anora, that Isabela hinted at her threesome with him and Leliana, that Alistair was doing good and looked happy as a Warden still. That Leliana had moved on after she was no longer seemingly together with my Warden. That the conspirators fled to Kirkwall so Hawke could finish what Cousland had started. I liked that Varric commented on the Golems of Orzammar, that I got a quest to help the werewolves that had aided my army and that Anders had fond memories of his time with the the Hero of Ferelden.

I didn't get one "awesome" feeling in DA2 since there were no instances where choices made a huge difference, but I did in Mass Effect 3.
On two seperate characters I solved the genophage issue in different ways. In the first I aided Wrex and accepted Mordin's surrender to fate in order to save the Krogan People and Eve.
On the second I was excited that I really felt like being in a dirty war by backstabbing Wreav and convincing Mordin that a increased Krogan population without Eve alive was going to be trouble. I still got my troops, but it wasn't the same story that played out.

Modifié par Knight of Dane, 16 janvier 2013 - 04:46 .