One of Brockololly's posts a page or two back got me thinking...
What, ultimately, should a save import actually 'do'?For me, the import should do at least one of two things.
The 'basic' bit is to transfer personal information from the previous world state and apply it to the world state in the new game so that the universe is loosely continuing where you left off. So (hypothetically speaking) if your warden was a male dwarf, then people should be referring to the Hero of Ferelden as a male dwarf. If your past character romanced a companion who appears in the sequel, you'd expect some reference when you meet them. If you killed one of your companions, assuming that they're not world-critical characters, you would expect them to stay dead.
Then there's the 'complex' bit, which is where you transfer world-changing decisions from the previous world state and apply them to the world state in the new game to the point where the differences are considered to be fairly noticeable by players. This is more tricky, because it forces the developers to cope with the branching effects of past decisions - in effect, having to create notable additional content to reflect the ripple effect of decisions with far-reaching consequences.
So when does it work well? Taking SWTOR2, the early-stage conversation with Atton is a good example. The gender and alignment of your past character are imported into the world, which slightly shifts the background of what's happened up to that point so that the rest of the story is consistent with your past journey, but doesn't interfere with the storytelling because you have a new character and its set a number of years afterwards. Incidentally, SWTOR2 is also a good example of building imports into conversation, so that newcomers and past players have the same in-game ability to set the past of the world - no content is denied to anyone.
SWTOR2 was fortunate. Bioware left Obsidian with one key personal choice (were you male or female), and one key world-changer (did you conclude as light side or dark side). Depending on that, you know which companions were available for the new game, which gender pronouns to use in certain conversations and, therefore, who could do cameos and what their thoughts on past events would be.
Did it work in DA2?Not particularly well overall, in my view...and the main fault for this lies squarely with Origins. Players were given a lot of freedom to make permanent personal decisions (like, say, killing over 90% of your companions or having several potential romance options). Too much freedom from this perspective.
If you kept to it, that restricts you to cameos only of living companions and the need to introduce an alternative if one of them is critical to the new story (and dead), plus several "If I'm alive and I loved your past character, I might be expected to mention it" moments. That's a fair chunk of work, especially when you have to voice act the alternatives, so not too surprising that in some cases we see Anders and Leliana rise mysteriously from their graves and not much in the way of actual commentary about past personal decisions.
DA2 had a good stab at bringing over what they could given the minefield DA:O left behind, particularly with the codex, but seeing your personal decisions actively rewritten to what they 'should' have been doesn't really help you feel that the new game is genuinely a continuation of the world you were exploring. IMO, it rather undermines the main purpose of the 'basic' part of the import.
Did DA2 bring the large world-changing decisions over? Well, not really. Because we had both a new character and were placed in a completely different part of the world, most past world-changing decisions were irrelevant to what was happening in Kirkwall. Which made life easier for the devs, because it avoided the need to cope with the variety of past decisions required if the game was set in Ferelden again.
Did it work in Mass Effect?This time, the character and world were consistent, which makes the 'basic' bit easier. Most critical personal decisions came over and, IMO, did this pretty seamlessly overall. Dead people didn't return to life, Shepard looked passably similar to your past Shepard, when the past was referenced it was done well (IMO) and several small things came back to create small amounts of differentiation. I won't say it was perfect, but on this score it did well.
On the big things? ME3 promised to bring the big decisions back together and make them have an impact, but didn't realise this. Or even really attempt to. Rants at ME3 aside, I think a fair chunk of this was that its incredibly difficult to do this well...particularly if you want to tell a fairly linear story. I'm not sure it was possible to tell the story that the ME3 wanted to tell, and give the player control of the state of the world leading up to it. One had to give. In this case, as in every one before it, it was player control.
How to make a game work well for importing to a future sequelTo me, the recipe looks pretty clear. Only give the player very limited personal choices and if you are going to have world-changing decisions, save them for the endgame. Then set the next game in a sufficiently different place or time so that you don't have to directly deal with the consequences of those choices, but they're still relevant enough to crop up and have players think "Hey, that was something I did...".
And, if you're feeling brave, let one world-changing decision actually make things notably different in the 'new' world. Eerily enough, DA2 looks like a good springboard for this, so DA3 might be a pleasant surprise.
There's just one small flaw...
A persistent and common argument on these forums has been that fans dislike railroading and the feeling that they aren't able to make sufficient small-scale choices, let alone big personal ones or world-changing ones. And when they make them, they want them to have a genuine impact - not just be referenced as a codex footnote in the next game. Which places fan requests on a direct collision course with what is actually possible from an import perspective...
TL;DRImports work well when you limit the number of small-impact personal decisions players can make, particularly if the player has the same character in the sequel. If you give players a world-changing decision, only give them one and then set the next game close enough to the last that the effects of that decision can be noticed, even if they're only flavour.
However, if you want a game where you get the opportunity to make wildly divergent personal choices between playthroughs, and the opportunity to make several world-changing decisions, you're going to be sorely disappointed with the cameos, codex footnotes, handwaving and retconning you'll get in reality.
Pick one.
Modifié par Wozearly, 18 janvier 2013 - 10:42 .