archangel1996 wrote...
Malanek999 wrote...
archangel1996 wrote...
They already did that with ME
But the concept is great, i must say, an RPG where choices don't matter at all, just great!!!
No, seriously, u mad? u love CoD? u both?
Quite the opposite. Without the import feature it is actually able to show one side of every choice properly. You get to see what the old god baby does. You get to see the difference the anvil of the void makes etc etc
With the import feature there are simply not enough resources to represent these changes properly so will never see any of these have a significant effect on the world unless it cheats and also behaves the same way inspite of the choice ie rachni destroyed in me1.
And the other side? Why did they make me decide something if in the end it doesn't matter at all and they go with their own canon?
They already impose a form of their own canon. It is the canon of "nothing is different"
Killing the Rachni or saving them doesn't matter. That's the canon they gave you. Saving the anvil or destroying it doesn't matter. That's the canon they gave you. Annuling the Circle or saving it (in DA:O and, quite likely for DA2 as the choice is carried over into DA3) doesn't matter. That's the canon they gave you.
The world is the same. Events play out exactly as they do otherwise. Sure, there might be one line of dialogue different, or one cameo in a different place... but the world is the exact same. Nothing is different.
You'd think giving the dwarves the ability to have the most powerful army in the world, that would let them drive back the darkspawn and be a threat to any surface force in the world would be a game changer. But its the same world, nothing different or changed.
You'd think that revealing the Urn of Sacred Ashes, quite possibly the most significant archaeological find in the history of Thedas - not to mention an instant way to conquer the grave - would fundamentally change how people view the Chantry and their stories. But the Chantry is just the same and people have the same exact doubts, regardless.
You'd think that putting two Grey Wardens on the throne... or having Allistair as king with a dwarven consort... or having Anora ruling alone with Loghain whispering in her ear... or Allistair and Anora as a power couple... or any of the crazy combinations you can wind up with by the end of the Landsmeet would wind up resulting in very different outcomes for the country and the politics of the surrounding nations. But Ferelden is just Ferelden, no matter what... only known for smelly dogs and tenuos relationships with Orlais. There's no mention that an Anora and Loghain are viewed with extreme suspicion by Orlais, or that having Grey Wardens on the thone gives the order more support (or more resistance) across all of Thedas, or how the nobles resist the idea of a bastard heir in the form of Allistair.
I could go on. I have, before, in this thread (numerous, NUMEROUS times). Its worth a read, if you don't mind reading the words of someone who has a short temper with responses that don't even attempt to use respectable grammar, like your previous post did.
Point being, there are story lines in the choices made. Stories that could be continued and elaborated on in very interesting ways. But with the Save Import system, the only thing we have seen is references to our choices, not continuations. Yes, the game gives us a side quest where we slaughter a bunch of bandits trying to sell fake ashes. Yes, we meet up with a relative of Harrowmont who is on the run from Bhelen. Yes, we find a former werewolf being attacked by a Dalish.
But do we see any of these choices really carried on in a true sense? Or are we just wallowing in the same world, where everything is the same except one minor, cosmetic difference?
Bioware won't make a game where a previous choice is gone into huge, custom depth. They've shown and stated that time and time again. But if a game offered you dozens upon dozens of real, interesting, intriguing choices, shows you different content based on those choices, gives you different endings based on your decisions... and then, in the next game, picks the most interesting (to the writers) decisions to take and develop into further story lines, with even more choices, consequences and content, is that not better than them ignoring those past choices as best they can? To throw us breadcrumbs in the form of Codex entries, one-line-dialogue changes and cameos?
I think it is. I was appaled at the lack of chocie in DA2 and ME3. Sure, you can interact with your companions and LI's in lots of different ways, but the main stories were incredibly on the rails. Contrast that with their originals, DA:O and ME1, where you can make decisions that affect entire races, nations and worlds. As the baggage that the Save Import continues to bring grows, so have the limitations in choice and narrative. Some may see this and say it is just coincidence. I see it and say it is an inevitability.