robertthebard wrote...
Fast Jimmy wrote...
The "acknowledged somehow" part is where most people have problems.
Many people would say "I supported the Mages in DA2 and all I got was a different Battle Cry?" Since that was one of the only real choices offered in the game that dealt directly with the game's plot, it may seem like way too small of a decision, especially with the Mage/Templar conflict looking to have a pretty large portion of the story for the game.
I realize that such a small thing may work for you, but could you understand people wanting (and expecting) a much higher level of divergence in their experience because of it?
So just how are they going to get that with no imports? Canon choices? So you support the Templars, load DA I and find out you supported the mages?
Canon choices can allow TONS of levels of plot development. AND choice divergence.
Let's say DA2 offered you tons of choice. The types of choice people have been clamouring about since the game came out. Say you can team up with Anders right from the get go, helping protect Mages. Say this lead to lots of custom content, where you struggle against the Templars and many things play out different (like, say Act 2 of the Witcher 2). Or say you can choose to go after the the Viscount position, or you can support the Qunari, or you can convince Merril to go back to the Dalish... any number of things. Wildly divergent outcomes within the game. Endings that leave things in such radically different places as the developers can afford to place resources into.
And, then, DA3 starts and it is basically the canon is set where the ending we got at the end of DA2 today was how things played out. Maybe it even says Hawke took the (currently non-existent) neutral position, just to avoid deliberately stepping on any toes. It lets the game say if Merril is back with her clan, or if Anders was murder knifed or not, or if Feynriel has become a powerful sominari or he died back in Kirkwall.
It can let the players make real decisions and have real choices, instead of saying constantly throughout the game "You picked A... but you really meant to pick B. Let us fix that for you." Or, possibly worse... "Last game, you had the choice of picking A or B... but we're just going to pretend like you didn't pick anything and make the entire world a rather bland C."
I would rather be given tons of choices in the game, which leads to lots of different outcomes and endings, then have the path made out before hand just to avoid having the game end in a state of things too spread out to accomodate with future Imports.
THAT'S what a canon system could do. It could give real choices AND real consequences in future games... just maybe not the exact choices you made. I'd rather see the story developed further for a choice I didn't make than a Codex entry (and nothing else) for a choice I did.
Here's the thing; supporting the mages or the Templars is one of the major choices. Did you take your sibling to the deep roads? Did they die or become a Warden. Is this important within the context of this game? No, probably not, and it's not important in the context of the story so far. But that's the problem isn't it? The story so far. Again; these are not separate stories, but chapters in a story. In the course of telling the story, choices are made. Some of these choices are insignificant to the tale: Did you sleep with Isabela in Origins. Some, not so much; did the Warden die killing the Archdemon, or did Loghain die, or Alistair, or no one? Did Alistair become King with Anora locked in the tower, or as his Queen? Is the Warden the Queen? All of these choices are significant in the ending of Origins, but some are only marginally significant in DA 2, but, may still play a role later. If Anora is Alistair's Queen, is she going to get tired of Alistair's childish ways and off him? She certainly can come off that way in Eamon's estate. She can even go on about it during the celebration after, just saw it last night. So wouldn't this be something that might matter to the story as a whole, as opposed to: Well, that game is over, so I can forget about it, even though the next game takes place both parallel and after the events in the first.
We don't know. We don't know how many different ways those choices can play out, and we don't know what those choices might change from one playthrough to the next. Some things could be minor, like battle cries, or dialog choices that won't happen if you never had x scenario go down. What does that do? Replayability. What happens if I do this in Origins, and that in DA 2? Despite how the ending works out, there are a few variations on the theme in ME that would be impossible w/out save imports.
So you are holding out on the idea that saving the Anvil or who you appointed king in Orzammar may come back and play a bigger role in DA3? Or DA4? While I hope you are right, I wouldn't hold my breath.
ME3's devs and writers stated that they wanted to give us loads of custom content since it was the last game in the trilogy. It was their stated goal to create totally different worlds for the player, since they didn't have to worry about how different things could be at the end, since it was the completion of the journey. Yet ME3 had more forced retcons and choices than any other Bioware game to date. Sure, there were plenty of references, but the only stories that were continued or respected were the ones Bioware wanted. If they had just done a Paragon canon Shepherd, this wouldn't have been a problem, but instead they just made it seem like the actions of any Renegade Shepherd were totally ineffective.
It is far better, in my opinion, to tell people their choices didn't happen rather than tell them their choices didn't matter.
Modifié par Fast Jimmy, 02 mai 2013 - 02:16 .