Aller au contenu

Photo

Remove the Save Import


895 réponses à ce sujet

#176
marshalleck

marshalleck
  • Members
  • 15 645 messages

ScarMK wrote...

I do hope you're referring to Mass Effect to having three games.  Da2 was rushed to hell and the cameos were simply there to appease some people.  I'm willing to wait until DA3 comes out and see how "pointless" our choices are.

I'm refering to Mass Effect 2, Mass Effect 3, and Dragon Age 2. 

I hated Alistair the first time around. I definitely did not want to meet him drowning his sorrows in a seedy pub of Kirkwall for the second game. If that's the most save imports can be used for, then I'm fine with them saying they gave it a shot but it's too hard to deliver proper sweeping changes across multiple games, and leave it at that. I'm not interested in cameos. Those little details aren't a selling point. I want to see the outcomes of my decisions, even if they have to be the more immediate outcomes. Cameos and misc. trivialities are for side quests. Bioware could write a much more epic, integral story tied together across multiple chapters, and with the differing points of view of new protagonists, if they didn't have to spend time making sure everyone's saves will be compatible from one game to the next. That's already inherently limiting what they can accomplish.

Modifié par marshalleck, 06 octobre 2012 - 10:46 .


#177
Raging Nug

Raging Nug
  • Members
  • 1 148 messages

slimgrin wrote...
So basically they're going to retcon with reckless abandon. 


Only insofar as they believe they ought to. The Leliana example is probably just a matter of a lack of foresight when they were storyboarding DA:O. I don't foresee them drastically altering many other decisions, especially after what we saw in ME3 - your decisions won't be changed, but the impact of those decisions might not be what you expect.

#178
NedPepper

NedPepper
  • Members
  • 922 messages

Raging Nug wrote...

slimgrin wrote...
So basically they're going to retcon with reckless abandon. 


Only insofar as they believe they ought to. The Leliana example is probably just a matter of a lack of foresight when they were storyboarding DA:O. I don't foresee them drastically altering many other decisions, especially after what we saw in ME3 - your decisions won't be changed, but the impact of those decisions might not be what you expect.



This is why the save imports are a headache.  They WANT TO USE LELIANA.  Why not let them?  Only some people killed her on certain playthroughs.  And now they have to retcon her death.  Because she's obviously a part of things going forward.  They wanted to use Nathanial Howe, realized he could be dead, and replaced him with Sebastian...a prime example of how horrifying and limiting the save import can be. Image IPB  And Mike Laidlaw has already said he wants Alistar back.  Now if Alistar did the ultimate sacrifice...how!?!

But, seriously, it's a nightmare for time and resources.  And the truth is, if they don't retcon or just make things canon, how do you tell a solid story about Ferelden?  From just a ruling standpoint, it's Anora, it's Alistar, it's both, or it's a female Warden AND Alistar.   So, with limited time and resources, how do you avoid having to deal with these decisions?  You don't feature the characters.  You give little cameos, where they wink and smile and they can have nothing of import to do with the plot.  And that sucks, because Alistar is a great character.

We have Orzamaar, with two different rulers.  A little easier to handle.

And we have companion deaths.  Theoretically, you can kill them all except for Aveline, Varic, Isabela, and Morrigan.  (And you can still stab her.)

So, in writing Dragon Age 3, you have ellimanated any strong plot device that could have used Zevran, Sten, Ohgren, Shale, Wynne, Anders, Howe, Loghain, Fenris, Sigrun, Merrill, Alistar, the mean Dalish elf from Awakenings and more I'm probably missing.  Half of these characters have become synonomous with this franchise.  Do you really never want to see any of them again in a significant light because one guy wanted to kill every companion?  And from a subjective, personal aside...I feel like Merrill's story wasn't even finished.  I want to see her again.

Another subjective opinion: the character who died in the novel Asunder from that list up there?  Her death felt so much more emotionally impactful from a pure storytelling device compared to how you can kill her in Origins.  I'll go with strong writing over a pointless choice any day.  Especially if those choices are expected to carry on in every single game.

Another issue:  Changing the engine means you're never going to see the Warden again.  Ever.  And now, probably not Hawke either.  So who cares who Hawke sided with.?  With no Hawke, there's no personal connection. It's a footnote.  You look at Hawke's story as the story of one game.  So was the Warden's.

The decisions they make don't need to continue to be reflected over and over. 

It's a nightmare for writing a strong, focused plot and I'm not convinced Bioware even does it well.  What decision in Origins really made any difference in DA 2?  NOTHING.

The gimmick is played.  And as far as the illusion goes...how long can they keep illusion before it topples on itself?  Or just plain stops working.  If it ever did.

It was fine for Mass Effect.  It was one long story with one main character.   Dragon Age isn't that.  So, again, I ask, "What's the point?"

#179
Guest_IIDovahChiiefII_*

Guest_IIDovahChiiefII_*
  • Guests
This wouldnt make sense to become the wall that will be DAIII.now any game after sure, thats fine with me

#180
Rawgrim

Rawgrim
  • Members
  • 11 529 messages
Might as well just remove the import. We are playing a different character in each game, anyway. Besides, whenever we make a "wrong" choice, it gets retconned anyway. Better to just drop it. Less hassle for the developers and writers as well.

#181
Il Divo

Il Divo
  • Members
  • 9 769 messages
So I decided to replay DA2 yesterday and noticed that I didn't have any Origin saves on my hard-drive, so I instead chose the pre-made Human Noble import. And my enjoyment wasn't affected at all, despite how different the pre-made origin was from my DA:O playthrough.

As long as we're in control of different protagonists each game, I'm comfortable with a canon storyline. Just don't do the BG1-BG2 transition.

#182
Galactus_the_Devourer

Galactus_the_Devourer
  • Members
  • 73 messages
Cameos are nice, but I'd really like that choices made in earlier games actually matter (and yes, that would mean making some options inaccessible to players who didn't play the original game)

#183
LadyWench

LadyWench
  • Members
  • 689 messages
Are there ways it could be improved? Sure. But I've always liked this part of a BioWare franchise. Makes things feel more personal.

If too many choices are hurting the writers or making it harder, then they can actually control which choices to leave up to the players to carry over (for example, even the ME team admitted that things might have been easier for them in 3 if they hadn't made it possible for pretty much every companion to die in 2).

#184
MillKill

MillKill
  • Members
  • 316 messages

nedpepper wrote...

Raging Nug wrote...

slimgrin wrote...
So basically they're going to retcon with reckless abandon. 


Only insofar as they believe they ought to. The Leliana example is probably just a matter of a lack of foresight when they were storyboarding DA:O. I don't foresee them drastically altering many other decisions, especially after what we saw in ME3 - your decisions won't be changed, but the impact of those decisions might not be what you expect.



This is why the save imports are a headache.  They WANT TO USE LELIANA.  Why not let them?  Only some people killed her on certain playthroughs.  And now they have to retcon her death.  Because she's obviously a part of things going forward.  They wanted to use Nathanial Howe, realized he could be dead, and replaced him with Sebastian...a prime example of how horrifying and limiting the save import can be. Image IPB  And Mike Laidlaw has already said he wants Alistar back.  Now if Alistar did the ultimate sacrifice...how!?!

But, seriously, it's a nightmare for time and resources.  And the truth is, if they don't retcon or just make things canon, how do you tell a solid story about Ferelden?  From just a ruling standpoint, it's Anora, it's Alistar, it's both, or it's a female Warden AND Alistar.   So, with limited time and resources, how do you avoid having to deal with these decisions?  You don't feature the characters.  You give little cameos, where they wink and smile and they can have nothing of import to do with the plot.  And that sucks, because Alistar is a great character.

We have Orzamaar, with two different rulers.  A little easier to handle.

And we have companion deaths.  Theoretically, you can kill them all except for Aveline, Varic, Isabela, and Morrigan.  (And you can still stab her.)

So, in writing Dragon Age 3, you have ellimanated any strong plot device that could have used Zevran, Sten, Ohgren, Shale, Wynne, Anders, Howe, Loghain, Fenris, Sigrun, Merrill, Alistar, the mean Dalish elf from Awakenings and more I'm probably missing.  Half of these characters have become synonomous with this franchise.  Do you really never want to see any of them again in a significant light because one guy wanted to kill every companion?  And from a subjective, personal aside...I feel like Merrill's story wasn't even finished.  I want to see her again.

Another subjective opinion: the character who died in the novel Asunder from that list up there?  Her death felt so much more emotionally impactful from a pure storytelling device compared to how you can kill her in Origins.  I'll go with strong writing over a pointless choice any day.  Especially if those choices are expected to carry on in every single game.

Another issue:  Changing the engine means you're never going to see the Warden again.  Ever.  And now, probably not Hawke either.  So who cares who Hawke sided with.?  With no Hawke, there's no personal connection. It's a footnote.  You look at Hawke's story as the story of one game.  So was the Warden's.

The decisions they make don't need to continue to be reflected over and over. 

It's a nightmare for writing a strong, focused plot and I'm not convinced Bioware even does it well.  What decision in Origins really made any difference in DA 2?  NOTHING.

The gimmick is played.  And as far as the illusion goes...how long can they keep illusion before it topples on itself?  Or just plain stops working.  If it ever did.

It was fine for Mass Effect.  It was one long story with one main character.   Dragon Age isn't that.  So, again, I ask, "What's the point?"


This pretty much sums up my position far more eloquently than I could. As long as importing remains, your choices won't matter. If you remove it, characters and plots could be continued far better. It worked for Fallout. It will work for DA.

#185
cindercatz

cindercatz
  • Members
  • 1 354 messages
OP completely disregards the whole point in playing Dragon Age... Image IPB

Selene Moonsong wrote...

By excluding imports and enforcing a specific cannon, you render the games played by a great number of people wasted effort. So I highly disagree with this idea.

Besides, these would be variables based on player events reduced to T/F (True/False) values, not direct imports of a load of data for every detail of conversational choices and character models.

Variety is the spice of life. One set cannon renders a game dull and not worth replaying.


Exactly! Thank you!
If they killed the import variables, it would flat out void hundreds and hundreds of hours spent specifically setting up different story variables in order to see them played out in future games, and it would mean I'd only care about a single playthrough in those future games. It would mean a drastically reduced value for each game and the series. No way.

Vicious wrote...


Variety is the spice of life. One set cannon renders a game dull and not worth replaying.

Kinda like how nobody replays TES: Morrowind, right?


I loved Morrowind, but I'm never going to replay it or any other TES game (or Fallout) even once. There's just not enough reason to do so. With each new game, I tend to just drop it and pick it up over and over again over the course of a couple years. They've got large and interesting worlds, but not much narrative momentum and very threadbare characters. I tried starting a second game of Oblivion and abandoned it after my character was lvl 7, so not far into it. There's not nearly enough replay value.

I don't find TES and Dragon Age very comparable in general, beyond the setting.

Modifié par cindercatz, 07 octobre 2012 - 05:45 .


#186
Tokion

Tokion
  • Members
  • 384 messages
The import thing is what made ME2 successful. Meeting that gangboss lady and Fist in the Omega bar brought back fond memories of ME1's side missions, as well as acknowledges you for doing them.

DA:A did not do a good job because of you surviving without anyone doing the ritual in your story. It makes the players feel like the their universe is ultimately broken because there is now a plothole in their universe.

#187
Genshie

Genshie
  • Members
  • 1 404 messages

MillKill wrote...

nedpepper wrote...

Raging Nug wrote...

slimgrin wrote...
So basically they're going to retcon with reckless abandon. 


Only insofar as they believe they ought to. The Leliana example is probably just a matter of a lack of foresight when they were storyboarding DA:O. I don't foresee them drastically altering many other decisions, especially after what we saw in ME3 - your decisions won't be changed, but the impact of those decisions might not be what you expect.



This is why the save imports are a headache.  They WANT TO USE LELIANA.  Why not let them?  Only some people killed her on certain playthroughs.  And now they have to retcon her death.  Because she's obviously a part of things going forward.  They wanted to use Nathanial Howe, realized he could be dead, and replaced him with Sebastian...a prime example of how horrifying and limiting the save import can be. Image IPB  And Mike Laidlaw has already said he wants Alistar back.  Now if Alistar did the ultimate sacrifice...how!?!

But, seriously, it's a nightmare for time and resources.  And the truth is, if they don't retcon or just make things canon, how do you tell a solid story about Ferelden?  From just a ruling standpoint, it's Anora, it's Alistar, it's both, or it's a female Warden AND Alistar.   So, with limited time and resources, how do you avoid having to deal with these decisions?  You don't feature the characters.  You give little cameos, where they wink and smile and they can have nothing of import to do with the plot.  And that sucks, because Alistar is a great character.

We have Orzamaar, with two different rulers.  A little easier to handle.

And we have companion deaths.  Theoretically, you can kill them all except for Aveline, Varic, Isabela, and Morrigan.  (And you can still stab her.)

So, in writing Dragon Age 3, you have ellimanated any strong plot device that could have used Zevran, Sten, Ohgren, Shale, Wynne, Anders, Howe, Loghain, Fenris, Sigrun, Merrill, Alistar, the mean Dalish elf from Awakenings and more I'm probably missing.  Half of these characters have become synonomous with this franchise.  Do you really never want to see any of them again in a significant light because one guy wanted to kill every companion?  And from a subjective, personal aside...I feel like Merrill's story wasn't even finished.  I want to see her again.

Another subjective opinion: the character who died in the novel Asunder from that list up there?  Her death felt so much more emotionally impactful from a pure storytelling device compared to how you can kill her in Origins.  I'll go with strong writing over a pointless choice any day.  Especially if those choices are expected to carry on in every single game.

Another issue:  Changing the engine means you're never going to see the Warden again.  Ever.  And now, probably not Hawke either.  So who cares who Hawke sided with.?  With no Hawke, there's no personal connection. It's a footnote.  You look at Hawke's story as the story of one game.  So was the Warden's.

The decisions they make don't need to continue to be reflected over and over. 

It's a nightmare for writing a strong, focused plot and I'm not convinced Bioware even does it well.  What decision in Origins really made any difference in DA 2?  NOTHING.

The gimmick is played.  And as far as the illusion goes...how long can they keep illusion before it topples on itself?  Or just plain stops working.  If it ever did.

It was fine for Mass Effect.  It was one long story with one main character.   Dragon Age isn't that.  So, again, I ask, "What's the point?"


This pretty much sums up my position far more eloquently than I could. As long as importing remains, your choices won't matter. If you remove it, characters and plots could be continued far better. It worked for Fallout. It will work for DA.

You are saying my choices don't matter but there are several references with the Wardens depending on what you did in Awakening that can play a major role such as letting the Architect live or die. And I really don't want to hear about your Warden or your Hawke just because you are too lazy to play through it. Alot of people are forgetting that there is a few big mentions from Awakening in DA2. This also includes alot of dlc from both Origins and Awakening that keep popping up throughtout DA2. Your choices actually affected the gameplay not just the story as well an example being if Zeveran lived in Origins he makes his little cameo where you can help him and thus by helping him he helps you fight the last boss. It may not affect the story in a major way but it certainly does affect gameplay.

What I believe is that depending on if you played Awakening and what you chose will affect a good chuck of what may happen in DA3 mainly when dealing with the Grey Wardens which then you can also throw in if you played DA2's Legacy dlc. I love how you guys are just solely focusing on what happened in Origins when there is also a good big expansion being Awakening that also played some major tunes.

Modifié par Genshie, 07 octobre 2012 - 06:01 .


#188
cindercatz

cindercatz
  • Members
  • 1 354 messages
For me, DA:A was fine. I initially did the ritual, but then went back and changed the ending on my first completion save, and again I went back and replayed the DR night and battle of Denerim a time or two more. Then, and this may be incorrect, but my memory may have jumbled the two together, I don't know, but I had it that she survived without the ritual. So then I started my DA:A save and that was consistent, but then I played Witch Hunt and she tells me I rejected her (I wasn't sure which save I imported from at that point). I find out that's not supposed to have happened, but it still made perfect sense for my first warden. The ritual hinged on very early pregnancy with tainted warden blood. My warden then was most likely pregnant, made sense. My original end choices were all reflected in either DA:O ending as well, so there was no inconsistency.

I don't see how DA:A hurts DA:O, since you can just not play DA:A with a warden that died if you can't head canon it. The one thing I did have a problem with was how if you chose to play an Orlesian warden, you couldn't import your choices (or not that I noticed). I didn't want to start a game from a canon save.

The character limit on the X-Box was at ten, so I ended up only playing DA:A with three wardens, and only keeping two of them (to fit in my sixth origin warden), and all three of those I played were consistent then. And I still don't want to start a new game from any company canon save.

#189
cindercatz

cindercatz
  • Members
  • 1 354 messages

nedpepper wrote...

  And the truth is, if they don't retcon or just make things canon, how do you tell a solid story about Ferelden?  From just a ruling standpoint, it's Anora, it's Alistar, it's both, or it's a female Warden AND Alistar.   


Why tell another story strictly about Fereldan? Or if you do, why heavily involve the same royals as DA:O? It's not a headache. It's a little extra work, yes, but it's worth it. They can have very important roles without taking up tons or game time, resources, or disc space.

And you forgot about my male HN Warden, his wife Anora, and his mistress Leliana. ;) I want to see them reflected in the game, and in order for that to happen, there has to be some form of import.

I support a new iteration of the import system that compiles every past game's and every new game's as it comes imports into a unique persistent file that lets us upload and retrieve them from the cloud for each character set (so Warden->Hawke->Inquistor->etc. along a particular import line). Weed out the choices that won't matter from the compiled save, consider more carefully the choices that can be made from game to game (so don't have any potentially returning companions killable unless you plan to stick with that variable from now on), and allow us to maintain an editable (to correct for bugs) world save for each character line that persists from game to game, system to system.

With the bredth of the setting and the truly large timescale (and we'll hopefully start to see the passage of time much more visibly for characters and setting alike), I don't see how this is limiting for the storytelling in any way that isn't actually beneficial.

King Cousland wrote...

Stippling wrote...

You're only wasting development resources if you're slapping on cameos for no reason. If the king of Ferelden needs to be involved in the plot, have the import check and see who that is, or if its a queen etc. You don't set a precedence in a game and take it away instead of improving on it.

There's a large difference between fan service cameos and importing plot points that need to carry over.


Precisely. Only previous choices which could affect the current plot should be given a nod.


Yep. This. And make those choices more impactful. Fewer of them means that's doable.

marshalleck wrote...

AbsoluteApril wrote...

save imports and 'choices matter and carry-over' is one of the major draws for why I love Bioware. so I'll have to vote no


Except so far it's like this:

Choices Matter
Saves carry over

Pick one.


Except it's a persistent game world. The setting and major players evolve based on our choices.

So if you start adopting a canon game to game or couple o' games to couple games, whatever, you are ensuring that our choices don't matter. What's new about Dragon Age and Mass Effect, that they haven't quite pulled off to maximum effect, but they can get there, is continuity. (also origins for DA, but that's digressing)

Continuity is what makes comics great as a medium (when the publishers remember that... ). It's the reason people follow a particular television show for years and years. It's what makes a film series invidual installments get greater bang for the buck and value as a series. If my choices are forgotten game to game, there is no continuity. That's fine for something like Final Fantasy or the old kind of RPG where every game in a series is really a one off and that's it, with no real connection between them aside from maybe thematic elements and some gameplay philosophy.

Dragon Age is about building your own world and your own persistent characters within that world. So if there's no continuity, your choices don't really matter that much. The import system is what makes this kind of game possible, and it still has a great deal of unrealized potential.

MillKill wrote...
Which is why nobody ever replayed a sequel to an RPG before Mass effect 2. Image IPB


I only ever played BioWare games twice, and the second playthrough was never as strong as the first. I don't play hardly any other game from any other developer of any kind more than once through. Only two exceptions: There's Heavy Rain, but that's got the most reactivity and branching I've ever seen. And there's Way of The Samurai for the same reason, but those are quick through.

Dragon Age I'm planning on playing each game through six times, going off DA:O, and that game's replays are almost as fresh on the sixth playthrough with another new origin as the previous five. I'm going to try to work through DA2 all six, but if DA3 and future installments truly support replay like DA:O, I'll be playing DA games six times a title for the forseeable future. That's a unique achievement with me.

Modifié par cindercatz, 07 octobre 2012 - 07:12 .


#190
TEWR

TEWR
  • Members
  • 16 987 messages

David Gaider wrote...

All I'll say is that the goal is to do it better... not to scrap it.


I imagine the save corruption issue for DAII is definitely being discussed by you guys. I remember Allan Schumacher saying you guys were definitely looking at how to do the import thing better, which made me happy.

#191
cindercatz

cindercatz
  • Members
  • 1 354 messages
edit: lots of edits, playing thread catch-up again Image IPB

Fast Jimmy wrote...

Gaider has come out and said (recently) that if the Ultimate Sacrifice was done and no Ritual occurred, there will be no OGB.

1. Now... how they plan on having a deity walking the face of the earth, being raised by Morrigan, a character who is certainly going to be involved in the spot light of the main plot here at some point, and NOT make that a big deal is going to be interesting. Honestly, I feel like even the best writers in the world could do any justice to the choice at all without resulting in two very different playthroughs, which Bioware has never committed to before in the past.

2. Its a recipe for creating a stream of constantly, ever-growing sum of custom content. 
...
its a spiraling task. Its a rabbit hole with no end to it. Its going to either A) result in them giving up on import choices or B) hopping so far into the future that no choice matters, period and/or have an event happens that wipes the slate clean of any prior events... which is asinine.

3. The Fallout series is great with this. It lets you make vastly diffferent decisions, killing people as you see fit, wiping out entire towns if it so fits your playthrough... and then, in the sequel, the events are set. That town one character wiped out? Turns out it actually grew to be one of the largest governing bodies in the entire Western Hemisphere. If Fallout tried to do game imports, it would have completely crippled that plot line, or it would have done a cop out where things still happened the same way regardless.

4. It is a lofty goal to attempt. But it is 100%, undoubtedly, completely unsustainable. They managed to do a sequel where they hid away from any real influence from the first game (much like ME2 did). But the third game, with events happening that are easily influenced by, say, who's the king of Ferelden or if there is a Circle left in the eastern part of Thedas (since both Kirkwall's and Ferelden's could have been annulled or saved, depending on choices in DA:O and DA2) or if the dwarves, who supply lyrium to both mages and Templars, are ruled by an isolationist king or a king that encourages trade with topsiders... all of these things could EASILY have implications to the story.

5. But they won't. Not in a meaningful way. Because its impossible to do that. Literally - IMPOSSIBLE.


1. The conflict is between Morrigan and Flemeth. If Morrigan has the OGB with her, she stands a better chance of stopping Flemeth ultimately, but that's not the only variable. What about the Warden? What about Merrill and Hawke potentially? etc. They've slow boiled this mostly in the background, and until it's cooked, there's no reason they can't continue that. When it is, I imagine we'll get two or four very different versions of the resolution, but there's nothing that says it has to take up hours and hours and hours of gametime or involve whole armies or whatever else. It's very doable, and I hope and believe they can do it well. I'm looking forward to it, and to seeing it play out in different ways.

2. Not every variable plays into every game. You could have variables from DA:O that don't come in until DA5 or DA6. And as they come, there's no reason you can't resolve them piecemeal. Just because the status quo will need to roughly be the same for plot point 27 two games down the road doesn't mean we won't see entirely different, and not overly resource intensive, ways of seeing that plot take shape along the way. You can basically resolve plots as they come across the series, so there's always a manageable number of variables at play at any one time.

And there's no reason you couldn't have Orzammar play a major part again, as a for instance. Just because you're in the city doesn't mean you spend tons of time with its king (or the warden and his potential kid). If you're going to be there anyway, most of your assets will be used for both versions of the events in that area. What's left would be the typical either/or cameo cast, maybe an extra scene for the warden. The environment would exist either way, all of the other main characters, all the art assets aside from the three or four characters (one of which would be player edited and another potentially procedurally generated), the basic animation sets, etc. It's a relatively minor extra expense to feed dwarf wardens or one of the two potential kings in there. You're talking about a few cutscene moments worth of animation, two or three models, the DA2 family generator system tweaked a little, and some short VA work. The court of Denerim is the same way, any mage circle or Dalish clan or Redcliff or Kirkwall, whatever pre-existing locations we might visit. Let's not make it sound so impossible.

With the timescale, you can even retire characters, so that dead/alive resolves itself. Some characters that survive one game might not survive the next or the one after, etc. We also don't need cameos except where they make sense and add to the overall plot, but I do like them and they do add to my game and they are important. I do want to see both my PCs and companion characters pop up where they should, but just because one version of the warden or Hawke would show up at a particular place doesn't mean all versions would. Get the first PC extended main plot tied cameos into this game and then only include whatever versions would naturally appear in future, or kill them if it makes sense, but not off screen. I've already posted at length in the related thread about how that could be done very well. I would also like to see more codex entries for the various companions over the course of the series if we don't see them, just so we have a running plot going on in the background that follows on our companion related choices and appearances. If it wouldn't normally show up on camera, there's no reason to ham-fist it in there.

3. There's a reason I only play Fallout games once through, and don't necessarily pre-order.. The solution for DA is simply not to give apocalyptic style choices that you don't intend to fully respect. BioWare games are character first, heavily relationship oriented, writerly things. They don't lend well to kill 'em all gameplay, which is why I'm not thrilled about getting to completely wipe out both Dalish tribes we've seen much of so far, for instance. They need to avoid things like that and companion killing, anything they don't fully expect to respect in future. Then you don't have to worry about blatant ret-cons anymore, or getting boxed in by unforseen choice problems.

4. I agree that they should *all* factor into the story. We might visit some of those places or characters might come to us or whatever, but I hope we see it in some way.

5. It's really not. Image IPB I can see how to do it, so I'm sure they can. What we'll actually see I imagine will have more to do with what fits the story best than any limitations around imports.

David Gaider wrote...

But there are also those for whom the illusion makes the world and the story so much more theirs, and that's not something they're apt to get anywhere else. They don't necessarily want to be told a story so much as they want to be part of it. Isn't that the ideal, here?
......
There are plans for how we're going to do the import thing, which I'm not at liberty to discuss. All I'll say is that the goal is to do it better... not to scrap it.


Yes it is. Image IPB
And great to hear! Image IPB

Modifié par cindercatz, 07 octobre 2012 - 09:12 .


#192
marshalleck

marshalleck
  • Members
  • 15 645 messages

cindercatz wrote...

Except it's a persistent game world. The setting and major players evolve based on our choices.

So if you start adopting a canon game to game or couple o' games to couple games, whatever, you are ensuring that our choices don't matter. What's new about Dragon Age and Mass Effect, that they haven't quite pulled off to maximum effect, but they can get there, is continuity. (also origins for DA, but that's digressing)

Continuity is what makes comics great as a medium (when the publishers remember that... ). It's the reason people follow a particular television show for years and years. It's what makes a film series invidual installments get greater bang for the buck and value as a series. If my choices are forgotten game to game, there is no continuity. That's fine for something like Final Fantasy or the old kind of RPG where every game in a series is really a one off and that's it, with no real connection between them aside from maybe thematic elements and some gameplay philosophy.

Dragon Age is about building your own world and your own persistent characters within that world. So if there's no continuity, your choices don't really matter that much. The import system is what makes this kind of game possible, and it still has a great deal of unrealized potential.

The naievete is strong with this one.

 Unrealized potential is worthless. It has no value, and it doesn't convince me that save imports have had such an impact on continuity that they're indispensable. Honestly, all you're doing here is rattling off the last three or four years worth of hype and marketing. Bioware have never delivered on any of this to date. They should just scrap it.

Modifié par marshalleck, 07 octobre 2012 - 09:29 .


#193
Seboist

Seboist
  • Members
  • 11 974 messages
Save imports could only work if the series is so well planned and cohesive that it's in essence one large game split into several parts. EAware given it's track record of refusing to plan anything should just scrap it.

#194
cindercatz

cindercatz
  • Members
  • 1 354 messages
I do see it as one large story set across several parts, pretty much. It can change and adapt as they go along and hopefully they'll see all the major storylines through and not abandon them, but that's the game series I'm playing. I also don't see it as finite, so it's very much like following a comic series or a long novel series to me, only interactive and maleable.

marshalleck wrote...

The naievete is strong with this one.

 Unrealized potential is worthless. It has no value, and it doesn't convince me that save imports have had such an impact on continuity that they're indispensable. Honestly, all you're doing here is rattling off the last three or four years worth of hype and marketing. Bioware have never delivered on any of this to date. They should just scrap it.


Unrealized full potential. What we've got already is the best part of DA2 for me. I wasn't thrilled with the game, but the import system was still a big plus. The very disappointing lack of choice/consequence has nothing to do with imports, because the whole game was one long set-up for what they wanted to do with DA3.. which would be exactly what a set canon game would do. They could have easily given us more. Multiple origins (even all from Lothering, I posted a list of six pretty divergent origins right after DA2 came out, not hard to come up with) would have made an immense difference, and they could have had us fight one last boss (of our choice, mage or templar) rather than forcing us to fight two and making everybody crazy. Don't have the mages kidnap your sister if you helped them earlier, etc.

The import feature was not in any way relevant to DA2's problems. It was lack of developement time and deliberate design decisions.

I'm also telling you how I see it, not rattling off a marketing line. If you kill the imports, you invalidate at least 5/6th of my Origins playthroughs, over 700 hours at least, which would leave me with such a bad taste, so many wasted hours I'd probably bolt the series. I don't repeat games. I only care about replay when a series makes it worth my time, and DA with its promised imports and full origins is the only series that's done that to such a scale so far. I hope it improves, yes, but it's already valuable to my enjoyment of the series.

Modifié par cindercatz, 07 octobre 2012 - 10:45 .


#195
Mr Fixit

Mr Fixit
  • Members
  • 550 messages

cindercatz wrote...

The very disappointing lack of choice/consequence has nothing to do with imports, because the whole game was one long set-up for what they wanted to do with DA3.. which would be exactly what a set canon game would do.

The import feature was not in any way relevant to DA2's problems. It was lack of developement time and deliberate design decisions.


Very wrong. Import function for DA3 is exactly one of the key reasons DA2 has an astounding lack of 'big picture' choice/consequence. Devs couldn't alow players the true freedom to shape events and make a big difference, because they wanted a 'canon' ending that would flow seamlessly into DA3.

Imports cripple not only possible future plot points, they are far more detrimental to each individual game, as they force the developers to keep branching content down to a minimum, preventing them from ending a game, and individual plot threads, with wildly different outcomes, because it would be impossible for them to pick up the pieces at the beginning of the next game.

And that's exactly what import does to a game: such games are either heavily railroaded with almost no outcome variation (DA2), or if not (DAO), it forces the devs to ignore all plot points and characters from previous games and limit them to mere cameos so as not to break continuity.

So yeah. It's cool seeing Zevran and Alistair making a two second comeback, but it guarantees they (nor anyone else we've met) won't have any relevant impact in the future. You want to see Sten as Arishok? Well, too bad. If he shows up, it's pretty much certain it'll be in one of these two forms: a) it'll be a short and plot-irrelevant cameo or B) he will be an important player BUT in a non-differentiated plot where he can be painlessly replaced by Arishok#2 in case he's dead.

Modifié par Mr Fixit, 07 octobre 2012 - 11:34 .


#196
YohkoOhno

YohkoOhno
  • Members
  • 637 messages
But what is wrong with minor imports. Minor imports can make a good game great.

Let's also remember why you don't get major shakeups from imports. The big reason is simple. Every game must be designed and developed with the expectation that it is the first one a person might experience in the series. People play games like Mass Effect 2 or 3, Just Cause 2, System Shock 2, Thief: Deadly Shadows, Skyrim, Dues Ex: Human Revolution, etc...WITHOUT EVER HAVING PLAYED THE ORIGINALS. Good games NEVER assume you have to know the plot of the ones that came before.

Having minor changes though really helps. I mean, I am really surprised people are against this right now--it seems people are so bitter that they didn't get a grand plot divergence that they want to scrap the whole system--I see most of the complaints coming from the people who are more antagonistic and seem to want Bioware in general to die in a fire--but this is just the start. Eventually, we will probably get more emergent content, generated content, and plots that are more fluid in adapting to imports. I mean, I'm amazed and how good ME3 references the past 2 games. Before, when you had a sequel, it was mostly assumed one plot was the ending, or some weird variant of that (Deus Ex 2 thinking all three happened, more or less). Now, we have the tech to do great things. I have a feeling it will get better as time goes on. To go back to me would say "we don't want to innovate at all, even incrementally".

Modifié par YohkoOhno, 07 octobre 2012 - 12:22 .


#197
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages
How does not having an import feature "render player's choices in the previous games a waste of time?" Did you have fun playing the game and making those choices? Then it wasn't a waste of time. By that logic, any game that doesn't have an import feature would be a "waste of time." Unless a game series is planned from the beginning as an episodic endeavor (e.g. Mass Effect, although I think there was a lot of wasted potential there...), then an import feature only detracts from the narrative of each individual game.

#198
cindercatz

cindercatz
  • Members
  • 1 354 messages
Agreed with YohkoOhno. We're early yet. We've got untold iterations to go.

Mr Fixit wrote...

Very wrong. Import function for DA3 is exactly one of the key reasons DA2 has an astounding lack of 'big picture' choice/consequence. Devs couldn't alow players the true freedom to shape events and make a big difference, because they wanted a 'canon' ending that would flow seamlessly into DA3.

Imports cripple not only possible future plot points, they are far more detrimental to each individual game, as they force the developers to keep branching content down to a minimum, preventing them from ending a game, and individual plot threads, with wildly different outcomes, because it would be impossible for them to pick up the pieces at the beginning of the next game.

And that's exactly what import does to a game: such games are either heavily railroaded with almost no outcome variation (DA2), or if not (DAO), it forces the devs to ignore all plot points and characters from previous games and limit them to mere cameos so as not to break continuity.

So yeah. It's cool seeing Zevran and Alistair making a two second comeback, but it guarantees they (nor anyone else we've met) won't have any relevant impact in the future. You want to see Sten as Arishok? Well, too bad. If he shows up, it's pretty much certain it'll be in one of these two forms: a) it'll be a short and plot-irrelevant cameo or B) he will be an important player BUT in a non-differentiated plot where he can be painlessly replaced by Arishok#2 in case he's dead.


How does doing the things I suggested change their canon status quo in any way? You still get the mage war. You still get Hawke going off to wherever or staying.. then disappearing along with the Warden. And again, it's a canon ending you're complaining about, yet your solution is to have an entirely canon status quo every game. Baffles me.

Imports don't restrict in-game choices. The conscious design decision to restrict in-game choices does that. There are any number of decisions all throughout DA2 that we could have made that would have been easily resolvable in DA2, and then you can import them or not, depending on if the writers want to build off of them. There weren't many that didn't come back and slap us because that's what BioWare wanted to do with that game.

If you're suggesting we should have been able to resolve the whole thing peacefully, rather than choose a side, that would indeed go outside the bounds of the status quo they were setting up. With the canon all the time policy, t would also be summarily wiped away to establish the new status quo for DA3, thus making your decision irrelevant. Imports don't restrict choice. They add a layer of long term choice that we actually get to see a little bit of. They don't restrict branching. The status quo the writers are working toward restricts branching. Imports have nothing to do with that. They just give us more variation within it.

What I really see as your arguement at the end is that you can't have Alistair back as a companion. I'd argue you still could, but it would just be a bad idea. They could write three ways around his being king/warden/exiled or resurrect him, but if they don't, it's because it's a bad idea. Better to have his character doing something interesting in the world and playing off that than to just bring him back to companion. He's a major plot character. And Sten as the Arishok or not isn't bothered with import status at all, because the Arishok is too large a role to be following the PC around, no matter who it is. So his screen time is the same. Of course if they wanted him to, there's no reason they couldn't, just that it's again a bad idea. There's no restriction there that has anything to do with importing. There's nothing that says their cameos, if that's what they are, would be plot irrelevant or short (ME3's and DA2's cameos weren't short for the most part), and if they'd be replaced as a major figure by whoever the next character to take that position would be, if they're dead or otherwise off flag, that only means that the scene is relevant and must happen, whether that character is there or not. Nothing is lost.

Modifié par cindercatz, 07 octobre 2012 - 12:20 .


#199
AsheraII

AsheraII
  • Members
  • 1 856 messages

Mr Fixit wrote...

cindercatz wrote...

The very disappointing lack of choice/consequence has nothing to do with imports, because the whole game was one long set-up for what they wanted to do with DA3.. which would be exactly what a set canon game would do.

The import feature was not in any way relevant to DA2's problems. It was lack of developement time and deliberate design decisions.


Very wrong. Import function for DA3 is exactly one of the key reasons DA2 has an astounding lack of 'big picture' choice/consequence. Devs couldn't alow players the true freedom to shape events and make a big difference, because they wanted a 'canon' ending that would flow seamlessly into DA3.

Imports cripple not only possible future plot points, they are far more detrimental to each individual game, as they force the developers to keep branching content down to a minimum, preventing them from ending a game, and individual plot threads, with wildly different outcomes, because it would be impossible for them to pick up the pieces at the beginning of the next game.

And that's exactly what import does to a game: such games are either heavily railroaded with almost no outcome variation (DA2), or if not (DAO), it forces the devs to ignore all plot points and characters from previous games and limit them to mere cameos so as not to break continuity.

So yeah. It's cool seeing Zevran and Alistair making a two second comeback, but it guarantees they (nor anyone else we've met) won't have any relevant impact in the future. You want to see Sten as Arishok? Well, too bad. If he shows up, it's pretty much certain it'll be in one of these two forms: a) it'll be a short and plot-irrelevant cameo or B) he will be an important player BUT in a non-differentiated plot where he can be painlessly replaced by Arishok#2 in case he's dead.

Or c) he's only available as a groupmember to the player if he's still alive and his personal quest was done in DAO, otherwise he won't be available and there simply won't be a replacement for those who didn't save him, didn't do his personal mission or didn't play DAO. Even as a groupmember, Sten didn't exactly play a vital role in DAO, and could play a similar un-vital role in a future DA game. Yet, the decision you made back in DAO would have noticable impact on that future game: either you get Sten as a squadie, or you don't.

The impact of your decisions doesn't have to be vital to the plot, but they CAN still be very noticable in gameplay and sub-plots. There's nothing wrong with that. As we've seen with Mass Effect, the bigger the decisions you get to make, the bigger the mess the game setting turns into. And at the same time, it's the smaller scaled, more personal decisions that actually make the player connect with the game emotionally.

The series can be perfectly fine without decisions that totally rewrite the course of history. There's no problem if that main plotline turns out the same for everybody: you have a main plot, with one goal, one ending. The thing that makes the game interresting is how you accomplish that ending, and the how is where all the variables should be: in the sub-plots. Variables in the ending could affect sub-plots, but they shouldn't affect the setting as a whole, with for some players entire species dying or continents sinking into the sea, while to other players those things don't happen. Effectively, that could cause the setting to split into two seperate settings, and that's when things get really messy. That's what makes it so hard (though not impossible) to make another Mass Effect sequel without canonizing certain decisions. But it's less of a problem when each game is localized to one specific country, like DA.

It doesn't really matter who's king of Ferelden or Orzammar, that's just a very minor subplot: both places can suffer a major uprising, resulting in whoever we installed as a king to be dead or missing or gone spawnhunting on the deep roads long before we get to revisit the place.
Dead Leliana was a problem, I figure Bioware still underestimated how much of a fan players can be of an NPC when they wrote the script with the potential for her to not survive Lothering or the player having to kill her.
But they just had to bring her back, by popular demand. It wouldn't even amaze me if we ran into her again in Orlais sometime, with her hair dyed, as an undercover Ferelden spy.

#200
cindercatz

cindercatz
  • Members
  • 1 354 messages
edit: Agreed with AsheraII that most of our decisions shouldn't be major seismic shifts in all of Thedas. That just boxes you in. I'm all for retconning the end of ME3 so we can get a ME4 set a few decades later, btw.

Biotic Sage wrote...

How does not having an import feature "render player's choices in the previous games a waste of time?" Did you have fun playing the game and making those choices? Then it wasn't a waste of time. By that logic, any game that doesn't have an import feature would be a "waste of time." Unless a game series is planned from the beginning as an episodic endeavor (e.g. Mass Effect, although I think there was a lot of wasted potential there...), then an import feature only detracts from the narrative of each individual game.


In this case, I played those multiple playthroughs expressly because I planned to import them. If you remove the reason I played them, and worse, if your canon doesn't match any of my playthroughs, then you've removed the reason I played them in the first place. I don't replay games just to get every little ounce out of that particular game. I replayed so that I could import and get very different playthroughs of future games. That is a big part of the enjoyment, speculating out to the future and then watching the results. I also expect a good deal of branching within each game. There's no reason at all they should be mutually exclusive. For me, Dragon Age is already more successful than Mass Effect in the importing area, and in branching, though it certainly needs more. Mass Effect's ME1-ME3 relationship was the strongest part of the series however, for me. There is that.

There are planned, ongoing sub-plots in Dragon Age. I'm looking forward to watching them play out, myself. There are things they also change their minds about as it goes on, like with Leliana seems like, but there are intended story threads that are multi-game. I'm also looking forward to the ongoing new multi-game sub-plots I expect to be introduced as the series goes along. Part of improving the import experience is taking that to the next level and considering the consequences for more choices you might allow the player before it's written into the game. You can't allow the player to successfully kill off all their companions, successfully wipe out multiple tribes left and right, etc. Come up with better choice/consequence with more thoughtful outcomes instead. Have long term consequences for those kinds of choices a player might make in attempt.

Modifié par cindercatz, 07 octobre 2012 - 12:57 .