cindercatz wrote...
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.
This won't happen. It can't happen. Bioware has stated they are not in the business of making entirely custom content. One or two dialogue options, maybe even a side quest. That's all we're ever going to see. This has been the case in DA:A, DA2, ME2 and ME3... they aren't going to make a different game or story based on one choice. As they shouldn't - they can't put the resources in to make ten different games and sell it for the same price as one.
. 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.
This is an insane logic of thinking. The only way this would ever be the case is if no other choices are added in future games. If there were 10 choices from DA:O that could affect the story (a VERY conservative estimate), then there are more added in DA2, and more added in DA3, 4, 5, etc. If the list of imported choices becomes over 100 over the course of the series, do you really think they will do anything (of any significant value) with a choice from two, three, four or more iterations ago? If you're sitting there, in 2020, holding onto the hope that you're choice of the Urn of Sacred Ashes will play into the plot in a huge way, then I'd say you are delusional.
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.
This could be done... but its trivial. Its nonsense. If your choice is limited to a cookie cutter, copy pasta option of who is in the throne room, then why have the choice at all? The games make you feel that these choices have serious impacts on the future of the world... but to have essentially the same world with just one feature different is hollow... why would you cling to such a model so tightly? I'd rather Harrowmont be king (even though that's not my chosen playthrough choice) and have the entire Dwarven kingdom affected by his method of isolationist rule, with resources dwindling, trade cut off and infighitng happening, then have Orzammar be exactly the same after a decade except who is wearing the crown.
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.
Again, you're arguing hollow points. You'd rather have a flimsier story, with only short references to characters you love, rather than have them integrated into the main story in a fun, unique, interesting way (that might just happen to not 100% match your playthrough experience)? That's both selfish and nonsensical.
Something tells me you never played the original Fallouts, which were infinitely better. Those games had tons of choices in how you handled everything. It wasn't a "sandbox" experience... the genre hadn't even been invented back when those games came out. It was a turn-based RPG where you had deep story, intense lore, cool characters and companions and endings so varied and detailed, they still leave current games in the dust.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.
THAT'S what people are talking about when they talk about the Fallout games... not The Elder Scrolls With Guns that Bethesda has put out.
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.
Again, it won't. Bioware has stated they are not in the business of making radically different custom content. There won't be a "Dark Ritual" story line and an "Ultimate Sacrifice" story line. There will be THE story line, with maybe a cameo or few dialogue lines different. Bioware has stated its not economical for them to do much more than that.
It IS impossible, if you live in reality. They can't spend six years working on every game, making imports affect the game so that only 5% of the people who play the game with a certain set of import choice will see content. Sure, they COULD make wildly different games... if making games didn't cost money, they weren't limited by things like disc space and they felt like it was okay to lock new players out of tons of content because they didn't play previous games. They could make radically different stories that are nearly custom-tailored to your Warden and Hawke's exploits, where the characters all have slight nods to the actions and choices made in the past... they COULD do all of this stuff. And we could give them dozens, if not hundreds, of examples on how these choices and ramifications could play out.5. It's really not.
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.
But BIOWARE ISN'T DOING IT. They can't spend 30% of their budget to make content that less than 75% of their audience won't see. They can't extend their project timelines to account for every romance option, or the dozens flags that could import from DA:O to DA2.
So what do they do instead? They made DA2 incredibly railroaded in terms of choices that affect the game's story and in terms of how everything plays out. And why was this? Because they spent resources making content for prior game choices and they didn't want to add to the list of growing resource sink for the next game. THAT'S what the imports give you - weak acknowledgement of previous choices and an innate desire to limit all choices going forward.
Congratulations. Your devotion to a broken mechanics will result in a world that is LESS custom and tailored to your choices.





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