David Gaider wrote...
andocrack wrote...
DG says the decision to kill them isn't gone, but they are alive despite that choice.
This is indeed the case. If this is inconsistent with someone's expectations of what they believe that decision should result in, than so be it. I imagine that will happen, depending on where your personal expectations lie. If someone prefers to believe a character like Leliana is only alive because I'm personally "obsessed" with them... well, again. So be it. There is only so much room for us to maneuver-- we cannot make a customized story completely to order like a drive-thru burger joint could make a burger. We shall honor choices as best we can, to varying degrees of importance to the overall narrative. And I shall leave it at that.
But do you think players should expect some, or even all, of their choices to result in the same thing? It's not that people are upset that they're surprised things didn't turn out as planned. People are saying choice feels less meaningful when the paths to choose from are identical, as compared to when they yield very different results/experiences that have long lasting impact.
It's understandable that you can't make a game that branches into many vastly different directions, but I think its a reasonable question to ask "Why offer us choices that you don't intend to fully support?"
How important is choice and branching story meant to be in these games, and how important are they to the writers? Moreso than the intended overall narrative? Making these things clear might at least prevent people from resting their hopes on false expectations.
Something I've always been curious about, is why at the end of DA2, we fight both Meredith and Orsino regardless of who's side we take? A lot of people felt like it unnecessarily marginalized player choice, when it easily could have been made so that you only fight one or the other based on player choice, instead of both in spite of player choice.
Modifié par Rojahar, 19 octobre 2012 - 01:45 .