LinksOcarina wrote...
But the problem with this is, as many people said, that based on our experiences and Bioware's own statements that is something that is just not going to happen with any of the bigger decisions. Smaller things, yeah, but any world changing decision can by default not be of real relevance in later games.
but thats the point, they should be small decisions. If it was a big decision, then the question becomes "well, why did I miss that in game one? Now I have to play through three games again to get to this point. " The major storyline is always going to be somewhat stand alone, and major decisions will get railroaded in a way, Origins will always have a winning outcome for Ferelden and a new ruler on the throne, the changes come regarding who the ruler is and how the demon is killed. Same happens for Dragon Age II, the mage/templar war is going to rage on, and Anders will always start it. How you deal with Anders, and whose side Hawke chooses, changes the outlook of the story.
I have no problem with this, because in the end that is BioWare's story. They do this all the time, with Mass Effect, Baldurs Gate, and Kotor. The story is unchanged regardless of what you do at major points, but it has to be by design of the story itself being both self-contained, and malleable enough to manipulate.
So yeah, I see to be honest, as long as people understand that the smaller choices are what gives the world the character. I don't expect major decisions to fully be explained or revealed in the end, because that would basically be impossible unless if they make a game with two or more diverging storylines.Of course some major issues will have to be resolved in-game, the dark ritual being the biggest elephant in the room. And doing a deus ex machina on that is not the best method, so I hope BioWare figures out how to implement it correctly. But for smaller things I expect to see that flavor we create, because that was the purpose to begin with. They are not big decisons, but they become personal ones that make the world moe unique.
But that's the thing - in DA:O, you were given pretty big decisions.Decisions that affect the world. And it felt AWESOME to make them... you felt their weight. They brought up real ethical, moral dilemmas BECAUSE they were so big.
Its easy to say "do I give the beggar money or kick him in his face and laugh?" That's a small choice. A big choice would be "Do I try and cure these werewolves... or do I incite them to violence and butcher the entire clan and then fight for me?" After all, if the werewolves can show up and slaughter the entire clan, then that means the werewolves would probably be better, stronger allies... allies which would help you defeat the Archdemon. Its obvious which move is more d!ckish. But if it saves the lives of thousands by improving your chances to stop the Blight... then that's a factor.
In DA2, there wasn't a single choice that I had to think "what is the greater good here?" It was all whatever my Hawke wanted to do. Kill a guy you think might be a serial killer? Sure, no big deal. Turns out he wasn't and it doesn't stop the real serial killer from killing your mom regardless, so whatever. Sell the soul of a sominari mage? No big deal. You get a small bonus and, later, you get the option to get more XP and loot by killing a bunch of abominations later. I mean... its not like people you have seen or care about die because of it. Its really a win-win (all bonus, no negative story feedback). Murder knife Anders? He was being quite d!ckish, killing people and setting off a bunch of chaos. But it doesn't matter... dolling out Justice (no pun intended) by killing him doesn't end or prevent anything.
In DA:O, I felt like I was dealing with issues larger than myself, deciding things that would affect not just my life, but the lives of others, for possibly years or generations down the road. You picked two monarchs, decided the fate of two of the most incredibly powerful magical artifiacts in the history of Thedas, you had the choice to allow an entire insitution in Thedas rebuild itself, or purge it of life to make sure it was free of abominiations and had the offer to bring an actual known deity into existnece by participating in a very sketchy ritualistic sex scene.
All of these brought questions, questions of not just "what do I want to do" but "what effect will this have on the world?" The epilogue slides were great in fleshing out those possibliities. But in DA2, they gave hardly any choices that made me think "how will the world be better/worse off if I choose X instead of Y?" Which makes it feel like a choice I don't really care about.
Did the import mechanic cause all of this? No. Not all of it. But during the process of addressing the import questions in both Awakening and in DA2, it obviously became quite clear to the team that importing choices was going to be a much bigger task than they anticipated. While they were still grappling with the choices from DA:O, they didn't want to add fuel to the fire with DA2's choices. That, coupled with the design choice for DA2 to make it a more insular game, taking place only in Kirkwall, gave them the wiggle room to more or less "run away" from a lot fo choices. But in DA3, the chickens are coming home to roost, just like they did in ME3. We'll see if the team can live up to the promise the imports implied, or if they can come up with another approach that allows them to create content economically, but makes everyone feel like their choices mattered, both on a macro and a micro level. Or, they could set a canon and just make up their own standard series of events.
At this point, I'm not telling Bioware what to do... I'm telling fans that they cling to this feature and put emphasis on it when they shouldn't. Its a feature of resource quicksand that lends itself heavily to retcons and shortcuts and sooner or later, you're going to get your feelings hurt. DA2 it was Leliana and Anders. DA3 it may be Sten and Fenris. Who knows? I'm not trying to make Bioware stop... I'm trying to make people here on the BSN realize that what they have built up in their minds is not actually providing the benefit you all think it is, and its costing more resources than you imagine it ever would.
Modifié par Fast Jimmy, 26 octobre 2012 - 03:51 .