Realmzmaster wrote...
wright1978 wrote...
Wulfram wrote...
wright1978 wrote...
Why does DA4 if it happens have to be set straight after DA3? It could be set much earlier or much later.
I'm not sure what your point is.
All I'm saying is that DA3 shouldn't be written to be easy to import into DA4.
Setting well beforehand negates any need to import.
Setting far enough in the future allows them to have events of past slip into myth and legend. Therefore it is much easier to have vague import references as there won't be all the living characters who've been involved in the previous 3 games.
This is one point where Bethesda gets it right. The TES ganes are set hundreds of years apart. There are no save imports from game to game. TES games are self-contained. All choices and consequences happen in game. Each game is set in a period of time where the previous game has no effect except as history.
Bioware is going to make decisions on what will be canon eventually. The time line in Bioware games is more compressed. DA2 was going on at the same time as DAO for a year. The events of DA3 will happen soon after the events of DA2. Bioware does not have the luxury of time gaps that Bethesda's TES games have.
Bioware also does not have the luxury of working on a game until it is done. Even Bethesda does not have that luxury. A five development cycle is about as far as you can stretch a game without incurring crushing development costs.
Now before any one says Blizzard and Valve do it. Blizzard has a cash cow called WOW. They can afford to take their time with StarCraft or Diablo. Valve has STEAM as it cash cow.
EA tried with SWTOR to establish a cash cow, but was late to the party (as far as MMOs are concerned) and Origins is not in a position to compete with STEAM.
EA has no cash cow. All EA games have a budget and release date. Releasing a game when it is done is a noble ideal, but if you let artists have their way the game may never be done. The longer a game is in development the more scope and feature creep happen.
Someone has to crack the whip to get actions accomplished and say the game is good enough to go out the door.
Trying to account for every possibility in a save import feature is a losing endeavor and wastes resources. I would rather Bioware bite the bullet, set canon (even if it invalidates all the choices I made) and tell a great story (full of choice and consequence) with excellent characters and gameplay.
That would be enjoyable and I can live with it.
Have to disagree. Bethesda games are fantastic at offering almost limitless choice, but absolutely
hopeless at consequences. In Fallout 3, I nuked Megaton, to a 'wtf?!' face from my dad and a diss from Three-Dog on the airwaves, and otherwise no difference. Unless you count picking up the Wasteland Survival quests from Ghoul Moira instead of Normal Moira. In Skyrim, my Orc could become leader of the Stormcloaks despite all their 'Skyrim for the Nords' nonsense, and ... nothing. Not a single challenge to my authority or campaign of racial harassment. Bethesda could
load their games with consequences precisely because they are so self-contained, but they don't, and that annoys me no end. Tenpenny Tower is the only exception I can think of, for which reason it is my favourite Bethesda quest ever.
I'm not arguing for Bioware to account for absolutely every possibility, no matter how minor the event, but they can prioritise, and allow
some player choices to cross over. Otherwise, everytime they allow all these choices and consequences in a game, they then render those consequences obsolete as soon as the next game comes out by setting canon.
Like I said in a earler post, good planning can allow for this. Categories of decisions - certain 'trivial', flavour decisions (romance flags etc) that are easy enough to import and have no real consequences - no problem there. A couple more weighty decisions, very carefully thought out, a limited number of consequences, that can carry throughout games, but the variables are controlled and the consequences are drip fed, possibly across several sequels, so that things don't snowball for the devs. Then some decisions that are completely self-contained, the situations resolved in one game - those decisions are either not mentioned at all in subsequent games, or are glossed over in a line of dialogue. Finally, you have the establishment of canon. This stuff is out of the players control (for instance whether there is a Mage/Templar War) - we don't get to make this choice at all, although we might - as with Hawke - get to decide our PC's perpective on the matter.