What's wrong with text endings?
#51
Posté 21 octobre 2012 - 06:50
#52
Posté 21 octobre 2012 - 07:08
Fortlowe wrote...
Post final battle gameplay would be fantastic. Of course you mean conversations with party members and other NPC's as a means of closure, which I certainly would also like, but I'd like to get a chance to take my maxed out Sherlock(that's what I'm calling the Inquisitor) out for some combat.
Playable epilogue. Sign me up.
I'd hope that some part of the world has persistent combat oppurtunities for Sherlock and the crew to go and levy the boom in whenever I feel like. Randomly generated enemies and formations that, on first encounter perhaps were meant to serve the narrative but afterwards are soley a place to bash skulls. It could be the Wilds, of the Deep Roads, or the Provings, or even the Fade. Somewhere I can keep on fighting after the game is done. Sort of a Valhalla, if you will.
This would be great during the game and after the game. Persistent Post-Game situations! This idea deserves its own thread!
#53
Posté 21 octobre 2012 - 07:25
Burnouts3s3 wrote...
To which, i suggestion another solution: why not simply have text endings, based on choices, akin to Jade Empire and Dragon Age: Origins?
It's something we're considering-- both in terms of the text endings (as in DAO) and a playable denouement after the climax. For the text endings, it's possible they could be voiced-- and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
#54
Posté 21 octobre 2012 - 07:28
Modifié par Fiery Phoenix, 21 octobre 2012 - 07:28 .
#55
Guest_SilverMoonDragon_*
Posté 21 octobre 2012 - 07:29
Guest_SilverMoonDragon_*
David Gaider wrote...
Burnouts3s3 wrote...
To which, i suggestion another solution: why not simply have text endings, based on choices, akin to Jade Empire and Dragon Age: Origins?
It's something we're considering-- both in terms of the text endings (as in DAO) and a playable denouement after the climax. For the text endings, it's possible they could be voiced-- and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
Cool! Sounds like an awesome possibility
#56
Posté 21 octobre 2012 - 07:32
READING GOOD.
#57
Posté 21 octobre 2012 - 07:35
Something like this would be awesome with characters from DA3David Gaider wrote...
Burnouts3s3 wrote...
To which, i suggestion another solution: why not simply have text endings, based on choices, akin to Jade Empire and Dragon Age: Origins?
It's something we're considering-- both in terms of the text endings (as in DAO) and a playable denouement after the climax. For the text endings, it's possible they could be voiced-- and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
#58
Posté 21 octobre 2012 - 07:38
David Gaider wrote...
Burnouts3s3 wrote...
To which, i suggestion another solution: why not simply have text endings, based on choices, akin to Jade Empire and Dragon Age: Origins?
It's something we're considering-- both in terms of the text endings (as in DAO) and a playable denouement after the climax. For the text endings, it's possible they could be voiced-- and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
If you do, you guys should try grabbing the narrator from Bastion.
#59
Posté 21 octobre 2012 - 08:00
Hey now, some of those epilogues were anything but warm and fuzzy. Viconia's romanced ending?Dave of Canada wrote...
Video Games are a visual medium, throwing in some text at the end to make you feel warm and fuzzy is lame.
#60
Posté 21 octobre 2012 - 08:16
Blastback wrote...
Hey now, some of those epilogues were anything but warm and fuzzy. Viconia's romanced ending?Dave of Canada wrote...
Video Games are a visual medium, throwing in some text at the end to make you feel warm and fuzzy is lame.
A dead Warden with Alistair as her lover was NOT "warm and fuzzy"
#61
Posté 21 octobre 2012 - 08:17
David Gaider wrote...
Burnouts3s3 wrote...
To which, i suggestion another solution: why not simply have text endings, based on choices, akin to Jade Empire and Dragon Age: Origins?
It's something we're considering-- both in terms of the text endings (as in DAO) and a playable denouement after the climax. For the text endings, it's possible they could be voiced-- and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
This pleases me. I assume (and hope) that it doesn't mean we won't also see the impact of choices in-game, but the fact that we could see the longer term impact of our decisions while minimising the prospect of retcons is encouraging.
#62
Posté 21 octobre 2012 - 08:21
David Gaider wrote...
Burnouts3s3 wrote...
To which, i suggestion another solution: why not simply have text endings, based on choices, akin to Jade Empire and Dragon Age: Origins?
It's something we're considering-- both in terms of the text endings (as in DAO) and a playable denouement after the climax. For the text endings, it's possible they could be voiced-- and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
Sound's cool. I always liked the Fallout-style epilogues. It give's me the impression that my PC had a really affect on the world, for good or ill.
#63
Guest_Guest12345_*
Posté 21 octobre 2012 - 08:37
Guest_Guest12345_*
#64
Posté 21 octobre 2012 - 08:46
Palipride47 wrote...
Blastback wrote...
Hey now, some of those epilogues were anything but warm and fuzzy. Viconia's romanced ending?Dave of Canada wrote...
Video Games are a visual medium, throwing in some text at the end to make you feel warm and fuzzy is lame.
A dead Warden with Alistair as her lover was NOT "warm and fuzzy"
I don't see wanting to know that our characters affected the world around them as warm and fuzzy.
For instance, what happened to Orana if you gave her nothing, gave her some gold, brought her to work as a slave, or treated her with respect and gave her a salary, after the end of the game? Yeah, it's possible that she has a warm and fuzzy future, but it's also possible that her life was grim and short after meeting Hawke. I'd be interested in seeing the outcome.
You could say it's kind of narcissistic to want to feel that your actions change the world, but isn't that the point of video games? I'm not playing to watch others do awesome things, I'm playing so that my player character is the hero (or villain) of the story. Not giving us any sort of closure takes away from that.
Modifié par syllogi, 21 octobre 2012 - 08:47 .
#65
Posté 21 octobre 2012 - 08:48
Easy as to whether that's done in text, narrated or other form.
Modifié par wright1978, 21 octobre 2012 - 08:49 .
#66
Posté 21 octobre 2012 - 08:50
#67
Posté 21 octobre 2012 - 09:02
syllogi wrote...
Palipride47 wrote...
Blastback wrote...
Hey now, some of those epilogues were anything but warm and fuzzy. Viconia's romanced ending?Dave of Canada wrote...
Video Games are a visual medium, throwing in some text at the end to make you feel warm and fuzzy is lame.
A dead Warden with Alistair as her lover was NOT "warm and fuzzy"
I don't see wanting to know that our characters affected the world around them as warm and fuzzy.
For instance, what happened to Orana if you gave her nothing, gave her some gold, brought her to work as a slave, or treated her with respect and gave her a salary, after the end of the game? Yeah, it's possible that she has a warm and fuzzy future, but it's also possible that her life was grim and short after meeting Hawke. I'd be interested in seeing the outcome.
You could say it's kind of narcissistic to want to feel that your actions change the world, but isn't that the point of video games? I'm not playing to watch others do awesome things, I'm playing so that my player character is the hero (or villain) of the story. Not giving us any sort of closure takes away from that.
You're telling me. Some of the reason people don't like Hawke is is seems like they were a victim of circumstance, and a legend due to proximity.
#68
Posté 21 octobre 2012 - 09:19
I also felt the info provided in the slides at the end of DAO was ambiguous enough to generate discussion and debate.
#69
Posté 21 octobre 2012 - 09:23
David Gaider wrote...
. . . .and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
Yeah, I saw that as one of the big limiting factors with the epilogues on Origins--a number of them advanced too far into the future to be sequel-friendly.
#70
Posté 21 octobre 2012 - 09:48
David Gaider wrote...
Burnouts3s3 wrote...
To which, i suggestion another solution: why not simply have text endings, based on choices, akin to Jade Empire and Dragon Age: Origins?
It's something we're considering-- both in terms of the text endings (as in DAO) and a playable denouement after the climax. For the text endings, it's possible they could be voiced-- and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
Please consider strongly
#71
Posté 21 octobre 2012 - 10:15
David Gaider wrote...
Burnouts3s3 wrote...
To which, i suggestion another solution: why not simply have text endings, based on choices, akin to Jade Empire and Dragon Age: Origins?
It's something we're considering-- both in terms of the text endings (as in DAO) and a playable denouement after the climax. For the text endings, it's possible they could be voiced-- and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
I'm happy to hear that this hasn't been ruled out, as I've been really hoping for this feature to return. It would be an excellent way of not only giving us more closure to Dragon Age 3, but the other games as well. Like reuniting Hawke and Warden with their LI. What they've been doing after DAO & DA2. Have them appear without them actually appearing in the game
#72
Posté 21 octobre 2012 - 10:30
David Gaider wrote...
Burnouts3s3 wrote...
To which, i suggestion another solution: why not simply have text endings, based on choices, akin to Jade Empire and Dragon Age: Origins?
It's something we're considering-- both in terms of the text endings (as in DAO) and a playable denouement after the climax. For the text endings, it's possible they could be voiced-- and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
*reads the "playable denouement part*
Yes please! O _ O Who must we bribe to get this?
#73
Posté 21 octobre 2012 - 10:41
David Gaider wrote...
Burnouts3s3 wrote...
To which, i suggestion another solution: why not simply have text endings, based on choices, akin to Jade Empire and Dragon Age: Origins?
It's something we're considering-- both in terms of the text endings (as in DAO) and a playable denouement after the climax. For the text endings, it's possible they could be voiced-- and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
I would much prefer if they weren't voiced over.
Of, if they are voiced, I'd rather they not be in the style of DE:HR or ME3 post-EC, where there is some philosophical, monologue exposition, where slides are included in the background and a character is talking about the morals or the idealogues of the choices. I don't want to hear about how Adam Jensen feels about corporate regulations, or how EDI is "no longer alone" in a synthesis ending. I'd rather hear how in the rebuilding effort across the galaxy, the growing Krogan population is quickly becoming a hot issue, as they begin to consume more resources than can be generated. Or how Adam getting his buddy Wayne Haas fired sneaking into the police station caused his life to go down the tubes, eventually resulting in his suicide.
Point being, I want to hear consequences to my actions and how things played out... I don't want an NPC to preach to me about the ethics of the choices I made... I know why I made the choices I made. Giving me a monologue about how right or wrong that choice was is only annoying. Don't tell me why I made a choice - tell me what the choice resulted in.
#74
Posté 21 octobre 2012 - 10:46
#75
Posté 21 octobre 2012 - 11:32
Is it someone who likes fajitas? I make some good ones.Sainna wrote...
David Gaider wrote...
Burnouts3s3 wrote...
To which, i suggestion another solution: why not simply have text endings, based on choices, akin to Jade Empire and Dragon Age: Origins?
It's something we're considering-- both in terms of the text endings (as in DAO) and a playable denouement after the climax. For the text endings, it's possible they could be voiced-- and I think, if we did them, we'd want to make sure they didn't cast too far into the future as those are the things that are most likely to be contradicted when plans change in development. But it's definitely a possibility.
*reads the "playable denouement part*
Yes please! O _ O Who must we bribe to get this?





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