The Teryn of Whatever wrote...
1) A game is a product created with a limit of available resources constrained by such things as storage space (the game discs) and the time available to the development team to create it. They can only cram so much into one game. Don't expect the main plot to fork of into a dozen wildly different directions. It's just not going to happen.
A story driven game is a product created with the expectation that the players should be able to interact and alter the course of story especially for an RPG. Otherwise, it's simply a product created for passive audiences like novels and animation. Don't expect a lot of people to invest hours of playing and settle for single plot with zero different direction at the cost of $60. It's not worth the price tag. Watching a movie or reading a novel doesn't cost that much.
The Teryn of Whatever wrote...
2) People want choices which matter and have consequences, sometimes negative ones for seemingly positive choices (and vice versa) and which aren't always apparent immediately and which can manifest themselves much further down the road. I'm fine with this, but I hope that if BW implement something like this, that it is used sparingly or risk being a contrivance.
It's unlikely we will see that further down the road consequence due to unforseen circumstances, such as the scrapped of the Exalted March DLC, which render those consequences remain not apparent forever. So what the point of having such useless consequences?
The Teryn of Whatever wrote...
3) Folks want vastly different endings. Dragon Age is an ongoing series and to expect something like, for instance a magical WMD that kills every single mage as well as every person with magical potential in all of Thedas wouldn't work (I've not heard anyone suggest this, I'm just providing it as an example of a drastic scenario). Such an ending scenario would make it less likely that the mage class would even be playable in the next game.
The next game is about the new protagonist, new story and new setting. It wouldn't focus on the ending of last games. At best, it only refer those endings in single or two dialogue lines with few codex enteries. So you may as well close each games with proper vastly different endings, since those endings affect little to none with new story and new setting..
The Teryn of Whatever wrote...
I suppose we could have different ways of reaching a different ending, with some of the implications of actions taken having different effects, most likely as stated in the post-game epilogue, but then that risks accusations of ME 3's "multicolour endings" (something I was much happier with following the release of the Extended Cut).
It is "multicolor endings" not worth my effort of hours playing each playthroughs. May as well be dumped in dustbin.
The Teryn of Whatever wrote...
I think it's important that the story have significant emotional impact and payoff. That's key to whatever ending BW comes up with working,
With PC created, defined and railroaded by BioWare? The story only have significant impact and payoff if I'm the one who play my own character, alter my own story as I journey the plot designed to cater my roleplaying experience and not BioWare's. The key is to allow me to roleplay my character for my own journey. Leave my PC alone, stop interfering with my PC personality and stop showcase pathetic generic cinematic acting who continue to bother me with silly emotion, body language, facial reaction and silly tones..
The Teryn of Whatever wrote...
4) Story, when all is said and done, is what matters most to me. It's all about the journey the PC will go through, the series of events he/she will be caught up in. I care about what will happen to the companions throughout the game and what I'll discover about them as I get to know them. I want to really, really hate the villains and yet find some of them surprisingly sympathetic.
I want a story that I will remember long after I've finished the game for the first time, and one that will keep me coming back for more!
If the PC is designed in a manner that is flexible to be my avatar or my created fictional characters, yes it matter to me too. Otherwise, I may as well spend my time reading other people's character in a novel or watching other people's character in an animation movie. SImply railroading me to watch a defined protagonist in cinematic cutscenes, combat and interact with NPC in linear story meant little to my roleplaying experience. I could play any none RPGs in the same manner just fine.
Modifié par Sacred_Fantasy, 17 novembre 2012 - 11:54 .