It could work similar to the dialogues where you recruit people in BG2, where the character gets to input what they feel their goal is. Ultimately they'll always end up in the same spot, but you get to express why you go there. In a cinematic game, getting to input that could decide how the character will emote afterwards.Sylvius the Mad wrote...
This can only work if the PC's personality is severely constrained. Only if the writers know what will hurt the PC can they plan for him to be hurt.Foolsfolly wrote...
I'm going to just blame this on The Dark Knight Rises but I hope, I mean really hope, that at some point in DA3 the villain(s) devestate the protagonist.
I mean kills your loved ones, sacks your castle, breaks your spirit, usurp your intelligence network, and scatters your team to the four winds. Just a real real low point for the character to either get out of and become stronger for it or, since why not, remain bitter and broken from for the rest of the game.
Perhaps the big bad shows up and undoes what you've spent in-game days working on. At that point in the narrative, your only real choice is to go on. But the player could be get to choose whether her character is broken, angry, re-motivated or logically concluding that nothing has changed.
If broken, a companion will try to cheer the PC up. If angry, the same scene will play but with lines that try to calm the PC down and focus instead. Re-motivated could have a companion get a pep talk from the PC and pretty much a variant of that scene could play if you choose nothing has changed - the enemy still needs to go down so let's focus on how to make that happen.





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