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#151
TheRealJayDee

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Direwolf0294 wrote...

That's all fine, but a narrative should never be written around meta gaming. You should never write a situation involving a character death thinking, "oh, I have to write this in a certain way because someone may replay the game or otherwise know the possible outcomes of this situation. I can't make it possible to save this character, because someone may know it's possible to save this character when they reach this point". Some gamers are going to meta game and that's their right, but a lot aren't, and you have to realise that you're going to be able to craft a much deeper and more emotional story if you don't write with meta gaming in mind.


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#152
Wynne

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Allan Schumacher wrote...

Wynne wrote...

The problem is, for there not to be a get out of jail free card doesn't make it more interesting either, and on top of that, it takes our choice away.


Then we agree that whether it is meaningful and interesting is less affected by whether or not there is a choice involved?

I think we agreed that a get out of jail free card isn't the important element. But I don't think whether it is meaningful and interesting has nothing to do with choice. I think choice adds to meaning and interest, to a large degree. Maybe you do, too; I'm not sure from how you worded that. 

Allan Schumacher wrote...

It's one thing to say you want more choice (more content is typically never considered bad) in how you respond, or things that lead up to it, or even the ability to go to people and say this is a concern. You can provide all those options and choices whether or not Leandra could be saved.

Frankly, though, I like the idea that not everything works out the way that I would like it to. For some that isn't acceptable (the type that feel if they put in the effort to prevent it, it should be preventable, or they wasted their time), but as a gamer I am perfectly okay with that.

For me, choice lies with what I intend the character to do. That the realities of the world presented in front of me don't allow that to happen is still okay for me.

I think the problem in most cases is convincing the player that it really couldn't have been stopped. Like with Anders--there's a fine line between it coming out of the blue and it being obvious that something was going to go wrong but being powerless to do what you could so easily do to stop it. (Just follow him! Just doggedly search the Cathedral to find out what he was doing there!)  Sure, the former makes a person feel betrayed, but for me, it was the latter, and that was extremely frustrating for me. 

Maybe Anders should have been more vague, but that invites the player to play along to find out what he's doing. If you can't at that point turn it around and expose his plot and betray him in a sense, then it again feels like the game is forcing you to be dumber than you are. Similar to not being able to switch love interests partway through the game. I know, it all boils down to more sophisticated variables and that takes time and development and all of that, but the more sophisticated your characterizations and plots, the more sophistication must be given to the player character and the player's options, or else you feel that disconnect and it is frustrating. I think it's easier for players to identify this problem than developers, because an admiration for the sophistication already in place, for those beautiful underpinnings, can distract you from what could be done to bring the PC up to the same level. I think writers have to be hard on themselves to truly do their best, to not rest on the laurels of having thought of 34 angles, but always look for the next possible angle, always search for a way to do it even better. Because as you get smarter, your audience is becoming more savvy as well--it's learning from your tactics!

I think we definitely agree that not everything should work out as the player planned--if it did, that would feel unrealistic and break immersion. But not being able to make the logical decisions and choices is worse. I wish that someone on the DA2 team had thought to themselves, "Won't the player be suspicious enough of Anders' motives that they'll making investigating him a priority?" and had the time and resources necessary to deal with that. I mean, this is an abomination who's sounding more and more fanatical and intense to the point where the writing is geared toward making the player feel like something bad is going to happen, because it is... but then there's no way to address that feeling with actions! That is painful, if you're involved in the story but unable to react to it in a sensible, smart way.

I think I continually have to go back to Fallout and Fallout 2 for examples of what I would call self-aware writing. The writers assume that their audience is probably intelligent (Hey, it's composed of geeks and nerds, after all!) and realizes that intelligent people may well guess what's in store, or be able to think of very clever arguments. It assumes that the player is smart enough to see the gaps in the villain's logic and be able to point them out to him (or will want to choose those options if given, assuming they chose to play a smart character). You can't take back all the bad stuff the villain has already done, but you can dismantle their logic and hand it back to them, broken down. You can, in a sense, be the Irenicus. Cut through the nonsense and play devil's advocate to the villain himself! That was simply awesome. It must've been hard to write, but it was extremely rewarding. It was rewarding because you feel the writers were assuming you're clever (if you chose to put a lot of points into intelligence, you probably are or at least like feeling clever) and giving you the opportunity to express that, to be genre-savvy.

If choice lies in what you intend the character to do, the Anders Cathedral quest didn't make the grade. I intended for my character to investigate what I knew, without checking any guides or forums or having played before, was going to go horribly wrong because it seemed the only logical, responsible decision. Even had it gone wrong, at least having the choice to try to stop him or try to find out what he was doing would have been appreciated. Instead, I felt confused--why would the writers set up an ominous portent with a clear way to nip the situation in the bud before it got too big to stop, but then deny me the opportunity to even try and fail to do that nipping?

I think we essentially agree here, but for me, it's incredibly important that whatever negative outcomes occur feel either utterly unavoidable (like an earthquake--I'm not sure a mage could do much about a huge force of nature--or a murder that happened while I was on the other side of the continent that I either couldn't have known was coming or couldn't have prevented because I'm the early-game Bhaalspawn against Irenicus-level badassery) or as if they happened because I had to choose between two things I wanted. Then, I feel like the game world has done right by me, because I'm sitting there undistracted from the feelings the writers wanted to produce instead of my brain leading my attention back to, "but if I'd been able to just do the reasonable thing in this situation, I might've been able to stop this!" and having the other emotions mix with exasperation. 

The intention to produce "the feels", as the kids are saying these days, must always be tempered with logic, reason, and balance. I think the DA2 writers were trying so hard to produce a good storyline which provoked emotions (not at all a bad idea, of course) that they didn't quite think hard enough about what they'd feel in the player's shoes. I feel like they were almost there, but not quite, and that it's part of people's frustration with the game. Because Anders and Leandra didn't feel unavoidable at all (I knew the Anders thing would go wrong, and Leandra being foolish enough to go ga-ga for some psycho when there must be a hundred nice guys in the city reduces sympathy for her) and yet they were. 

Being able to make a choice to follow Anders and try to stop him (no matter how it turned out), and meeting Leandra's "new boyfriend" to find out that he seemed charming enough that you'd walk down a dark alley with him without even thinking about it (like the Governor from TWD) would've helped both plotlines a lot.

JamieCOTC wrote...

I do too and that’s why Thessia in ME3 should have been great, but it wasn’t because we had little to no impact on that mission. Back to Leandra, I understand what you are saying, but had there been some choice, save the mother or save a sibling, save the mother or get the killer, etc I think I would have been more engaged in the story. I understand we are dealing w/ two forced choices, but they are still choices. Say it is a choice between Leandra and Bethany, the one who is saved is going to hate Hawke guts for that. So ultimately it’s kind of a lose/lose situation or could be. The point is there is a choice that engages the player. It’s not just leading the player down the garden path and then bam.  I can get that from a movie. I would rather not have that in a game.

I really like and agree with what you're saying here. 

Direwolf0294 wrote...

Now sure, with meta gaming you might go through a game making perfect choices, never losing anyone. That could be because you read about it before hand, are replaying the game or you simple reload a save after a bad choice. That's all fine, but a narrative should never be written around meta gaming. You should never write a situation involving a character death thinking, "oh, I have to write this in a certain way because someone may replay the game or otherwise know the possible outcomes of this situation. I can't make it possible to save this character, because someone may know it's possible to save this character when they reach this point". Some gamers are going to meta game and that's their right, but a lot aren't, and you have to realise that you're going to be able to craft a much deeper and more emotional story if you don't write with meta gaming in mind. 

I agree with this as well. The thought that the player might reload to see what happens or go look at a guide shouldn't factor in--because if they're going to do that, they'll do it period, and finding out you can't do anything to stop it is no better than finding out you can. If they reload or check a guide at all, it means they already weren't engaged enough to want to see their choices through in the first place, and immersion was already broken. Taking away the possibility of a better option doesn't force them to deal with the sadness of the situation, it just reinforces their sense of alienation from the story. 

With the example you mentioned, I don't think I stopped playing there because it was sad, but it felt too important to keep going. I was engaged in the story at that point. I don't exactly like the mechanic they used and wish it had been made more clear that we were making a choice in not immediately going after the crew (as well as still wanting to know where the hell Shepard and all her squadmates went in that damned shuttle while the crew was conveniently abducted), but I do like the fact that your choices there mattered. I just wish you'd been making the choice as Shepard, not just as the player. Maybe the choice to go after that Reaper ship (the one which triggers the abduction) should've been emphasized as extremely dangerous and attracting potential unwanted attention--a probable trap that you and the ship should be ready for. Then if you ignore that advice and don't do enough missions beforehand, it's your own fault. Instead, I felt a little as if the game had tricked me into getting people killed. I think it would've worked even better if I felt even more responsible for putting them at risk--like if I'd known I was going on a mission where I would take all the squadmates along and the crew would left unprotected. And then I'd, y'know, actually played that mission at all and knew what Shepard was doing and had any reason to feel bad when Joker scolded her. 

All of this just emphasizes for me how important it is to let the player (a) see the bad stuff coming, and (B) respond to it by doing what they want to do, what seems logical. The moment the player feels cheated out of the opportunity to be smart, or like a gameplay mistake they made rather than a real choice they considered as a leader was at fault for what happened, you've lost them. 

TL:DR for this entire post--there should be as close to no Gameplay and Story Segregation as is possible.

Modifié par Wynne, 10 décembre 2012 - 03:10 .


#153
Guest_EntropicAngel_*

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Like ME3?

Yeah, I wouldn't mind that.

#154
Lotion Soronarr

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KiwiQuiche wrote...

They tried that in DA2 with Leandra's death.
Though to be fair I really started disliking Leandra when she was a b!tch enough to try and blame Carver's death on Hawke. What an utterly horrible parent.


Leandras reactio nwas normal and uttery forgettabel/forgivable.

What really irked me was the her death speech. It was so forced. So silly.

TAKE NOTE BIOWARE - in the future, a quick death is better. Take away from us the opportunity to say goodbay and exchange final words. That will makde the death far more tragic that stupid speeches.

#155
Annie_Dear

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Foolsfolly wrote...

The Dark Knight Rises


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#156
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Lotion Soronnar wrote...

What really irked me was the her death speech. It was so forced. So silly.

TAKE NOTE BIOWARE - in the future, a quick death is better. Take away from us the opportunity to say goodbay and exchange final words. That will makde the death far more tragic that stupid speeches.


Agree wholeheartedly.

#157
nightscrawl

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Allan Schumacher wrote...

Just to make note, I have had the misfortune of seeing a mother learn that her 17 year old son has been unexpectedly killed.

What I like about Leandra's reaction is that it's real. I don't call my Mom a horrible parent because in the immediate aftermath of learning her son was dead she was delirious with grief and considered my Dad partially responsible because it was my Dad that encouraged my brother to learn to ride the motorbike and it was my Dad's idea to go visit my grandmother on the motorbike. Had none of that happened, they wouldn't have been caught in a bad storm while on their motorbikes which unfortunately led to an accident that took my brother's life.

If you're to ask her now (18 years later) of course she realizes it was an unfortunate accident and no one is at fault. If you ask her at the moment (18 seconds later) she's hurt and angry and irrational.

Sorry Allan :(.


I think part of the reason for all of the disconnect is that the sibling death happens at the beginning of the game. At this point, the player has no reason to care about the sibling, thus sharing in Leandra's grief. My first play was as a mage, so Bethany got killed. It wasn't until my non-mage play that I met her and really liked her, and after that on my next mage play I was actually sad that she died.

Even the sibling loss in the Deep Roads, whether it be from death or going to the Grey Wardens, had more impact since I've played an entire act of the game running around with them. Bethany is adorable and a great little sister, and even with the conflicts with Carver, I really like it when he defends a mage Hawke to Fenris.

Without the connection to Leandra through the grief, all that is left is to be irritated that she snaps at you, even if you can rationalize it for the reasons you mentioned. There is also the issue of not being satisfied with any of the dialog options you are presented with in that scene, or that she doesn't respond well to any of them, while understandable, can rub players the wrong way. (I prefer the charming/purple "At least father will have company now.")


Allan Schumacher wrote...

All it does is turn Leandra's death into a failure metric for the player. You could have saved her, but since you choose poorly, you couldn't. This is somewhat mitigated if done in a way that saving Leandra requires the death of someone else (or some other entity), but ultimately that still means the player is forced to make some sort of unwanted choice.

I tend to prefer the "pick between two bad choices" because it seems more real. Also, with Hawke specifically, it would enforce the idea that this person is just stumbling along trying to hold it all together and not succeeding.

Because I'm a sap, I need the game to force me to choose between the bad choices because if there is a "perfect solution," as with Connor, I will pick that. I doubt I'm alone in this.


Lotion Soronnar wrote...

What really irked me was the her death speech. It was so forced. So silly.

TAKE NOTE BIOWARE - in the future, a quick death is better. Take away from us the opportunity to say goodbay and exchange final words. That will makde the death far more tragic that stupid speeches.

Agree. I thought Pol's unfortunate death, and Merrill's reaction, was much more powerful.

Modifié par nightscrawl, 10 décembre 2012 - 05:58 .


#158
Maria Caliban

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Allan Schumacher wrote...

For her death to have really meant something, there had to have been a way to save her.


I disagree with this concept. I won't begrudge anyone that feels that Leandra's death didn't resonate with them (I think that's perfectly fair, and I'd say that BioWare is likely not the only entity that has failed to make an emotional event click), but for there to be a get out of jail free card doesn't make it more interesting IMO.

All it does is turn Leandra's death into a failure metric for the player. You could have saved her, but since you choose poorly, you couldn't. This is somewhat mitigated if done in a way that saving Leandra requires the death of someone else (or some other entity), but ultimately that still means the player is forced to make some sort of unwanted choice.


No, players are not *forced* to make that decision. For one thing, it's a role-playing game. Not everyone is interested in their character always winning. Much like players weren't forced to do the Dark Ritual.

Moreover, you don't know if you can save her or not until after you've played through it. You're assuming that this is a replay or that the player has gained knowledge from outside the game.

Alternatively, players are *forced* to fail over and over in DA II. Leandra's death being another example of that.

Modifié par Maria Caliban, 10 décembre 2012 - 05:47 .


#159
Iakus

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Maria Caliban wrote...
No, players are not *forced* to make that decision. For one thing, it's a role-playing game. Not everyone is interested in their character always winning. Much like players weren't forced to do the Dark Ritual.

Moreover, you don't know if you can save her or not until after you've played through it. You're assuming that this is a replay or that the player has gained knowledge from outside the game.

Alternatively, players are *forced* to fail over and over in DA II. Leandra's death being another example of that.


I'm all for an "Earn Your Happy Ending" situation, though that implies a happy ending to earn.

If the protagonist gets hammered by tragedy after tragedy, okay, but I want a chance to rise above it and ultimately see the clouds breakk and the sun come out.  Not "die in a blaze of glory" not "His/her sacrifice will be remembered in the coming empire"  

If the PC is to be "broken"", I want a chance to be repaired" and bouce back.  I want a chance to balance the scales at the end. 

#160
Lotion Soronarr

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I tend to agree with Alan on the "there must be a way to save her for it to have an impact" stance.
It's not a requirement at all.

And the DR had very dark implications, so it WAS an unwanted choice.

#161
Allan Schumacher

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No, players are not *forced* to make that decision. For one thing, it's a role-playing game. Not everyone is interested in their character always winning. Much like players weren't forced to do the Dark Ritual.


Can Leandra's death be avoided? If not, had you substituted in a sequence that you could then choose Leandra or someone/something else, then yes the player is still forced to do it. If the alternative is stop playing, then the player is forced to do something in order to continue the narrative.

This isn't a pejorative. That someone happily agrees with the circumstances doesn't mean the decision isn't a requirement.

Take Virmire in ME. The player must choose between Ashley and Kaiden. They are forced to do so.

#162
Maria Caliban

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Allan Schumacher wrote...

Can Leandra's death be avoided?

No.


If not, had you substituted in a sequence that you could then choose Leandra or someone/something else, then yes the player is still forced to do it. If the alternative is stop playing, then the player is forced to do something in order to continue the narrative.

What you wrote makes no sense. If you give the player a choice to save Leandra or not, you are not forcing them to save her. You're giving them a choice.

This isn't a pejorative. That someone happily agrees with the circumstances doesn't mean the decision isn't a requirement.

Take Virmire in ME. The player must choose between Ashley and Kaiden. They are forced to do so.

Allan, you said that if you gave players the ability to save Leandra, they'd been forced to do so....

Wait, no you didn't. I misread that.

#163
Pedrak

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Virmire in ME was handled well, I think. The "choose which character lives" scenario is probably the one which works better.

Now, if the story calls for the death of a major character, say a party member, you have three chances:

1) You railroad players into simply losing Character X: you're taking away their freedom and forcing the story on them. Now, this can happen (and work) in a game - the typical "Sacrificial Lion" like Duncan, Gorion, etc. , but it's usually a moment early in the story which sets up the following plot.

2) If you give them the chance to save Character X: then losing him it's just a failure by the player - something which can have its place in a game, but if nobody dies and every tragedy in the story is avoidable, the narrative loses its sting;

3) You go for the "Choose Character X or Y" which is actually the choice with most impact - players have a choice, and you get the drama and the pathos the story needs.

Modifié par Pedrak, 10 décembre 2012 - 06:13 .


#164
nightscrawl

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Lotion Soronnar wrote...

I tend to agree with Alan on the "there must be a way to save her for it to have an impact" stance.
It's not a requirement at all.

And the DR had very dark implications, so it WAS an unwanted choice.

It doesn't have to be an actual option to save her though, only the player's belief that it might happen. In other words, illusion of choice. You can have multiple paths that lead the to same destination, the difference is how they are presented to the player.

An example from DA2 of Hawke taking action is that she can choose to tell Cullen about Anders and her suspicions of him. This is you taking direct action. Just because nothing comes of it doesn't change the fact that the choice is there.

#165
nightscrawl

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Maria Caliban wrote...

If not, had you substituted in a sequence that you could then choose Leandra or someone/something else, then yes the player is still forced to do it. If the alternative is stop playing, then the player is forced to do something in order to continue the narrative.

What you wrote makes no sense. If you give the player a choice to save Leandra or not, you are not forcing them to save her. You're giving them a choice.

In his example you are not just saving Leandra, you are sacrificing someone else to do so, there is a cost. Just like choosing the blood magic ritual to save Connor sacrifices Isolde. So, presented with a choice like that you would have to weigh the options.

Modifié par nightscrawl, 10 décembre 2012 - 06:16 .


#166
Maria Caliban

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I know that now. I said that at the end of the post you quoted.

#167
Heimdall

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Question: Would the Leandra situation have been better if there was a way to save her at the end but it would have required the sacrifice of another innocent woman Quentin was keeping and Leandra herself was vehemently opposed to the idea?

I think that would have helped.

EDIT: nvm seems it was brought up

Modifié par Lord Aesir, 10 décembre 2012 - 06:38 .


#168
nightscrawl

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Maria Caliban wrote...

I know that now. I said that at the end of the post you quoted.

I thought you meant something else there, my bad.


Lord Aesir wrote...

Question: Would the Leandra situation have been better if there was a way to save her at the end but it would have required the sacrifice of another innocent woman Quentin was keeping and Leandra herself was vehemently opposed to the idea?

I think that would have helped.

EDIT: nvm seems it was brought up

Well even though this would help to a degree, I don't think it's enough really. The other bad choice has to be really bad, but also have positive points on its own.

I know I keep going back to this example, but it fits the best... Both of the options in the Redcliffe scenario are bad, but you can reason it out based on your perspective.

I prefer the blood magic sacrifice. You have a willing sacrifice who is the child's own mother, gladly willing to give her life for her son's, which seems like the best solution. The main drawback being the use of blood magic, and the suggestion that Jownan is (still) not trustworthy, despite his words.

Killing Connor outright ends the issues, yes, but it seems lacking in that you're left with the feeling that there might have been something that didn't involve the death of a child.

To break it down to the base points: blood magic or kill a child.

Back to the topic... having an alternate victim on its own wouldn't accomplish much, as I think most players would choose Leandra anyway. That other person has to have some significance, whether it be to the player or the overall plot of the game, or else it's not a meaningful sacrifice. If in DA2 the choice had been between saving Leandra versus saving Alessa, who do you think most people would pick?


...and Leandra herself was vehemently opposed to the idea?

I can't really imagine how this would work, given the way it actually played out in the game. Having Quentin give you an ultimatum seems rather lame, but even if he did that, while he was alive he was controlling Leandra, so she wouldn't have been able to object anyway.

There is also the scenario where you know what the NPC would want. The example being if the other victim were Bethany. You know that Leandra would want you to save Bethany. Then the choice is between mother or sister, with a slight lean toward Bethany because of Leandra's wishes. Even so, that would be one hell of a choice.

Modifié par nightscrawl, 10 décembre 2012 - 07:44 .


#169
xsdob

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Okay, here's an idea. Mess with the player via fourth wall meta-gaming mechanics.

For example, you get attacked by a bloodmage in a cutscene and controlled. Suddenly, prompts come up on the screen similar to a quicktime event. Something like tap these buttons in sequence, or tap A, or something. When the player does it, the player character ends up killing either their love interest or best friend. You than find out that the prompt was the bloodmagic working on your character, and he or she was resisting the entire time. You, the player, have just killed one of your characters closest companions.

#170
Herr Uhl

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xsdob wrote...

Okay, here's an idea. Mess with the player via fourth wall meta-gaming mechanics.

For example, you get attacked by a bloodmage in a cutscene and controlled. Suddenly, prompts come up on the screen similar to a quicktime event. Something like tap these buttons in sequence, or tap A, or something. When the player does it, the player character ends up killing either their love interest or best friend. You than find out that the prompt was the bloodmagic working on your character, and he or she was resisting the entire time. You, the player, have just killed one of your characters closest companions.


This would make no sense if the gameplay is anything like DAO or DA2.

#171
Heimdall

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nightscrawl wrote...

...and Leandra herself was vehemently opposed to the idea?

I can't really imagine how this would work, given the way it actually played out in the game. Having Quentin give you an ultimatum seems rather lame, but even if he did that, while he was alive he was controlling Leandra, so she wouldn't have been able to object anyway.

There is also the scenario where you know what the NPC would want. The example being if the other victim were Bethany. You know that Leandra would want you to save Bethany. Then the choice is between mother or sister, with a slight lean toward Bethany because of Leandra's wishes. Even so, that would be one hell of a choice.

Not as much, I think more people liked Bethany than Leandra.

My point about Leandra opposing it would be having her display no gratitude and express great resentment towards Hawke for the rest of thè game. It's less conflict of who Hawke would rather save than whether Hawke would be willing to save her knowing that it is an immoral act that will alter the relationship forever.

#172
nightscrawl

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xsdob wrote...

Okay, here's an idea. Mess with the player via fourth wall meta-gaming mechanics.

For example, you get attacked by a bloodmage in a cutscene and controlled. Suddenly, prompts come up on the screen similar to a quicktime event. Something like tap these buttons in sequence, or tap A, or something. When the player does it, the player character ends up killing either their love interest or best friend. You than find out that the prompt was the bloodmagic working on your character, and he or she was resisting the entire time. You, the player, have just killed one of your characters closest companions.

I think the response after encountering this event would be "Uh... wtf?" Is the death a result of your failure to resist or the act of resisting caused the death? How is the victim chosen?

#173
Nerevar-as

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nightscrawl wrote...

Lotion Soronnar wrote...

I tend to agree with Alan on the "there must be a way to save her for it to have an impact" stance.
It's not a requirement at all.

And the DR had very dark implications, so it WAS an unwanted choice.

It doesn't have to be an actual option to save her though, only the player's belief that it might happen. In other words, illusion of choice. You can have multiple paths that lead the to same destination, the difference is how they are presented to the player.

An example from DA2 of Hawke taking action is that she can choose to tell Cullen about Anders and her suspicions of him. This is you taking direct action. Just because nothing comes of it doesn't change the fact that the choice is there.


Not the best example. You rat an apostate to a templar, in front of him, and the Templar does nothing.  I went :blink:<_< when I saw that. That Hawke´s actions had so little impact could be the very reason so many think of him as a loser. DA2 works great as a deconstruction of the "figurehead" of big events, but I really doubt that was the aim of the game. If actions end all in exactly the same place with the same outcome, then we are being railroaded. No choice, no illusion of choice. Fine if we only play through once, but for some of us who like multiple playthroughs it lowers the game.

#174
nightscrawl

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Nerevar-as wrote...

Not the best example. You rat an apostate to a templar, in front of him, and the Templar does nothing.  I went :blink:<_< when I saw that. That Hawke´s actions had so little impact could be the very reason so many think of him as a loser. DA2 works great as a deconstruction of the "figurehead" of big events, but I really doubt that was the aim of the game. If actions end all in exactly the same place with the same outcome, then we are being railroaded. No choice, no illusion of choice. Fine if we only play through once, but for some of us who like multiple playthroughs it lowers the game.

I've played DA2 a dozen times, I like it just fine.

The point was that you do have the option to do something, it does exist. The fact that it amounts to nothing does not matter.


That Hawke´s actions had so little impact could be the very reason so many think of him as a loser. DA2 works great as a deconstruction of the "figurehead" of big events, but I really doubt that was the aim of the game.

I'm sure this is the case for some people, particularly after the way the PC is portrayed in DAO. I like the idea that Hawke tries to keep the pot from boiling over, but fails. Now that I write that, I think the game plays better if you try for a more neutral path instead of rabid pro/anti mage. Going strongly to either side does severely limit your options, since (keeping with Anders here), you can neither openly help him in his revolution nor can you prevent the explosion after you have suspicions.

If, as one poster above mentioned, you had the option of scouring the Chantry for evidence of whatever it is that Anders did, but still found nothing, the action of searching alone might have helped some players. Again though, that is an action that amounts to nothing but has the psychological effect that you tried to do something. Perhaps Anders just hid it really well, who knows?

#175
Maria Caliban

Maria Caliban
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nightscrawl wrote...

Maria Caliban wrote...

I know that now. I said that at the end of the post you quoted.

I thought you meant something else there, my bad.

Given my previous error, I can find it in my heart to forgive you. ;)