Human Commoner Origin (Final Poll; Now with Intros!)
#51
Posté 06 janvier 2010 - 06:34
Thanks for your explanation... it at least gives me something to chew on.
#52
Posté 06 janvier 2010 - 06:46
I've cut the Parent of a Mage storyline (and replaced it with another option where you would play a Militia Man/Woman marching towards Ostagar). I also reworked the Blight Refugee storyline.
Please let me know if you like the Militia background and/or the new approach to the Blight Refugee storyline... I think both have a better focus to them and the possibility of more emotional investment.
Thanks,
Joseph
Modifié par Jaldaen, 06 janvier 2010 - 07:02 .
#53
Posté 06 janvier 2010 - 07:41
#54
Posté 06 janvier 2010 - 07:45
#55
Posté 06 janvier 2010 - 07:53
#56
Posté 06 janvier 2010 - 07:53
#57
Posté 06 janvier 2010 - 07:55
Edit: Forgot to mention that I like the potential complications this could add to a number of quests and interactions, both between party members and NPCs when in and around Denerim.
Modifié par errant_knight, 06 janvier 2010 - 08:52 .
#58
Posté 06 janvier 2010 - 08:46
The origin I like best of the three is the Blight Refugee (chasind would be good, but would work either way), lots of emotional depth.
Second best is the Militia option, the brother adds the emotional impact needed.
Guard is now third, well and truly.
And thanks for your comment on my suggestion. I hope you - or someone - takes it on. I think the Mage origin is lacking. If you want to be a warrior or rogue you have 5 different origins to choose from making multiple playthroughs very different and enjoyable (human noble, dwarf noble, dwarf commoner, dalish elf, city elf). Your new origin will bring that up to 6. I have no complaints about that, mind you.
But if you want to play a mage you get precisely 1 origin. You can change gender, and go human or elf - but these don't make for any major variations. Enough to encourage 2 playthroughs as a mage perhaps. But that's all. I don't normally play mage, not generally liking casters, but in this game they rock. But it is sooooo restricted with only 1 origin.
Sorry *gets off soapbox*.
Modifié par SusanStoHelit, 06 janvier 2010 - 08:52 .
#59
Posté 06 janvier 2010 - 09:37
but my vote would be for ...city guard.
reasoning as follows.
origin story has to encompass a number of tutorials for the player.
this could easily be done as assignments for the guard.
and the conversations with the quest givers would allow you to build up some sort of relationship with the other members of the guard shift before something...well bad happens to them.
#60
Posté 06 janvier 2010 - 10:29
#1 Blight refugee (Chasind preferred)
#2 Militia
#3 City Guard
#61
Posté 07 janvier 2010 - 01:02
I'll stick with City Guard though, followed by Refugee and Militia.
#62
Posté 07 janvier 2010 - 01:17
#63
Posté 07 janvier 2010 - 05:03
Making sure that whatever origin I opt for has good tutorials is definitely a must and will play a role in determining which origin I eventually choose.
Modifié par Jaldaen, 07 janvier 2010 - 05:03 .
#64
Posté 07 janvier 2010 - 05:10
Any chance of a future dlc of that?David Gaider wrote...
Incidentally, when we first realized that the Human Commoner origin we had simply wasn't going to work, the solution we came to (but simply didn't have the time to implement) was that the missing origin needed to be the equivalent of a human variant of the Dwarven Commoner origin. Meaning that the player would have been from the streets of Denerim or even an outlaw (by choice or circumstance) out in the country... and would have been conscripted in a manner similar to Daveth, to save their skin from the law (and certainly an outlaw could also explain an apostate, come to think of it).
Naturally you have your own ideas; I'm just throwing that out there.
#65
Posté 07 janvier 2010 - 07:14
Your best bet would be to make a new area, a copy of Denerim, so you can work freely on it without fear of breaking something, and as a bonus you can work directly, instead of only triggering/placing stuff by script.
#66
Posté 07 janvier 2010 - 07:23
What I love about the origins of the characters is that they are meant to be for your character's background that has nothing to do with the darkspawn. What happened at Ostagar is supposed to be the starting point of the relationship between the character and the darkspawn.
Militia Man backstory is a bit cliche for me with us being the child of warden. The Blight Refugee backstory puts the main character as too strong to my liking with already able to defeat darkspawn. And again, both are already "too involved" with the darkspawn story for me. I'd really like the background to be the introduction of the character with their own individual story.
#67
Posté 07 janvier 2010 - 11:30
Jaldecir wrote...
What I love about the origins of the characters is that they are meant to be for your character's background that has nothing to do with the darkspawn. What happened at Ostagar is supposed to be the starting point of the relationship between the character and the darkspawn.
The Blight Refugee backstory puts the main character as too strong to my liking with already able to defeat darkspawn. And again, both are already "too involved" with the darkspawn story for me.
Did you ever hear of the dwarves, man?
#68
Posté 07 janvier 2010 - 12:54
Of course, but you have to realize that the dwarves are exception because of the Deep Roads. The dwarves origin stories aren't exactly about darkspawns either though dwarf noble origin has darkspawns appearing in it. Also, remember that one of the dwarf NPCs (I can't exactly remember which) mentioned that even dwarves don't really actually know much about darkspawns unless you're one of the patrol/soldiers that entered Deep Roads. So it's not like it's common thing just because you're a dwarf.SusanStoHelit wrote...
Did you ever hear of the dwarves, man?
Then obviously this mod is meant to be for human commoner, and not the dwarves. So I'm not exactly sure what your point is.
#69
Posté 07 janvier 2010 - 01:11
#70
Posté 07 janvier 2010 - 02:04
#71
Posté 07 janvier 2010 - 09:11
#72
Posté 07 janvier 2010 - 09:15
Possibly if when you go off to avenge your loved ones you come across Duncan and work with him to defeat the Darkspawn. He's impressed by your prowess (and possibly sympathetic to your story) and recruits you.
This way the character doesn't seem overpowered at that start as a previous poster mentions.
Modifié par Bhatair, 07 janvier 2010 - 09:19 .
#73
Posté 07 janvier 2010 - 10:12
Oh? Cool, I was wondering what you were gonna do.Jaldaen wrote...
Keep the votes coming... I'm only through compiling Duncan's dialogue from the City Elf, Dalish Elf, and Dwarven Commoner. I have partially compiled the dialogue from the Human Noble and Ostagar. But until I finish cataloguing all of Duncan's dialogue in the game, I won't be making a final decision on which direction to take. This is because I want to make sure I have enough voice over material to splice together to make a convincing origin introduction and conversation trees with Duncan.
#74
Posté 07 janvier 2010 - 10:39
#75
Posté 07 janvier 2010 - 11:06
Yeah, the other options would be to "recast" the major character's voice overs (like Duncan), go without voice overs, or to introduce a new warden that recruits you instead of Duncan. None of these would be good options in my option. I can see recasting "minor" characters' voice overs (like Daveth), but not any of the major characters' VOs.
This approach does make for tricky dialogue writing because I can only use words/lines spoken by the characters in the game (with the correct emotion), but I think it'll be the most immersive/least disruptive to the feel of the main game. Ultimately, I may not be able to pull off such a feat, but I like language puzzles and this will fit into that vein.





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