batlin wrote...
I think you and most everyone else in this thread is mistaking my meaning. Yes, I am aware that the idea to make the protagonist human-only is a financial one and that if corners were to be cut it's only logical to stick witht he race most players picked. But why is the same logic not made for other character creation options? Yes, fans have long expressed the need to play as both males and females, but have fans not praised the multiple playable races and all their origins in DA:O? Why is that the first thing to be tossed into the bin rather than gender or dialogue options?
My point is that it's awfully disconcerting that the corners that are being cut are staples in fantasy RPGs.
And my point is that no corners are being cut in a game that's presented with limited character creation options. By definition, the options that are given in the final game are the ones that BioWare decided to keep in the game. The fact that DA3 may have fewer character creation options than DAO is irrelevant, as they are two separate projects, each with its own scope.
By the way, for DAO, there were 3 or 4 other origin stories that BioWare spent a
ridiculous amount of time on, but ultimately felt they either didn't work with the other origins, simply weren't interesting or exciting enough, or used assets that would only appear in that origin story. These were cut after much concepting and prototyping, not because BioWare was "cutting corners." But that amount of time, with better planning, could have been spent on making other aspects of the game better. (BioWare spent a
lot of time developing the world and game of DAO, so some of this re-working and re-writing and re-scoping was accounted for and not "wasted".)
But why is the same logic not made for other character creation options?
Because that's only logic in your head. You're not the one creating the game, so whatever
you would do for the game isn't necessarily what BioWare would do, nor is it necessarily what's best for the project. BioWare has decided that this game is probably going to only have a human PC. They've also decided they want the game to have features X, Y, Z, and whatever else. This can totally be an arbitrary decision that could take into account some of the logic you're proposing, or it could be a decision to reduce scope and focus their attention on other features.
It's like you have a pitcher of water and a dozen glasses of different shapes and sizes, and you have to use all the water from the pitcher because everyone is thirsty. You can't possibly fill up all the glasses, so you have to make a decision. Do you fill up all the big glasses first, or the little glasses? Do you give them all an equal amount of water, or do you give some glasses more water than others? Or do you arbitrarily choose which glasses get a bunch of water and which ones get none? No matter what you choose, someone's going to feel like they didn't get enough water, or any watr at all, depending on what you chose.
The way you've presented your arguments, you're asking why BioWare doesn't just fill all the glasses, since everyone needs water and most people like drinking water? Remember that you've only got the one pitcher and it doesn't get refilled. Once you allocate all the water from the pitcher, you can't put more water into one glass without reducing the amount of water in another. It works the same way with time and manpower, or what BioWare like to call "zots," which represent units of work or man-hours or whatever unit of measurement you wish to use. Zots are limited, which is why it's so important to plan their allocation so precisely and why game companies can't always do everything you want them to do in a game.