batlin wrote...
So then the player must adjust their dialog options according to Hawke's arc? I'm not sure that has the desired effect, because again, you only have three tonalities to choose from.
Perhaps, but then you've always only had 3 tonalities to choose from. It's just a lot more obvious now (and possibly jarring). But this is more of a execution issue.
I'm not sure you're being fair to both sides. Both games involve battles with scary monsters and acquiring treasure, and both place the lead character in moral dilemmas.
But once the monster is defeated (or the moral choice choosen) the problem solves itself in DAO. Not even when Meredith dies is the problem solved in DA2.
This is a point of contention for me. The only reason Hawke is unable to solve a lot of the problems he/she faces is because they do not give you the option to take obvious steps to solve a problem. They don't let you investigate the Qunari occupation beyond asking them what they want, they don't let you take steps to stop the serial killer even though it's incredibly obvious the person they initially catch is innocent, they don;t give you the option to try and prevent Anders from doing whatever it is he plans on doing even though there's every indication that he has something malicious planned, etc. In short, being unable to stop the inevitable does not make for a good personal story when the only reason the events are inevitable to begin with is that there's an artificial roadblock planted in front of you by the developers. It doesn't make Hawke deeper, it makes Hawke look like a dunce.
Perhaps, but again this is an execution issue. It has no real bearing on what kind of story it is.
Also... note that most solutions you put up here are reliant on Metaknowledge. You know the Qunari is up to something and you want the option to ask them about it and help them with it, yet both admitting the loss and recieving help to get it would be very dishonourable to the Qunari.
You know the serial killer is at large and wants to keep looking, yet no tracks are available.
You know Anders is planning something, but short of killing him or imprisoning him can you really stop him?
Note how in all these cases you suggested solutions to problems, or more metaphorically: the weapon which with you will kill the monster. These are not monsters to be killed, but events to help you form Hawke. Different story.
But you do have a point. Agency is an issue with DA2. This has no bearing on whether the story was personal or not (as Planescape shows us, it gots lots of agency and is personal). It is an execution issue, not a structural one.
It looks like you're using the DA2 companions' subplots as indicators that they have lives that do not revolve around you. They are, but then every party member in DA:O has a subplot as well. Alistair's royal heritage has nothing to do with the Warden. Flemeth's book doesn't, nor do Oghren's wife, Sten's quest, Zevran's past with the Crows, Wynne's apprentice, etc.
Again, the party in DA2 claim they have lives outside of Hawke's purview, but there's almost no evidence of that.
Also note that all the companion quests in DAO revolves around you solving their problems. Alistair won't accept his royal heritage without you pushing him into it. Morrigan won't recieve the book without you fetching it for her. Ohgren won't rekindle lost love without you guiding him through it. Sten won't regain his honour without you helping him forgive himself, Zevran won't regain his life without you saving it, and Wynne won't ever come to terms with her past without you finding it. It's the same really... you defeating the external foe.
While your interaction is obviously crucial in DA2 as well. You're more of a passenger than the agent. You don't solve their problems (if anything you help them making them worse), it is them growing.
They're different stories, told different ways. You do not have to like them. But apart from the edges being a bit rough (or very rough, if you will), there's no inherent fault with them.