As per Allan's post and the violations of USFEO (2013), please ignore most of my last comment. The dudebro abides.
Modifié par Fast Jimmy, 01 février 2013 - 11:04 .
Modifié par Fast Jimmy, 01 février 2013 - 11:04 .
Allan Schumacher wrote...
Lets reign this back in from the economics for how we should target the game (which is probably a violation of some new bylaws people were suggesting), as well as what constitutes a "real" game (because that just makes me irritable), and discuss what things people liked about The Witcher that they think would be an improvement in DA3.
Skelter192 wrote...
Witcher 2 improved on the quest design. I can't really remember any fedex quests that are just "collect X item" except the Harpy feather quest which was added later as a joke.
Allan Schumacher wrote...
Lets reign this back in from the economics for how we should target the game (which is probably a violation of some new bylaws people were suggesting), as well as what constitutes a "real" game (because that just makes me irritable), and discuss what things people liked about The Witcher that they think would be an improvement in DA3.
I agree, but I wonder if the better (and more realistic) option would be recasting missions, rather than branching narratives.Allan Schumacher wrote...
Experimenting with branching narrative would be the biggest (and probably most challenging) one that I would like to see. This is more from the second game obviously.
I have some reservations with the way it was executed from a narrative perspective (and just minor ones), but the concept itself I find fascinating.
Upsettingshorts wrote...
The parts where Geralt actually has to be a Witcher are, to me, uniformly tedious and non-interesting.
Roflbox wrote...
Upsettingshorts wrote...
The parts where Geralt actually has to be a Witcher are, to me, uniformly tedious and non-interesting.
Well he had to be a Witcher when attempting to study and kill the Kayran and removing the Blood curse.
Take a 'choose your faction' delimma in which you side with A or B. Using the same level with the same maps, if you side with A then you go through the map left to right, and if you side with B you go right to left. The order of encounters would affect your perspective (remember: first impressions), while slight changes could be used to justify changing them based on your decision. An early encounter in which you protect/heal a wounded pair of lovers of A, for example, turns into a later encounter in which a lover fights to the death to defeat you, the agent of B.
Modifié par Fast Jimmy, 02 février 2013 - 12:17 .
Modifié par Andronic0s, 02 février 2013 - 12:23 .
Understandable, but not the point: rather than the context setting up the divergence, the example is intended to illustrate the relative similarity the missions could have despite different contexts. With Wilson dialogue-swapping with Miranda, and a reskin of the mechs in the initial phases, many of the same tools to create the level could be reused.Fast Jimmy wrote...
Take a 'choose your faction' delimma in which you side with A or B. Using the same level with the same maps, if you side with A then you go through the map left to right, and if you side with B you go right to left. The order of encounters would affect your perspective (remember: first impressions), while slight changes could be used to justify changing them based on your decision. An early encounter in which you protect/heal a wounded pair of lovers of A, for example, turns into a later encounter in which a lover fights to the death to defeat you, the agent of B.
Lots of problems on my end with this.
First, the player didn't know they were making a faction choice in ME1 when they did those quests. Shepherd showed up, bad guys started shooting, Shepherd shot back and shot last. He never made a statement about the concepts Cerebrus introduced, he just knew that Allaince brass sent him to investigate and that what he found tried to kill him. To say you did those missions in ME1, when there was no choice in said mission, shouldn't mean you by default are against these scientists who just spent a not-so-small fortune bringing you back to life.
Anti-Cerberus was never a particularly Paragon attitude, in ME1, 2 or 3. ME2 gave you a few Choices, but the dialogue regularly flip-flopped. SInce taking the missions was only 'paragon' in the sense that the Renegade position is also the 'refuse quest' position, there's no P/R imbalance... but, again, the example isn't on the basis of the setup, but the parallel execution.Second, I don't see how killing all the Cerberus scientists can make Shepherd seem okay with working with Jacob and Miranda, let alone TIM. Killing a group of people who worked tirelessly to save your life and who are using non-lethal tranquilizer guns to take you down and then die by Shepherd's hand is hardly the right role for a Paragon (which, being an anti-Cerberus character, I'd assume you'd be).
It would be different in the same way the Genophage arc differs with with the change of Wrex and Wreave, or Mordin and Paddok. It certainly is 'different', and I'd argue that many would find that opportunity to fill an alternative roll as an improvement on the story. The tone of the player-Cerberus relationship could be entirely re-cast by the difference of the first impressions and initial interactions with Jacob and Miranda: one in which Cerberus is sympathetic, helpful, and generous, while in the other the dominant tones are suspicion, past hostility, and barely restrained tension.Thirdly, it doesn't tell a different or better story. Sure, Shepherd gets to appear as an anti-Cereberus character, but does killing a different subset of bad guys give us anymore insight or perspective on the level or what is going on? It's still just shooting to get to the next point. Arguably, it limits he interaction you start out with from Jacob and Miranda, permanent companions. Can you imagine the outcry for Renegade players getting more companion face time than Paragons?
Here's the thing, though: it wouldn't be dictating who you side with. It would only dictate your first impressions by setting a different tone at the start.Maybe your example level may have produced too many holes to poke in, but all in all, I don't think a Sav Import should ever decide who your character is siding with in a current game. Circumstances change, as do alliances. I wouldn't want to be pigeon holed into belonging to one side versus another without getting input.
Modifié par maaaze, 02 février 2013 - 12:51 .
Modifié par AngryFrozenWater, 02 février 2013 - 01:14 .
Guest_Hanz54321_*
I certainly agree that the set up for the divergence is flawed: an actual divergence mission would have the luxury of planning a better setup. A time-sensitive Feros, in which the number of colonists surviving and the state of the colony depend on how long it takes you to show up. A Suicide Mission in which you choose which of the parallel routes you wish to take, leaving the other team to take the Path Not Taken with different Specialist Requirements and mutually exclusive level segments. A Geth Consensus mission in which the Geth perspectives and memories of the Quarians are heavily changed depending on Past Choices, with some alternatives far less sympathetic to the geth, while still ultimately leading to the canonical end result.
Modifié par KnightofPhoenix, 02 février 2013 - 01:24 .
The branching narrative idea more or less relies on the idea that the story truly diverges: tone, missions, context, all distinct from eachother. The Witcher 2 does this, and does this well, but it's a major duplication of resources for parallel story lines when you recreate every aspect of the game.
Guest_Cthulhu42_*
Guest_simfamUP_*
Xilizhra wrote...
This is going to be painful, rest assured.
Personally, I'd rather say what CDProjkect could learn from Dragon Age, such as "let us make our own characters" and "there are perspectives that exist aside from the straight male one."
Allan Schumacher wrote...
The branching narrative idea more or less relies on the idea that the story truly diverges: tone, missions, context, all distinct from eachother. The Witcher 2 does this, and does this well, but it's a major duplication of resources for parallel story lines when you recreate every aspect of the game.
It is more work, yes. In order to do it, we'd likely have to sacrifice some depth for breadth.
I guess imagine if there was 30-40 hours of unique content, but we ended up delivering with a branch that basically has 2 mostly unique 15-20 hours branches.
It'd make the game shorter which does have some consequences: For those that feel a story needs the length in order to properly flesh things out, this is still a negative. For those that feel our games are too long, this may be a positive. For those that want total value of the game and typically replay it, there's still 30-40 hours of fresh gameplay. Those that don't typically replay but still typically finish, however, will have less content.
Modifié par mickey111, 02 février 2013 - 01:33 .