kathic wrote...
You can't have 4 mages. This is why Beth had to die.
Why? Or, more properly, why not?
kathic wrote...
You can't have 4 mages. This is why Beth had to die.
Modifié par Scarlet Rabbi, 03 février 2013 - 05:37 .
I disagree with this because one of those 'wrong' team combinations affects the story too much.ISpeakTheTruth wrote...
How your party is structured should be your choice. If you want to be a mage ans start the game out with your mage sister you should be allowed to do that. Having the game dictate how my team should be structured is the ultimate lack of choice in an RPG. If I want the start the game with a team that is structured 'wrong' then that's my choice.
Missy_MI wrote...
I disagree with this because one of those 'wrong' team combinations affects the story too much.ISpeakTheTruth wrote...
How your party is structured should be your choice. If you want to be a mage ans start the game out with your mage sister you should be allowed to do that. Having the game dictate how my team should be structured is the ultimate lack of choice in an RPG. If I want the start the game with a team that is structured 'wrong' then that's my choice.
If Hawke is a warrior or rogue and can choose to let Carver live, then what is the real motivation for them to join the expedition into the Deep Roads after year one in Kirkwall? Getting money is always nice, but the urgency comes from needing that power to hide the Hawke family apostate mage.
I'm perfectly fine with restricting player choices if it's done to make the overall narrative more interesting. In this case, I think it did that. So I personally wouldn't be bothered to hear about any of these so called 'warning signs' for Inquisition.
ISpeakTheTruth wrote...
If the next game has information saying that there are two or three major things that could happen but then you're railroaded into which one you get based on nothing other then your class then that is more than fair to say that they aren't going to have a problem doing it again.
ISpeakTheTruth wrote...
How your party is structured should be your choice. If you want to be a mage ans start the game out with your mage sister you should be allowed to do that. Having the game dictate how my team should be structured is the ultimate lack of choice in an RPG. If I want the start the game with a team that is structured 'wrong' then that's my choice.
TJPags wrote...
Problem is, the Hawke family mage - Hawke him or her-self perhaps - wanders around Kirkwall with no problems throughout the game and makes no attempt to hide. In fact, an apostate mage just trying to ENTER Kirkwall the way Hawke and company did should be arrested on sight, given the amount of power we are led to believe Meredith wielded and the feeling about mages in Kirkwall.
Point being, there was little reason to be in - or stay in - Kirkwall, regardless of which member of the family is a mage, or if ANY are.
Allan Schumacher wrote...
Fast Jimmy wrote...
I guess they probably figured no one would save Carver if given the chance. Maybe that's why he's such a bummer to be around all of the time.
Primarily narrative. Part of the dynamic with the siblings was that there was something intrinsically different between them and the player character (one is a mage, one is not). Allowing full player choice over which sibling dies would require additional writing for the sibling/PC dynamic to make sense. Could be done, yes, but then this ends up becoming similar to other requests for more content.
The primary reason why I, as a game player, have little issue with who dies in the prologue is because it requires metagame knowledge to know that there's a difference, and it's a character that isn't the player making their own decision to do their own thing. Yes, we do not strictly adhere to this in normal content. Though in order to remain consistent would require us to remove all control from the party, and allow the player to only influence the player character. In this sense it's something that wouldn't allow us to make everyone happy, because there are those that would miss the full party control in combat.
I don't think that would have taken that much time for the VA to do things of that nature. Would it have made some of the tension between Hawke and the sibling away because they'd be more similar? Yes. But why is that a bad thing?
Also the fact that our sibling is only in 1/3 of the game again was it really that tight on time that it couldn't be done?
The problem with this is that you are going down a very slippery slope. If you have no problem with choice being taken away from you as it requires metagaming to know that there could have been another outcome than one could expand that to a compleetly linear game.
Now I think the fact that you guys make RPG's makes this more of a slippery slope than if you made action-adventure games as it also has to do with managing expectations.
When i pick up an action-adventure game i expect it to be linier and that the story that it tells, if story focused, to be more akin to movies or books -- that's to say non-interactive. With RPG's on the other hand i expect my choices to at least vaguely matter and that i can influence outcomes. DA2 is not bad if you look at it as an action-adventure, indeed much of my problams with the game would probably have been lessened with that label. The problem is that it is labled as an RPG, and every step of the way, all major plot points have already been decided upon before i even start the game.
Modifié par Allan Schumacher, 03 février 2013 - 09:53 .
Allan Schumacher wrote...
The problem with this is that you are going down a very slippery slope. If you have no problem with choice being taken away from you as it requires metagaming to know that there could have been another outcome than one could expand that to a compleetly linear game.
Now I think the fact that you guys make RPG's makes this more of a slippery slope than if you made action-adventure games as it also has to do with managing expectations.
When i pick up an action-adventure game i expect it to be linier and that the story that it tells, if story focused, to be more akin to movies or books -- that's to say non-interactive. With RPG's on the other hand i expect my choices to at least vaguely matter and that i can influence outcomes. DA2 is not bad if you look at it as an action-adventure, indeed much of my problams with the game would probably have been lessened with that label. The problem is that it is labled as an RPG, and every step of the way, all major plot points have already been decided upon before i even start the game.
I can understand your criticisms in terms of player agency and lack of differences in an RPG when applied towards DA2, but I think the criticisms are better applied to other parts of the game and not the sibling death in the prologue. Especially since the sibling death actually does reflect some level of difference that happens within the game.
Trust me, it isn't just these forums. The whole of the internet really loves bringing up slippery slopes as a response to anything and everything.Thomas Andresen wrote...
I think that the term "slippery slope" is thrown around far too much on these forums. And I think that looking for "warning signs" is detrimental to your enjoyment of the game when it eventually is released. Take the game as it is, or will be, on it's own merits, don't measure it up to some ideal you hold for what is the ultimate game, and you will have a far more enjoyable gaming experience.
There aren't any "slippery slopes". You might argue that there's a trend, but that's a whole 'nother matter, and you have no real reason to think that trend might continue, much less escalate. Even more to the point, arguing whether the trend is a good thing or not is a matter of taste, have nothing to do with "good game development practice", and should be treated as it is.Sad Dragon wrote...
Oh and just felt i should add another elaboration:
As for the term "slippery slope" i feel its a generally term for "a line of thought, or and action, that can become dangerous if you dont take care with how it's applied".
Zippy72 wrote...
Two warning bells are alreay going off..
1. Human only.
2. No playable origin story.
Allan Schumacher wrote...
The problem with this is that you are going down a very slippery slope. If you have no problem with choice being taken away from you as it requires metagaming to know that there could have been another outcome than one could expand that to a compleetly linear game.
Now I think the fact that you guys make RPG's makes this more of a slippery slope than if you made action-adventure games as it also has to do with managing expectations.
When i pick up an action-adventure game i expect it to be linier and that the story that it tells, if story focused, to be more akin to movies or books -- that's to say non-interactive. With RPG's on the other hand i expect my choices to at least vaguely matter and that i can influence outcomes. DA2 is not bad if you look at it as an action-adventure, indeed much of my problams with the game would probably have been lessened with that label. The problem is that it is labled as an RPG, and every step of the way, all major plot points have already been decided upon before i even start the game.
I can understand your criticisms in terms of player agency and lack of differences in an RPG when applied towards DA2, but I think the criticisms are better applied to other parts of the game and not the sibling death in the prologue. Especially since the sibling death actually does reflect some level of difference that happens within the game.