Though I think it would have been better if we'd just had both siblings in act 1. Then we choose who goes to the deep roads and get's wardened/killed and which stays and ends up in the circle/templars.
Modifié par Wulfram, 03 février 2013 - 02:32 .
Modifié par Wulfram, 03 février 2013 - 02:32 .
Zippy72 wrote...
Two warning bells are alreay going off..
1. Human only.
2. No playable origin story.
However it would be silly to offer any judgements on the game yet, knowing so little.
Thomas Andresen wrote...
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.
Guest_PurebredCorn_*
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.
Sad Dragon wrote...
Zippy72 wrote...
Two warning bells are alreay going off..
1. Human only.
2. No playable origin story.
However it would be silly to offer any judgements on the game yet, knowing so little.
There are actually a few good reasons for the human decision that i can think of.
The nature of the plot -- from what we know -- doesn't necessaraly lend itself all that well to dwarves and arguably not to the dalish as well.
"Dangerous precedence" isn't any more fitting to use than "slippery slope", as my point is that it's an entirely subjective matter and to talk about it as a matter of fact rather than an opinion is ...pretentious, for want of a better word. Utterly self-centred, at the very least. The way I see it, no "precedent" is set. At worst, the existing limitations have only become more apparent, but I'd argue that even that isn't true. The only trend I see is people working harder and harder at looking for faults in new and future games, and ignoring faults of previous games. Nothing good comes of it. In my opinion.Sad Dragon wrote...
... substitute it for perhapps the more fitting phrase "seting a dangerous precidence".
I'm not saying that I am a opponent to player agency in video games. I think player agency could've been handled a lot better in DAII. Of course, I could make an argument about player agency versus narrative, but I think that players should at least feel like the choices are not made for them. Most of the time.For arguing that taking away player agancy is ok as they won't notice it until they replay a game, is in my mind a dangerous line to walk ( though again something that I think Allan did well) especially when you make the statement without any qualifiers.
Commander Kurt wrote...
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.
Is there one game you like that doesn't have gameplay/story segregation? But, I guess we're venturing off-topic now...
HeriocGreyWarden wrote...
It really really sucked if you played a rouge.If you wanted Bethany to be a gray warden you HAD to have a party of Anders,Bethany and Varric.
That is 2 rouges
And 2 mages.
This is true. But in lines with the original topic, this smaller example of plot railroading from what we were presented pre-release was endemic of DEEPER examples of plot railroading later in the game.
ISpeakTheTruth wrote...
I hate to go off topic again but in terms of DAO's 'railroaded' plot and DA2's we have two very different cases of one being logical and one making sense at all. In DAO the reason you do what you do is because a Blight is happening the world is about to be engulfed in a massive war that is going to consume the world. Fighting the Blight makes sense, gathering allies to fight the Blight makes sense, Also doing all of this might just clear your name as a king slayer.
DA2's story makes no sense at all. After Act 1 why is Hawke even there anymore? The Blight's over and Kirkwall is a mad house full of corrupt Templars and crazed Blood mages and caves and dungeons that all look strangly the same. There's no logic for Hawke to be there at all after Act 1.
Back on topic. I admit that some things have to happen for the plot to move forward but it is the way they moved forward in DAO and DA2 that is unacceptable. Remember that quest chain where you kill that blood mage leader and then you can either turn in the other to the Templars or let them escape? Remember how no matter what you chose the mages were captured and remember how no matter what you do that same mage for whatever reason blames you and captures someone and no matter what you do she will always go nuts and end up getting killed.... that quest is the soul of what was wrong with DA2.... nothing the player did mattered at all. That is the kind of thing the Sibling example gave us.
Allan if you can tell me that a quest line that isn't involved in the central plot that is as uterly unchanged by player choices as the one I just noted won't be in the next game then right there I would feel 100% better about the game. Give us some good news and say that optional quest chains will never be as linear and unchanged as the one in DA2. Throw me a bone! =)
Modifié par XX-Pyro, 04 février 2013 - 05:39 .
Allan Schumacher wrote...
Couldn't the argument be made for any event in the game being "railroaded" if this is an example of railroading? Why *must* I go to Lothering? Why *must* I bring Alistair along? Why *must* I gather all the treaties?
ISpeakTheTruth wrote...
I hate to go off topic again but in terms of DAO's 'railroaded' plot and DA2's we have two very different cases of one being logical and one making sense at all. In DAO the reason you do what you do is because a Blight is happening the world is about to be engulfed in a massive war that is going to consume the world.
Fighting the Blight makes sense, gathering allies to fight the Blight makes sense, Also doing all of this might just clear your name as a king slayer.
AlanC9 wrote...
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.
But why should the PC be able to choose who dies?
Wolfva2 wrote...
The PC did not choose who died. The PC choose which character class he wanted to play. BIOWARE chose who died.AlanC9 wrote...
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.
But why should the PC be able to choose who dies?
This idea that many of you have...that you should be able to make every single decision in the game...is a ludicrous one to me.
Modifié par AlanC9, 04 février 2013 - 06:50 .
Wulfram wrote...
I don't really see how it's all that different from railroading us into losing all our family as a HN. Or Gorion back in BG. Or Jenkins in ME1
Though I think it would have been better if we'd just had both siblings in act 1. Then we choose who goes to the deep roads and get's wardened/killed and which stays and ends up in the circle/templars.
The Teryn of Whatever wrote...
Wulfram wrote...
I don't really see how it's all that different from railroading us into losing all our family as a HN. Or Gorion back in BG. Or Jenkins in ME1
Though I think it would have been better if we'd just had both siblings in act 1. Then we choose who goes to the deep roads and get's wardened/killed and which stays and ends up in the circle/templars.
I agree with your notion on how the twins should have been handled. Killing one or the other off by ogre so early in the game rendered their death pretty much meaningless, especially in the first playthrough when players don't know the characters or have any reason to care about them. The sibling death has all the impact and gravity of Trask Ulgo's self-sacrifice in KOTOR on the Endar Spire, which is to say no impact or gravity to speak of.
XX-Pyro wrote...
Why is Hawke still in Kirkwall? Why are any refugees who ever emigrated anywhere still in the place they immigrated to? Oh yeah- their home is destroyed, WHY would they leave again, when they have nowhere to go. You're the one making no sense at all on that point. Asking to be able to choose which sibling you save is like asking to choose to side with the archdemon over Ferelden (c'mon Bioware why don't I have that choice...) it's an argument that doesn't hold water because that's how the story is told. Plain and simple. And because the remaining sibling could be part of your motivation for all of Act 1, gaining status to avoid the templars as best possible. I'll agree that overall what Hawke did didn't change very much- shame that we can't mold the world to the PC's liking.
ianvillan wrote...
XX-Pyro wrote...
Why is Hawke still in Kirkwall? Why are any refugees who ever emigrated anywhere still in the place they immigrated to? Oh yeah- their home is destroyed, WHY would they leave again, when they have nowhere to go. You're the one making no sense at all on that point. Asking to be able to choose which sibling you save is like asking to choose to side with the archdemon over Ferelden (c'mon Bioware why don't I have that choice...) it's an argument that doesn't hold water because that's how the story is told. Plain and simple. And because the remaining sibling could be part of your motivation for all of Act 1, gaining status to avoid the templars as best possible. I'll agree that overall what Hawke did didn't change very much- shame that we can't mold the world to the PC's liking.
Why after making a fortune in the deep roads and over a year after the end of the blight is Hawke still in Kirkwall the capital of crazy town which is known as a fanatical Templar stronghold. What justification is there for staying in Kirkwall at all.
I would even say in what right mind would anyone who is a free mage go to Kirkwall in the first place, and it cant be because you have family who are nobles because even having family who are nobles will not stop the Templars from taking you away.
esper wrote...
ianvillan wrote...
XX-Pyro wrote...
Why is Hawke still in Kirkwall? Why are any refugees who ever emigrated anywhere still in the place they immigrated to? Oh yeah- their home is destroyed, WHY would they leave again, when they have nowhere to go. You're the one making no sense at all on that point. Asking to be able to choose which sibling you save is like asking to choose to side with the archdemon over Ferelden (c'mon Bioware why don't I have that choice...) it's an argument that doesn't hold water because that's how the story is told. Plain and simple. And because the remaining sibling could be part of your motivation for all of Act 1, gaining status to avoid the templars as best possible. I'll agree that overall what Hawke did didn't change very much- shame that we can't mold the world to the PC's liking.
Why after making a fortune in the deep roads and over a year after the end of the blight is Hawke still in Kirkwall the capital of crazy town which is known as a fanatical Templar stronghold. What justification is there for staying in Kirkwall at all.
I would even say in what right mind would anyone who is a free mage go to Kirkwall in the first place, and it cant be because you have family who are nobles because even having family who are nobles will not stop the Templars from taking you away.
Because they have nothing, and I mean nothing in Fereldan, while Hawke's family, status as a noble, friends or companions, contacts and the man selling the treasure from the Deep Road all is in Kirkwall.,