Allan Schumacher wrote...
I never buy into the idea that the characters are "homicidal sociopath" since one could argue that the attacks are typically in self-defense. When wandering Kirkwall, it was aggressive mobs attacking me, not me looking to stir up trouble.
That's fair enough, but killing someone who attacks you is only one way of resolving that situation. The character I was
trying to play would have tried very hard to avoid those fights (via stealth, perhaps) and would have much preferred to run than fight once the various bandits or whoever were after him. l pursued that strategy with very limited success.
What's more, I think I would like to play characters who are uncomfortable with killing. They may do it, but they don't do it lightly. Killing bandit after thug after bandit in Kirkwall made
me feel a little naseous, and I like to think it Hawke feel a great deal sicker. That doesn't make him unwilling to kill, either in self-defense or otherwise. If he could have, he would have snuck into Meredith's bedchamber and killed her in her sleep. But that doesn't mean he's comfortable with it. These are difficult choices and difficult actions for people to make/take, and if we want to take video game characters seriously, I think that's something we have to engage with.
I know not all playing styles or roleplaying options are supportable in a game like this, but I don't think "sociopath" or "not sociopath" is a very satisfying dichotomy, and I think the game would be better if we could play characters that were genuinely reluctant to kill other human beings (or elves or dwarves). Being faced with mob after mob of human enemies and having no way to avoid killing them or dying yourself doesn't feel good to me. Maybe that's just me and the odd serious roleplayer, but it would make a real difference in my playing of your games if I felt like that was something you were paying attention to.
Allan Schumacher wrote...
Fantasy games aren't reality (which is probably a good thing).
If we were to do a game that goes on about the effects killing another living creature would have on someone, the only way to do it justice would be to have that be the central theme of the game.
I feel like this has a hint of the unsatisfying sociopath / not-sociopath dichotomy. Are all these things either / or? Is this something you can only either do justice to or not do justice to? Why the central theme? I think it would be more productive to think of this as something that scaled more than a switch you could turn on or off. How much justice can we do to this concept? How central of a theme should it be?
I know there are real limits to how much you can do in this regard, and to how much of your audience would even notice. Some might actively dislike it, and I wouldn't be surprised if they outnumbered people like me (unfortunately). But I still think it would make a better character, a better story, and a better game. And I would feel better about the future of the DA series if I thought its creators weren't stuck in this either / or trap.
(If that comes across a little harsh, apologies. I generally find your comments helpful and your opinions insightful. I just wanted to make the point strongly.)
Modifié par darrylzero, 17 mars 2013 - 07:28 .