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In Exile wrote...
jillabender wrote...
To use another example, my male Dalish elf dumped Morrigan for Zevran, and although they broke up on friendly terms, it made things awkward and complicated when she convinced him to do the Dark Ritual. That's a situation where what I imagined about a character made the situation more interesting to me, even though there was no piece of dialogue where my character explicitly said "I feel awkward about sleeping with my ex."
But there's nothing to stop you from feeling that way in DA2, because there's absolutely no content that you're relying on. Unless you're saying that the complete absence of any kind of PC reaction w/o VO means that you can be sure that no future tone will contract your line - in which case I can provide examples where DA:O still does that to you, depending on what character motivations you might start with.
You're right that the mechanics of the VO in DA2 don't necessarily, in themselves, prevent me from imagining things about my character the way I described.
But it's not entirely accurate to say that I'm not relying on any content in the game in my example. When my imagination adds nuances to the Dark Ritual scene, I'm building on details that are explicitly provided in the game - my PC leaving Morrigan for Zevran, her later touching affirmation of friendship with that same PC, and the dialogue choices where my character can express reluctance when Morrigan proposes the Dark Ritual.
In fact, when my character expressed reluctance, Morrigan responded "Why? Because of Zevran?", so it wasn't too much of a stretch for me to imagine that having broken up with her for Zevran would add to my character's complicated feelings about agreeing to the ritual. It's the fact that what I imagined grew out of details in the authored narrative that made it feel organic to me, instead of, as you put it, bricked off from the rest of the narrative.
In Exile wrote...
jillabender wrote...
I'm talking about nuances - for example, if my character expresses resentment to Alistair about being a Grey Warden, I can imagine my character's delivery of the line, and I can decide for myself exactly where that bitterness is coming from. Similarly, if my character says to Wynne "sometimes I wish I could go back to my old life" or, alternatively, "I'm glad to be rid of my old life," I can decide for myself exactly why my character feels that way.
But I don't think that's in any way different from the absurd examples I provided, insofar as the game doesn't actually react to the mood or intent that you present.
To me, when Hawke says that he wants to be a merchant, there's nothing in the VO that limits my reason for that - it could be that Hawke wants to be rich or wants to be like Varric.
But if the Warden says something - and there is absolutely no react to that statement - then I might as well imagine that he bleeted it like a donkey or said it sadly for all that it matters.
Again, you're right that the mechanics of the VO don't necessarily, in themselves, prevent my being able to use my imagination to elaborate on a character's motivations. But when I don't feel a strong connection to the character, I can't really get inside the character's head well enough to imagine his or her motivations in a satisfying way.
In the case of Tirion, my Dalish rogue, I could get inside his head because the backstory and authored narrative that the game provided gave me lots of interesting details to build on, and because I had the freedom to imagine his warm, open and mischievous demeanour in vivid detail.
In the case of Shepard in ME1, I can get inside her head because she's a quite specific character with hard-coded personality traits that I can build on in determining how she responds to events in the story and how those events affect her. (I say "her" simply because I haven't yet played a male Shepard.) There's a narrower range of ways I can imagine Shepard then there is with the Warden, but the game still provides scope for my imagination, by giving me a strong character with firmly established traits that I can work with in developing her as a character.
With Hawke, I just don't feel the same kind of connection. As I said earlier, there were many points where I had the feeling that I was meant to see Hawke as feeling sadness, concern, or powerlessness, but it didn't quite come through in the writing or the performance. That's not to say I didn't have fun playing Hawke, but I felt that the presentation of Hawke was missing the subtle details and nuances that would have allowed me to know Hawke well enough to imagine why he or she might be motivated to do or say certain things.
In short, I couldn't quite use my imagination to build on Hawke's motivations the way I would have liked, because I found that the presentation of Hawke didn't quite give me enough to work with. I recognize that's very subjective on my part, and I admit that part of it comes down to the fact that I often found Hawke's demeanour affected, smug, smarmy or detached in ways that I found off-putting.
In general, Hawke felt more vaguely defined to me than Shepard, and I found myself wishing that the writers had given themselves more freedom to make Hawke a more specific character, with a more firmly established personality. Of course, it's possible that it wasn't a conscious decision to leave Hawke's personality more up to the player to define, but simply that the writers didn't have the time or resources to develop Hawke the way they would have liked. Or maybe it was a bit of both.
In short, I find role-playing the most satisfying when I can really step into the role of a character, imagining how my character experiences the events of the story and making choices from the character's point of view. With a character like the Warden, I'm stepping into the role of a character I created. With a voiced character like Shepard, I'm stepping into the role of a specific and compelling character provided for me, and I can shape how she develops as a character. But I can't quite get into the role of Hawke, because he or she feels lacking in the kinds of details and nuances that would really inspire me to use my imagination to build on what's already there.
In short, I enjoy both voiced and silent protagonists, for different reasons, but I don't find that DA2 offers quite what I look for from either. It's not necessarily the mechanics of the VO as such that get in the way of my preferred approach to role-playing - the mechanics on their own probably wouldn't be a problem if not for my difficulties with the way Hawke was presented in terms of the writing and performance.
Modifié par jillabender, 24 avril 2013 - 12:48 .