Allan Schumacher wrote...
But here is where we stand today. Bioware has fans of the DA franchise who really enjoyed something about DA:O. They felt like they did not get it for DA2. They pointed to the way DA:O did it (the silent protagonist) and said "here is why this worked for me and here is why DA2 didn't." Will DA3 make everyone happy? No. Even if it was the greatest game ever made, there will be some who say they hate it and that's just life.
At what point is it seeing what you want to see, when examining that? How significant is the number of people that report how silent protagonist was one of the crux issues?
I'm not trying to say it is the majority of fans clamouring for this. If anything. I'd say it is likely a minority. Not a small minority, if I had to guess... but not the majority of BSN'ers, let alone the majority of fans.
Whether that population is big enough to worry about or not is up to Bioware. As well as how to address that population is addressed if they do. Do they try and accomodate? Bargain? Or even just educate in a way that says "hey, we haev decided we aren't going to do anything to build our game around this playstyle, so it may best to readjust your expectations." All of these options are valid. The option to ignore this population is an option, of course, but I don't think you'll see this population quiet down until it is abundantly clear that the design mindset to cater to this is gone.
It's easy to say "I want to play a mean, bad-ass character." It is quite another to imagine a character that has seen abuse all of their life, or who deeply fears and resents magic, or has a view of the world that is slightly askew. This type of character might be a wholly different person under differing circumstances - polite and nice in one instance, a rage of emotion in another. They may choose to treat two groups of people in ways that are night and day different from each other.
I'd argue that BioWare's games have not allowed you to do this for some time. Probably going back to at least KOTOR, though admittedly I didn't play Jade Empire.
You can create all the history you want in KOTOR, but none of it is actually true. You have to come up with rationalizations ex post facto when the reveal happens to still maintain congruity with one's backstory.
A player that has seen abuse all their life only works with specific Origins in DAO. You can maybe attempt some insane mental gymnastics, but you'll never convince me that Cousland comes from an abusive setting. Nor will you convince me that Dwarf Commoner had a mostly happy life.
True. KOTOR had a rather static background. And while DA:O and Jade Empire gave you options in your starting backgrounds, they weren't 100% blank slate or flexible. DA:O was seen as a step back towards that character direction, though. As DA:O Producer Dan Tudge said
when DA:O was revealed "Dragon Age: Origins really represents three real key elements. One is obviously the origins stories. The other is the return to BioWare's roots." A step to classic fantasy RPG design principles. It was certainly more cinematic than, say, NWN... but it was certainly less cinematic than KOTOR. At least, to my tastes (and I did like KOTOR).
But once you get your hands around the set background of DA:O, you could craft lots of character ideas. Sylvius loves his favorite DA:O character, who was a coward and hated being a Gray Warden, but was cowed into being submissive. Before long, he attempted to run away from his problems to Haven, as far from the Darkspawn as the game would let you, where Sten confronted him about running away, challenged him to a duel for control of the party and was killed by the Qunari. End of story.
Sylvius likely couldn't have created that character without a large amount of prior knowledge gained from other play throughs, such as different locales available, different NPC and companion events/actions and a general understanding of the lore and the world. But once he knew those things, he could make this rather non-traditional character story.
Now... could he make this coward with the full confidence and bluster that Hawke's VA gives? It would be much less believable. Could he have planned a playthrough that ended in the death of Hawke? Not really... the framed narrative pretty much tells us that Hawke lived to see the end of events (unless Varric was lying and Hawke died much earlier... or didn't exist at all).
But the biggest obstacle... how could Sylvius play a coward? Neither DA:O no DA2 supports it in the least. In order to succeed, he had to pick his responses carefully from the dialogue list. But that's not possible in DA2, since you don't know what your character is going to say at any given time... either in the form of the paraphrased lines, the auto-dialogue or the dominant tone.
Now, I'm not saying a coward VA line should be recorded, as likely barely anyone would use it. But it goes to illustrate a point - one could play many types of characters, some FAR outside the intentions of the writing team, in DA:O, even with the set backgrounds. It does not require a blank slate protagonist, like FO:NV or Skyrim outlines, but could still work within more clearly defined backgrounds... as long as the player has solid control of the character and know what they will do and say beforehand.
Modifié par Fast Jimmy, 17 mai 2013 - 01:32 .