Baldurs Gate was a set story, the only change was how you got to the ending.
It goes back to the age-old debate of plot vs narrative, and one being manipulated by the gameplay while the other masks the manipulaton.
If you look back at the games made by BioWare, it has always been a hybridization of sorts between the mechanical styles of RPGs, the open world confined to a storyline. It's basically what CD Project Red is promising with Witcher 3, but its already been done before by BioWare, and to an extant Black Rock and Obsidian regarding games like Fallout: New Vegas, Planescape: Torment, and Betrayal at Krondor.
That said, BioWare is also restrictive of their worlds because they have to be. There are certain events you need to go through in order to reach the finish, and the role-playing comes from not what type of character you create, but what you decide to do with the character you are given. At least, that is what it has always been for me. And it has to be because of what its trying to do; Skyrim had a specific endpoint to it, getting there is dependent on the player though, and part of the fun was delaying the inevitable to find stuff to do, as well as saying and doing what you want without reprisal from others.
Now take Kotor for example. Other than the fact that I am forced to become a jedi, I can choose my starting class, Jedi class, and whether or not I return to the dark side or stay on the light side. The remainder of the game is somewhat unaffecting because its all flavor text, it changes the narrative but not the plot, but it is always going towards the ending itself. So you get freedom of choice and exploraton on the hub worlds, but it is linear in design regardless of what you do.
In a sense, BioWare has always restricted role-playing for the plot. The voice acting has made it more noticable because we see the performances and words on the page come to life. But it really is a prevelant aspect of BioWares style of RPGs, this hybridization of story-teller and power fantasy makers.
In truth, customization meant little until you had backstories for your character mean something. In Dragon Age: Origins it was about giving flavor to your character. In Mass Effect, anecdotes of your accomplishments. Previous games it was more about utility and combat prowess, pure mechanical choices to give you better aptitude for magic or missile weapons.
For Inquisition I believe we will get customization anyway in the form of backgrounds to choose from. I would argue that is enough to shape ideals for players to follow, if they so choose. It is the middle ground of again, giving us options while letting BioWare tell the story.
Modifié par LinksOcarina, 14 mai 2013 - 03:28 .