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There's an easy way for BioWare to bring back some fans they may have lost


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#476
bEVEsthda

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ArcaneJTM wrote...

cJohnOne wrote...

DA2 did lose some of that old game feeling but I didn't think it was that different than DAO. Watching PC actions is probably better than just combat that you probably find in other games.


It lost more than that.  One of the core reasons I enjoyed DA:O so much, as well as TES for that matter, was because it's more like a traditional RPG in that the story is about you.  You are the warden, recently inducted into the order, out to bring an end to the coming blight.  You decide where the story goes and how it all plays out.  It's your story.

Then we get DA2, supposedly the sequal as implied by the big 2 in the title, and your story is now abandoned in favor of one about some jerk named Lawke or Bawke or somesuch told to us by a hairy chested dwarf given to exageration.  That's a pretty drastic change.  Might be an ok game on it's own, but as a sequal it falls well short of the bar set by the original.


Yes. What I said. DA:O is a WRPG, DA2 is essentially a JRPG. The difference is maybe subtle for a JRPG player, and DA:O features may even be perceived as flaws, I believe, from that perspective. For a WRPG player though, the difference is a deal-breaker. Huge.

#477
bEVEsthda

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Realmzmaster wrote...

How do you explain the jump in sales between Oblivion and Skyrim. Let's use VGChartz numbers as a starting point.

                            Oblivion                                Skyrim
X-Box                  3.98                                       7.20
PS3                     2.81                                       4.58
PC                          .16                                      2.86

The numbers on the consoles almost double. The numbers on the PC are roughly 18 times. So you are telling me Bethesda did not change something in the game from Oblivion to Skyrim to appeal to a newer audience while retaining enough of the old  stuff to hang on to their older fanbase?


Well, add in FallOut 3, as an intermediate step of market awareness and attention. But I don't really have to explain anything, because the figures show what I'm talking about.

The figures for Call of Duty mirror this.

Of course there are changes to the games, over the span of the franchise. The developers try to "improve" things, as they see it. When one creates something, there always pops up a number of ideas which won't be implemented in that project. Some of those ideas and ambitions require changes in the technology to be practical, which can lead to the cancellation of other features, deemed less important. Particularly for some of these games, since the hardware has remained the same. This routinely draws flak from some disgruntled 'old fans'. And on that note, I'll have to say that Oblivion is the weakest game. It features great improvements in the technology and engine, but as game setting and gameplay it's a step back from Morrowind, which I still think is the strongest game in the series. Skyrim, otoh, is yet again a step in a positive direction.

But what neither TES nor CoD have done, is to change the essential type of game, or gameplay. Bioware did that. To somewhat lesser extent also with ME.

I'm not saying that they shouldn't use the Dragon Age setting and universe for other types of games. They could well do that. But they should take great care to not present it as the sequel it isn't.

Modifié par bEVEsthda, 26 mai 2013 - 08:21 .


#478
bEVEsthda

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Sylvius the Mad wrote...

First, I don't think I'd enjoy Skyrim much at all if I couldn't mod it.  The TES games, because they are so big, really do benefit from being tweaked to suit each player's preferences, both because it's unlikely that Bethesda's design choices will match each player's preferences each step of the way through such a large game, and because Bethesda's level of polish isn't typically excellent, so the games are often quite buggy.

Being able to mod the UI, or the magic system, or what specific skills do, is hugely valuable in improving the reach of the game.  While I'm aware that console players seem to have really liked Skyrim, I find that very odd.

Further, it's not like BioWare is a company that is completely clueless to toolset usage for games either.  Two games were released with a toolset (one with the core feature surrounding the toolset itself, even).

This is certainly true.  I'd like you to do it again.  Possibly every time.


The toolset is probably an asset for TES. It's hard to judge how big though. For me personally, just a few modest, minor mods made all the difference for enjoying Morrowind. I haven't felt the same need for Skyrim, nor have any published mod really caught my attention. I have a few plans for some minor mods, but I'm fine with experiencing the game as it is.

As for Bioware, my opinion is that the toolset really saved their asses before, with Neverwinter Nights.

But is a toolset generally neccessary? No. It shouldn't be. And it eats up resources, so it's not as it's a done deal.

#479
Rhazesx

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bEVEsthda wrote...

Sylvius the Mad wrote...

First, I don't think I'd enjoy Skyrim much at all if I couldn't mod it.  The TES games, because they are so big, really do benefit from being tweaked to suit each player's preferences, both because it's unlikely that Bethesda's design choices will match each player's preferences each step of the way through such a large game, and because Bethesda's level of polish isn't typically excellent, so the games are often quite buggy.

Being able to mod the UI, or the magic system, or what specific skills do, is hugely valuable in improving the reach of the game.  While I'm aware that console players seem to have really liked Skyrim, I find that very odd.

Further, it's not like BioWare is a company that is completely clueless to toolset usage for games either.  Two games were released with a toolset (one with the core feature surrounding the toolset itself, even).

This is certainly true.  I'd like you to do it again.  Possibly every time.


The toolset is probably an asset for TES. It's hard to judge how big though. For me personally, just a few modest, minor mods made all the difference for enjoying Morrowind. I haven't felt the same need for Skyrim, nor have any published mod really caught my attention. I have a few plans for some minor mods, but I'm fine with experiencing the game as it is.

As for Bioware, my opinion is that the toolset really saved their asses before, with Neverwinter Nights.

But is a toolset generally neccessary? No. It shouldn't be. And it eats up resources, so it's not as it's a done deal.


I guess that's a good thing we didn't have it eating up resources in DA2. We would have had 2 zones to run over and over instead 7.

#480
LinksOcarina

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bEVEsthda wrote...

ArcaneJTM wrote...

cJohnOne wrote...

DA2 did lose some of that old game feeling but I didn't think it was that different than DAO. Watching PC actions is probably better than just combat that you probably find in other games.


It lost more than that.  One of the core reasons I enjoyed DA:O so much, as well as TES for that matter, was because it's more like a traditional RPG in that the story is about you.  You are the warden, recently inducted into the order, out to bring an end to the coming blight.  You decide where the story goes and how it all plays out.  It's your story.

Then we get DA2, supposedly the sequal as implied by the big 2 in the title, and your story is now abandoned in favor of one about some jerk named Lawke or Bawke or somesuch told to us by a hairy chested dwarf given to exageration.  That's a pretty drastic change.  Might be an ok game on it's own, but as a sequal it falls well short of the bar set by the original.


Yes. What I said. DA:O is a WRPG, DA2 is essentially a JRPG. The difference is maybe subtle for a JRPG player, and DA:O features may even be perceived as flaws, I believe, from that perspective. For a WRPG player though, the difference is a deal-breaker. Huge.


I still call foul to this. There is no fundamental difference story/mechanically between the two games except for voice over integration and the combat changes in Dragon Age II. Otherwise, plot, narrative, style of narrative, and function of the main character are the same. Same it has always been for BioWare, which is in that middle ground of these arbitrary labels. You are basically saying that if Dragon Age II is that type of RPG, its due to its combat and voice over, and nothing else. 

You say the story is not about you. Well, it's not about the Warden much either in the grand scheme of things. What makes us attached to the Warden is the Origin stories really, I agree to that. But honestly, there is no difference between the Warden and Hawke in a mechanical sense of the game, other than the addatives they put in Dragon Age II.

Hawke and the Warden are still the lightning rods for your character. Hawke doesn't have a pre-determined personality. In fact, I would argue that his origin story is what you get, a refugee fleeing the blight. It is just as determinist as say the Wardens story of being jailed, or contracting the taint, or having his family murdered. You have no control over that at all. You can't refuse Duncan, nor can you avoid the fate put on you. So is it really your choice in the end? All you are doing is following the story because you have to, whether you are a named character or not is irrelevent through the mechanics. 

What  makes a game a "WRPG"  or "JRPG" is wholly subjective, which is why I hate the terms. For example, a lot of the features in Dragon Age II, the inability to change armor on companions, the pre-determined storyline with determinable moral choice, the ability to influence companions because they have personalities, so on and so forth, are hallmarks of another game I love a lot, Planescape Torment. 

Or another example, Betrayal at Krondor, which had turn-based fighting like Final Fantasy, but deep conversation trees like Dragon Age. 

What makes Dragon Age II any different really? 

Modifié par LinksOcarina, 26 mai 2013 - 02:19 .


#481
In Exile

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Sylvius the Mad wrote...
First, let's be clear that you're demanding a direct, in-game reaction.  An in-game reaction to something that was informed by that made up biography does not satisfy you.  You're insisting that the game clearly and explicitly react to content for that content to have any value to you.


Yes. Because my point is that the player's subjective reaction, drawn-in by whatever biographical information they've invented, was never supported by the game. The actual complaint is that some fan-fiction generation that this particular player engaged in for DA:O isn't available in DA2.

After having establish that, I would go on to show that, for me. DA:O was much more restrictive in this regard than DA:O because of all the features about the Warden that are necessarily fixed re: personality, attitude, and beliefs. 

Then you and I would get into a debate about whether DA:O allowed you to be a coward, and at some point someone would complain that we derailed the thread. 

#482
In Exile

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bEVEsthda wrote...
Yes. What I said. DA:O is a WRPG, DA2 is essentially a JRPG. The difference is maybe subtle for a JRPG player, and DA:O features may even be perceived as flaws, I believe, from that perspective. For a WRPG player though, the difference is a deal-breaker. Huge.


I for one hope we get more JRPGs like TW2, then, because by your standard TW2 would be more of a JRPG than DA2. 

#483
AlanC9

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In Exile wrote...

ArcaneJTM wrote...
A creation that is all your own. They can be placed in the same situation, but one is a whole different experience from the other, and the more the game narrative can take advantage of that, the more immersive it can become. It takes a bit more outside the box thinking from the writers, but it's well worth it IMO.


Give me five examples when DA:O does something that DA2 doesn't that somehow has an in-game reaction to a made up biography. 


How can you even make up a DA:O biography for anyone but a Mage PC? What space do the origins leave?

And by this silly standard BG2 is a JRPG. ArcaneJTM, are you OK with that?

Modifié par AlanC9, 26 mai 2013 - 04:03 .


#484
Il Divo

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In Exile wrote...

bEVEsthda wrote...
Yes. What I said. DA:O is a WRPG, DA2 is essentially a JRPG. The difference is maybe subtle for a JRPG player, and DA:O features may even be perceived as flaws, I believe, from that perspective. For a WRPG player though, the difference is a deal-breaker. Huge.


I for one hope we get more JRPGs like TW2, then, because by your standard TW2 would be more of a JRPG than DA2. 


I mean, it's certainly a shocker for me. As a general lover of WRPGs and pen and paper, it's nice to know that I'd misunderstood DA2's genre this entire time.

Modifié par Il Divo, 26 mai 2013 - 04:06 .


#485
LinksOcarina

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Il Divo wrote...

In Exile wrote...

bEVEsthda wrote...
Yes. What I said. DA:O is a WRPG, DA2 is essentially a JRPG. The difference is maybe subtle for a JRPG player, and DA:O features may even be perceived as flaws, I believe, from that perspective. For a WRPG player though, the difference is a deal-breaker. Huge.


I for one hope we get more JRPGs like TW2, then, because by your standard TW2 would be more of a JRPG than DA2. 


I mean, it's certainly a shocker for me. As a general lover of WRPGs and pen and paper, it's nice to know that I'd misunderstood DA2's genre this entire time.


This is why such labels are impotent, really. No one can define what is what concretely. 

#486
In Exile

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AlanC9 wrote...
How can you even make up a DA:O biography for anyone but a Mage PC? What space do the origins leave?

And by this silly standard BG2 is a JRPG. ArcaneJTM, are you OK with that?


Aww, you pre-empted me on that one. I had a whole list of examples from the CE origin and the HN origin where the NPCs make clear statements about your personality and qualities, to the extent that actually inventing a different personality would require assuming that the NPCs are insane, stupid, socially incompetent or liars. 

#487
Il Divo

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In Exile wrote...

AlanC9 wrote...
How can you even make up a DA:O biography for anyone but a Mage PC? What space do the origins leave?

And by this silly standard BG2 is a JRPG. ArcaneJTM, are you OK with that?


Aww, you pre-empted me on that one. I had a whole list of examples from the CE origin and the HN origin where the NPCs make clear statements about your personality and qualities, to the extent that actually inventing a different personality would require assuming that the NPCs are insane, stupid, socially incompetent or liars. 


Which is always a pain in the ass to deal with, since Bioware rarely gives the PC the ability to inquire, express skepticism, or otherwise look into said instances of insanity, stupidity, and incompetency.

#488
AlanC9

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Nothing wrong with disliking DA:O's approach. The important thing is to hold both games to the same standard.

#489
Sylvius the Mad

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In Exile wrote...

Yes. Because my point is that the player's subjective reaction, drawn-in by whatever biographical information they've invented, was never supported by the game. The actual complaint is that some fan-fiction generation that this particular player engaged in for DA:O isn't available in DA2.

Exactly so.

You often point ouf that the player-invented backgrounds were not supported by the game.  And I wonder why.  Because no one disagrees with you.  I would even describe this repeated assertion of yours as a non sequiter.

Whether the player-invented backgrounds are supported was never an issue.  What matters is whether the player-invented backgrounds were ever permitted.  The difference between DA2 and DAO, on this point, is that DA2 actively prohibits these backgrounds, while DAO did not.

You're treating support for a feature like the only alternative to prohibition, demonstrating a lack of support, and then declaring yourself the victor.  But you're excluding the middle unduly.  There's a middle ground between prohibition and support, and that middle ground is where every BioWare game was until they started voicing the PC.

After having establish that, I would go on to show that, for me. DA:O was much more restrictive in this regard than DA:O because of all the features about the Warden that are necessarily fixed re: personality, attitude, and beliefs.

I insist that you have never shown that, however.  There are specific sets of beliefs and specific personality designs that are excluded (which are particularly troublesome with the city elf origin), but not one is ever required.  DAO grants the player a range (sometimes quite a narrow range) in which to create the PC's personality.  DA2, however, grants the player no leeway at all - indeed, DA2 denies the player any direct control of his character in conversations.

#490
Sylvius the Mad

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In Exile wrote...

I had a whole list of examples from the CE origin and the HN origin where the NPCs make clear statements about your personality and qualities, to the extent that actually inventing a different personality would require assuming that the NPCs are insane, stupid, socially incompetent or liars.

I disagree with this, as well.  First, since there's no way to know why other people say what they say, there's no need to make any such assumptions.

Second, even if we do assume them to be liars (the easiest assumption of those you listed), there are a great many reasons for people to lie about a great many things.  You're treating this assumption of lying like it's somehow a revolutionary way to look at people.  Why?  Would you ordinarily assume that they were telling the truth?  I certainly wouldn't.  I have no idea why people say what they say, and neither do you (well, you might have an idea, but that idea is foundationless).

#491
In Exile

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Sylvius the Mad wrote...
You often point ouf that the player-invented backgrounds were not supported by the game.  And I wonder why.  Because no one disagrees with you.  I would even describe this repeated assertion of yours as a non sequiter.


But even you argue that DA:O supported player-invented backgrounds. Your position is that "support" means something other than "have the game react to", but that's a very different debate. I'm not contesting that "support" in this sense shouldn't mean allow the possibility for". Rather, I'm contesting the aspects of the game that actually lead a person to believe that DA:O is different somehow in its support from DA2. 

And the answer is that people, someone, think that they can more easily ignore the set, established and absolute parts of DA:O re: the Warden's traits, personality and background. It's predetermined to the same extent as DA2 for any one origin, but somehow (some) players find the mental gymnastics unpalpatable in DA2 that they engaged in for DA:O. 


]Whether the player-invented backgrounds are supported was never an issue.  What matters is whether the player-invented backgrounds were ever permitted.  The difference between DA2 and DAO, on this point, is that DA2 actively prohibits these backgrounds, while DAO did not.


DA:O also actively prohibits the backgrounds. You just engage in arbitrary mental gymnastics to ignore those parts of DA:O that prohibited them, and overstate the prohibition in DA23. 


You're treating support for a feature like the only alternative to prohibition, demonstrating a lack of support, and then declaring yourself the victor.  But you're excluding the middle unduly.  There's a middle ground between prohibition and support, and that middle ground is where every BioWare game was until they started voicing the PC.


No, there isn't. That "middle" is just the incoherent standard that you (and others) apply to the "neccesarily implicated" and "explicit", which arises from the completely arbitrary standard that you use to ignore (what is effectively) objective reality in-game. 

A great example your follow-up post. You're happy to assume that all NPCs are socially incompetent and unhigned liars, but you refuse (for example) to just refuse to believe what is shown on the game screen explicitly. But there's no actual reason to distinguish between these two different ways to (effectively) deny real

I insist that you have never shown that, however.  There are specific sets of beliefs and specific personality designs that are excluded (which are particularly troublesome with the city elf origin), but not one is ever required.  DAO grants the player a range (sometimes quite a narrow range) in which to create the PC's personality.  DA2, however, grants the player no leeway at all - indeed, DA2 denies the player any direct control of his character in conversations.


You're just wrong on this point, but there's no way to have a conversation because the standard you apply - beside not even being internally consistent when it comes to the presumptions it makes about how logic works -  draws an arbitrary post-hoc distinction between what features of reality you can deny (i.e., the tone that necessarily accompanies the text with the tone that explicitly accompanies the test). 

I disagree with this, as well.  First, since there's no way to know why other people say what they say, there's no need to make any such assumptions.


People behave according to very well established social and sociological standards. There's a reason why the entire Alienage, for example, doesn't run around naked, caked in mud, and doesn't publically defacate on their children. Or why a character smiling at you isn't an automatic challenge to mortal combat with rusty butcher cleavers. 

Everything you believe about society is wrong. But because of the standard you illogically and inconsistently apply to "know" things, you've set up your beliefs in such a way that they're impossible to disprove. 

Second, even if we do assume them to be liars (the easiest assumption of those you listed), there are a great many reasons for people to lie about a great many things.  You're treating this assumption of lying like it's somehow a revolutionary way to look at people.  Why?  Would you ordinarily assume that they were telling the truth?  I certainly wouldn't.  I have no idea why people say what they say, and neither do you (well, you might have an idea, but that idea is foundationless).


See, this is a great example of the sort of vacuous analysis you apply to social interaction. Without writing a treatise on all human society, let's me try and explain it to you this way:

1) Cooperation is important to the functioning of society. There are lots of benefits to cooperating - this is how society operates, via division of labour. 
2) A precondition to cooperation is trust. The prisoner's dillema illustrates this - lots of gains from trust, but no reasons not to trust. 
3) Lying is complex, and the morality of lying is complex, but demonstrating a tendency to lie over, say, trivial matters where there is no discernable gain makes one  untrustworthy, i.e., not well-suited to cooperate.
4) This leads to social isolation - we ignore the things that liars tell us (because we have no reason to believe them to be true and no basis on which to investigate them), we ignore dealing with liars (because there is no reason to believe we will not be cheated) and so liars end up socially isolated (to varying degrees).

For someone to randomly invent things about the background of someone they don't know, and then tell that person invented things that they've done in the past, is just such a deviation from basic social behaviour that it requires a great deal of explanation.

We either have to know how this entire society hasn't collapsed on itself, or why this person hasn't been forcefully evicted, or why they haven't just been declared (or honestly aren't) outright crazy.

But you're perfectly happy assuming all of this things, and creating a setting that is an incoherent jumble of non-functional contradictions, because you take the absence of an explicit contradition for your theories as proof of their authority.  

#492
Realmzmaster

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bEVEsthda wrote...

Realmzmaster wrote...

How do you explain the jump in sales between Oblivion and Skyrim. Let's use VGChartz numbers as a starting point.

                            Oblivion                                Skyrim
X-Box                  3.98                                       7.20
PS3                     2.81                                       4.58
PC                          .16                                      2.86

The numbers on the consoles almost double. The numbers on the PC are roughly 18 times. So you are telling me Bethesda did not change something in the game from Oblivion to Skyrim to appeal to a newer audience while retaining enough of the old  stuff to hang on to their older fanbase?


Well, add in FallOut 3, as an intermediate step of market awareness and attention. But I don't really have to explain anything, because the figures show what I'm talking about.

The figures for Call of Duty mirror this.

Of course there are changes to the games, over the span of the franchise. The developers try to "improve" things, as they see it. When one creates something, there always pops up a number of ideas which won't be implemented in that project. Some of those ideas and ambitions require changes in the technology to be practical, which can lead to the cancellation of other features, deemed less important. Particularly for some of these games, since the hardware has remained the same. This routinely draws flak from some disgruntled 'old fans'. And on that note, I'll have to say that Oblivion is the weakest game. It features great improvements in the technology and engine, but as game setting and gameplay it's a step back from Morrowind, which I still think is the strongest game in the series. Skyrim, otoh, is yet again a step in a positive direction.

But what neither TES nor CoD have done, is to change the essential type of game, or gameplay. Bioware did that. To somewhat lesser extent also with ME.

I'm not saying that they shouldn't use the Dragon Age setting and universe for other types of games. They could well do that. But they should take great care to not present it as the sequel it isn't.


Neither did DA2 essentially change from DAO. As other have stated the mechanics and gameplay are not that removed from each other. Sorry DA2 does not play like a jCRPG. If that is the case then TW2 and BG2 are jCRPGs.
Also Bethesda did streamline the mechanics from Morrowind to Oblivion to Skyrim. Why did it make that change if not to attract more players?

#493
Il Divo

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In Exile wrote...

People behave according to very well established social and sociological standards. There's a reason why the entire Alienage, for example, doesn't run around naked, caked in mud, and doesn't publically defacate on their children. Or why a character smiling at you isn't an automatic challenge to mortal combat with rusty butcher cleavers. 

Everything you believe about society is wrong. But because of the standard you illogically and inconsistently apply to "know" things, you've set up your beliefs in such a way that they're impossible to disprove. 


And just to add (briefly) to this one point: even if you were to allow the idea that we can't predict any human behavior, it does not change the fact that certain human interactions come off as strange or outlandish. If I or my character actually believes someone to be lying, insane, etc, I should have the ability to call them out on it, period. I shouldn't have to engage in mental gymnastics which are never recognized by anyone simply to keep the setting coherent.

#494
bEVEsthda

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LinksOcarina wrote...

I still call foul to this. There is no fundamental difference story/mechanically between the two games except for voice over integration and the combat changes in Dragon Age II. Otherwise, plot, narrative, style of narrative, and function of the main character are the same. Same it has always been for BioWare, which is in that middle ground of these arbitrary labels. You are basically saying that if Dragon Age II is that type of RPG, its due to its combat and voice over, and nothing else. 

You say the story is not about you. Well, it's not about the Warden much either in the grand scheme of things. What makes us attached to the Warden is the Origin stories really, I agree to that. But honestly, there is no difference between the Warden and Hawke in a mechanical sense of the game, other than the addatives they put in Dragon Age II.

Hawke and the Warden are still the lightning rods for your character. Hawke doesn't have a pre-determined personality. In fact, I would argue that his origin story is what you get, a refugee fleeing the blight. It is just as determinist as say the Wardens story of being jailed, or contracting the taint, or having his family murdered. You have no control over that at all. You can't refuse Duncan, nor can you avoid the fate put on you. So is it really your choice in the end? All you are doing is following the story because you have to, whether you are a named character or not is irrelevent through the mechanics. 

What  makes a game a "WRPG"  or "JRPG" is wholly subjective, which is why I hate the terms. For example, a lot of the features in Dragon Age II, the inability to change armor on companions, the pre-determined storyline with determinable moral choice, the ability to influence companions because they have personalities, so on and so forth, are hallmarks of another game I love a lot, Planescape Torment. 

Or another example, Betrayal at Krondor, which had turn-based fighting like Final Fantasy, but deep conversation trees like Dragon Age. 

What makes Dragon Age II any different really? 


Of course you would argue this, as usual.
But as we have established earlier, I define WRPG and JRPG according to whether I experience that I can define my char's personality, emotion, and control acts and actions (WRPG), or if I'm just watching it, and making some interactive choices. And this is IMO the only definition of JRPG and WRPG that makes any sense whatsoever. That WRPG should have to be made in the west, and JRPGs in the east, for example, is clearly meaningless nonsense.

And that this distinction really exists (between games, regardless of choice of labels), is not just something in my brain. The experience is shared by a good number of other people.

Not by you though. And for that reason you always attempt to argue, through various contorted constructs, that what I and many others distinctly and clearly experience, is not there. Don't you see how senseless that is?

What I play RPG games for, is available in DA:O. Not in DA2, though. It's as easy as that. You can't change that,.

Unlike what you and In Exile and Il Divo seem to believe, this is not something that can be argued against.
If you are curious, or want to know, I and others can try to explain to you. But having to argue with someone, who is clearly blind or insensitive to these things, and wouldn't care about them anyway, and who always try to argue that it isn't so, feels pretty meaningless..

#495
In Exile

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bEVEsthda wrote...
Of course you would argue this, as usual.
But as we have established earlier, I define WRPG and JRPG according to whether I experience that I can define my char's personality, emotion, and control acts and actions (WRPG), or if I'm just watching it, and making some interactive choices. And this is IMO the only definition of JRPG and WRPG that makes any sense whatsoever. That WRPG should have to be made in the west, and JRPGs in the east, for example, is clearly meaningless nonsense.


Look, I'm not saying that the distinction you're using isn't meaningful - it's subjective, but it's obviously a meaningful way to categorize games. The titles, though, "Western" RPG (WRPG) and "Japanese" RPG (JRPG) lose all possible semblance of meaning when you say things like the bold. It's like saying "I consider it an American car whether it's made in America or China".

What I play RPG games for, is available in DA:O. Not in DA2, though. It's as easy as that. You can't change that,.

Unlike what you and In Exile and Il Divo seem to believe, this is not something that can be argued against.
If you are curious, or want to know, I and others can try to explain to you. But having to argue with someone, who is clearly blind or insensitive to these things, and wouldn't care about them anyway, and who always try to argue that it isn't so, feels pretty meaningless..


We (or at least I) am not blind to it. I agree with your distinction. What I disagree with is the idea that you have some absolute objective way of determining it. For example, I want the exact same things out of my RPGs that you do, but I think that VO is much better at giving me that than non-VO. I also happen to think that both DA:O and DA2 were bad at giving players control over their character.

But you think that my equating DA2 with DA:O means that I'm trying to somehow "elevate" DA2, instead of pointing out that the things you want are totally about presentation instead of substance. 

Because that's what it comes down to. Your subjective experience of a character being "yours" changes based on the subjective presentation, because DA:O doesn't differ from DA2 in how it restricts you in character creation (putting aside the VO for the moment). 

#496
bEVEsthda

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In Exile wrote...

bEVEsthda wrote...
Yes. What I said. DA:O is a WRPG, DA2 is essentially a JRPG. The difference is maybe subtle for a JRPG player, and DA:O features may even be perceived as flaws, I believe, from that perspective. For a WRPG player though, the difference is a deal-breaker. Huge.


I for one hope we get more JRPGs like TW2, then, because by your standard TW2 would be more of a JRPG than DA2. 


There is something to that. The art direction and general seriousness of TW2 was very refreshing after DA2. But I've never bothered to finish TW2. Probably much because it does fail somewhat to allow me to make the Witcher my character. Still, I do feel it's possible to project a lot of your own choice of personality on the Witcher. More than Hawke. And I do feel I have more control as well.
But yes, TW2 is leaning somewhat towards my definition of JRPG.

BG2 though (as someone else mentioned), no not at all! The Baalchild always remains entirely my character.
My choice of personality and reactions. All the way. No problem with that.

#497
AlanC9

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bEVEsthda wrote...

What I play RPG games for, is available in DA:O. Not in DA2, though. It's as easy as that. You can't change that,.

Unlike what you and In Exile and Il Divo seem to believe, this is not something that can be argued against.
If you are curious, or want to know, I and others can try to explain to you. But having to argue with someone, who is clearly blind or insensitive to these things, and wouldn't care about them anyway, and who always try to argue that it isn't so, feels pretty meaningless..


So... you've got a subjective standard that isn't based on anything  except how you felt when you played the games. Yep, no point arguing about that

But why are you trying to redefine the term JRPG to include games that give you a particular subjective feeling?

#498
In Exile

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bEVEsthda wrote...
Still, I do feel it's possible to project a lot of your own choice of personality on the Witcher. More than Hawke. And I do feel I have more control as well.


I'm with AlanC9 on this. You "feel" you have more choice? Based on what? 

#499
AlanC9

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bEVEsthda wrote...


BG2 though (as someone else mentioned), no not at all! The Baalchild always remains entirely my character.
My choice of personality and reactions. All the way. No problem with that.


Wait... I thought your standard was subjective. Now you're saying that you really did have more control over your character's personality and reactions in BG2 than you did in DA2? It seems to me that could be measured, and BG2 woudln't do all that well.

Or do you just mean that you felt you had such control, and the substance of control is not relevant?

Edit: I generally agree with you that talking about personal standards and whatnot is not useful. But what's Bio supposed to do when designing games? We can't just say "give the player as much control as you had in BG2" without knowing what the metrics for "control" are.

Modifié par AlanC9, 26 mai 2013 - 11:03 .


#500
AlanC9

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Sylvius the Mad wrote...

In Exile wrote...
I had a whole list of examples from the CE origin and the HN origin where the NPCs make clear statements about your personality and qualities, to the extent that actually inventing a different personality would require assuming that the NPCs are insane, stupid, socially incompetent or liars.

I disagree with this, as well.  First, since there's no way to know why other people say what they say, there's no need to make any such assumptions.

Second, even if we do assume them to be liars (the easiest assumption of those you listed), there are a great many reasons for people to lie about a great many things.  You're treating this assumption of lying like it's somehow a revolutionary way to look at people.  Why?  Would you ordinarily assume that they were telling the truth?  I certainly wouldn't.  I have no idea why people say what they say, and neither do you (well, you might have an idea, but that idea is foundationless).


Something puzzled me about this.

If you can just rationalize your way around anything the NPCs say that contradicts your own headcanon about your character's past -- i.e., if there's a contradiction the NPC is either lying or mistaken --- then what's your actual problem with defined backgrounds for the PC. Do you reach some sort of rationalization limit?