Aller au contenu

Photo

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


575 réponses à ce sujet

#501
LinksOcarina

LinksOcarina
  • Members
  • 6 538 messages

bEVEsthda wrote...

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..


If you are going to use labels, they need a definition to them. You can't base it on how you feel, which is just a confirmation bias on your subjective taste of things. 

That also doesn't make you right. Frankly, I don't give a **** what you think the definition is. Since there is no concrete definition to begin with, there should be no debate here really; both terms are wrong. It is simply mislabeling phrasing that is based wholly on the subjective tastes of the person playing them, which is formed through a specific criteria that doesn't exist, since it is all subjectively based on the individuals taste. It is arbitrary, unecessary short-hand speech that is a waste of language, and I hate it when anyone uses it, be it press, forum users, or friends. 

Truth be told, a better way to solve this is to eliminate the labels all together and just to list which elements you liked and didn't like, like you did above. That I can understand, and I won't take that away from you. But to put a label on it annoys me greatly. 

Modifié par LinksOcarina, 26 mai 2013 - 11:13 .


#502
ArcaneJTM

ArcaneJTM
  • Members
  • 157 messages

In Exile wrote...

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. 


You've got it all wrong.  Nobody said you have to ignore anything about the narrative in DA:O.  That's just you trying to build a strawman to tear down.  It's about how free you are to work within the parameters of the narative, and DA2 is absolutly far more restrictive than DA:O in that regard.  No mental gymnastics required.

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.


Quite the contrary.  DA:O offered a variaty of backgrounds to choose from, then allowed you to mold your character within those backgrounds and into the overall story.  A bit like choosing between several color paletts, then choosing a color and shade within the palette.  DA2 had three colors to pick from.  Red, Green, or Blue.  All the same shade.  That is the difference between a WRPG and a JRPG.

Modifié par ArcaneJTM, 26 mai 2013 - 11:11 .


#503
Il Divo

Il Divo
  • Members
  • 9 771 messages

AlanC9 wrote...

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?


I've thought about this alot too. If we can just invent whatever fantasy we want regarding npc motives, what's to stop us from ignoring things which the game tells us about our own particular character?

#504
AlanC9

AlanC9
  • Members
  • 35 679 messages

ArcaneJTM wrote...


Quite the contrary.  DA:O offered a variaty of backgrounds to choose from, then allowed you to mold your character within those backgrounds and into the overall story.  A bit like choosing between several color paletts, then choosing a color and shade within the palette.  DA2 had three colors to pick from.  Red, Green, or Blue.  All the same shade.  That is the difference between a WRPG and a JRPG.


Specific examples would be helpful here.

What could you do in DA:O hat you couldn't do in DA2?

Modifié par AlanC9, 26 mai 2013 - 11:25 .


#505
bEVEsthda

bEVEsthda
  • Members
  • 3 610 messages

In Exile wrote...

bEVEsthda wrote...
...That WRPG should have to be made in the west, and JRPGs in the east, for example, is clearly meaningless nonsense.


. 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".


The labels exist. They have a historic origin. But if a WRPG-flavor game was made in japan, what point is there to apply the label JRPG? The label is associated with a different kind of game. And it's because there really is a difference to the game genres, that the labels are used and exist at all. We do not talk about Welsh, Polish, American, German, whatever -RPG, depending upon where they are made. There would likewise not have been any need to distinguish JRPG, if they hadn't been different. Thus there is today then also no need to distinguish a RPG which is essentially the same as a WRPG, as a JRPG, just because it's made in Japan.

But you think that my equating DA2 with DA:O means that I'm trying to somehow "elevate" DA2, 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). 


But character creation is just the minor part. The major thing is if the game allows you the "subjective" experience of projecting your chosen and imagined personality onto the player character. And that, whether the game allows you that or not, is not "subjective", in my opinion.
This is by its nature always a compromise in CRPGs. It's a matter of managing to get along. But precisely that is impossible with Hawke in DA2. Some of the reasons for that, is that Hawke was intentionally made to "surprise" and "delight" the player with his/hers actions and spoken lines. The mindset by the designers was JRPG, they wanted to tell us Hawke's story, and us to watch it.

#506
AlanC9

AlanC9
  • Members
  • 35 679 messages
I still don't see what Bio's supposed to take away from that.

#507
AlanC9

AlanC9
  • Members
  • 35 679 messages

bEVEsthda wrote...
The mindset by the designers was JRPG, they wanted to tell us Hawke's story, and us to watch it.


So Bio shares your JRPG definition and decided to make a JRPG?

I thought it was subjective.

#508
ArcaneJTM

ArcaneJTM
  • Members
  • 157 messages
Tell you what.  Here's an exercise for you.  I'm going to give you two narratives for a video game.  You tell me the fundamental difference between the two and which one of them allows more freedom in player character development.

1.
You are Bruce Wayne.  Your mother and father were murdered right in front of you when you were just a boy as you were coming out of the theater.  Out of grief and a thirst for vengence, you put on a leather outfit that mimics a bat and drive around in a shiny black car beating the snot out of criminals, but you never kill.  You tie them up and call the police.  One day you find your parents murderer, you fight, he almost falls into a vat of chemicals.  You grab for him, but are unable to stop him from falling in.  He becomes a deformed maniacal killer terrorizing the city.  You set out to stop him, ultimately capturing him and turning him over to the police, who send him to an asylum.

2.
You are ____ Wayne.  Your parents were murdered right in front of you when you were just a child as you were coming out of the theater.  For reasons of ____ and _____, you put on an outfit and ____ around the city using _____, generally ______ing criminals.  Your relationship with the police is that of a _____.  One day, you find your parents murderer.  Something happens and a fight occurs that ultimatly ends in him falling into a vat of chemicals.  He becomes a deformed maniacle killer terrorizing the city.  You set out to stop him.

#509
LinksOcarina

LinksOcarina
  • Members
  • 6 538 messages

ArcaneJTM wrote...

Tell you what.  Here's an exercise for you.  I'm going to give you two narratives for a video game.  You tell me the fundamental difference between the two and which one of them allows more freedom in player character development.

1.
You are Bruce Wayne.  Your mother and father were murdered right in front of you when you were just a boy as you were coming out of the theater.  Out of grief and a thirst for vengence, you put on a leather outfit that mimics a bat and drive around in a shiny black car beating the snot out of criminals, but you never kill.  You tie them up and call the police.  One day you find your parents murderer, you fight, he almost falls into a vat of chemicals.  You grab for him, but are unable to stop him from falling in.  He becomes a deformed maniacal killer terrorizing the city.  You set out to stop him, ultimately capturing him and turning him over to the police, who send him to an asylum.

2.
You are ____ Wayne.  Your parents were murdered right in front of you when you were just a child as you were coming out of the theater.  For reasons of ____ and _____, you put on an outfit and ____ around the city using _____, generally ______ing criminals.  Your relationship with the police is that of a _____.  One day, you find your parents murderer.  Something happens and a fight occurs that ultimatly ends in him falling into a vat of chemicals.  He becomes a deformed maniacle killer terrorizing the city.  You set out to stop him.


You do realize this is a strawman right? 

#510
Il Divo

Il Divo
  • Members
  • 9 771 messages

ArcaneJTM wrote...

Tell you what.  Here's an exercise for you.  I'm going to give you two narratives for a video game.  You tell me the fundamental difference between the two and which one of them allows more freedom in player character development.

1.
You are Bruce Wayne.  Your mother and father were murdered right in front of you when you were just a boy as you were coming out of the theater.  Out of grief and a thirst for vengence, you put on a leather outfit that mimics a bat and drive around in a shiny black car beating the snot out of criminals, but you never kill.  You tie them up and call the police.  One day you find your parents murderer, you fight, he almost falls into a vat of chemicals.  You grab for him, but are unable to stop him from falling in.  He becomes a deformed maniacal killer terrorizing the city.  You set out to stop him, ultimately capturing him and turning him over to the police, who send him to an asylum.

2.
You are ____ Wayne.  Your parents were murdered right in front of you when you were just a child as you were coming out of the theater.  For reasons of ____ and _____, you put on an outfit and ____ around the city using _____, generally ______ing criminals.  Your relationship with the police is that of a _____.  One day, you find your parents murderer.  Something happens and a fight occurs that ultimatly ends in him falling into a vat of chemicals.  He becomes a deformed maniacle killer terrorizing the city.  You set out to stop him.


I think you'd do better to stay with examples right out of DA:O and DA2. Alan's point is that he doesn't see any fundamental difference in how DA:O provides choices which DA2 doesn't. Giving your own version on how you perceive each game isn't as helpful without examples from the actual game.

Scenarios, conflicts, etc. Where in DA:O did you feel you had control over your character which DA2 failed to address, headcanon aside?

Modifié par Il Divo, 26 mai 2013 - 11:57 .


#511
bEVEsthda

bEVEsthda
  • Members
  • 3 610 messages

LinksOcarina wrote...

[If you are going to use labels, they need a definition to them. You can't base it on how you feel, which is just a confirmation bias on your subjective taste of things. 

That also doesn't make you right. Frankly, I don't give a **** what you think the definition is. Since there is no concrete definition to begin with,


The labels exist. And the only  important distinction, between the games that were labeled JRPG and WRPG is exactly that. And likewise, that difference is actually considerable. Not for you, not for In Exile, not for Il Divo, but for people who play CRPGs mainly for the experience of defining and evolving a character against an environment, the difference is more than substantial. You could say it's actually about two different game genres.

And an important difference is the only thing that can sustain different labels.
Languages always lives their own lives, and do not care much what you, I,  or others thinks is "defined" or not.

#512
bEVEsthda

bEVEsthda
  • Members
  • 3 610 messages

AlanC9 wrote...

bEVEsthda wrote...
The mindset by the designers was JRPG, they wanted to tell us Hawke's story, and us to watch it.


So Bio shares your JRPG definition and decided to make a JRPG?

I thought it was subjective.


"So Bio shares your JRPG definition and decided to make a JRPG?"
Why do you ask that? I really don't see what you're fixing that on, nor do I see that the question makes much sense, anyway.

Bioware have said a few things about RPGs and role play. Mainly that they don't want discussions about what an RPG is, "as that is so different for different people". So obviously, they are making their own bed.

Modifié par bEVEsthda, 27 mai 2013 - 12:18 .


#513
Hurbster

Hurbster
  • Members
  • 772 messages

ArcaneJTM wrote...

Tell you what.  Here's an exercise for you.  I'm going to give you two narratives for a video game.  You tell me the fundamental difference between the two and which one of them allows more freedom in player character development.

1.
You are Bruce Wayne.  Your mother and father were murdered right in front of you when you were just a boy as you were coming out of the theater.  Out of grief and a thirst for vengence, you put on a leather outfit that mimics a bat and drive around in a shiny black car beating the snot out of criminals, but you never kill.  You tie them up and call the police.  One day you find your parents murderer, you fight, he almost falls into a vat of chemicals.  You grab for him, but are unable to stop him from falling in.  He becomes a deformed maniacal killer terrorizing the city.  You set out to stop him, ultimately capturing him and turning him over to the police, who send him to an asylum.

2.
You are ____ Wayne.  Your parents were murdered right in front of you when you were just a child as you were coming out of the theater.  For reasons of ____ and _____, you put on an outfit and ____ around the city using _____, generally ______ing criminals.  Your relationship with the police is that of a _____.  One day, you find your parents murderer.  Something happens and a fight occurs that ultimatly ends in him falling into a vat of chemicals.  He becomes a deformed maniacle killer terrorizing the city.  You set out to stop him.


I am sorry but when I see the text of point 2 I cannot help but self-insert a certain 4-letter word.

#514
ArcaneJTM

ArcaneJTM
  • Members
  • 157 messages

Il Divo wrote...

I think you'd do better to stay with examples right out of DA:O and DA2. Alan's point is that he doesn't see any fundamental difference in how DA:O provides choices which DA2 doesn't. Giving your own version on how you perceive each game isn't as helpful without examples from the actual game.

Scenarios, conflicts, etc. Where in DA:O did you feel you had control over your character which DA2 failed to address, headcanon aside?


Not if he fails to grasp the very concept of a player designed character v.s. a preset one, which is the sense that I'm getting.  (I'm not specifically addressing AlanC9 with that post either, fyi.  He just happened to be the one in the line of fire.   :whistle:

Without that foundation, specific examples would be uterly meaningless.  Once that is taken care of, we can move on to examples from dragon age, if necessary.

#515
Realmzmaster

Realmzmaster
  • Members
  • 5 510 messages

AlanC9 wrote...

bEVEsthda wrote...
The mindset by the designers was JRPG, they wanted to tell us Hawke's story, and us to watch it.


So Bio shares your JRPG definition and decided to make a JRPG?

I thought it was subjective.


Every Bioware game has wanted to tell a story. DAO had the warden's story. BG series had the Bhaalspawn's story. The only point that may differ is the illusion of choice. The stories in each game play out the same way. There is no choice that is not already predetermined. 

The feel of control is subjective and is different for each gamer. Labels without precise definition leave to much open to interpretation. 

Some gamers have their definition of what they consider a wcrpg to be and what a jcrpg to be. While those defintions may work for that individual it does not make it a universal defintion.

I think many of developers of crpgs have deviated from what I consider to be a wcrpg to be the point that that term is meaningless when applied to the present crop of crpgs. I have also played so-called jrpgs that I have completely enjoyed. The Last Rennant comes to mind as one. 

There has never been a definitive definition of wcrpg. Only subjective definitions of what gamers think.

#516
bEVEsthda

bEVEsthda
  • Members
  • 3 610 messages

Il Divo wrote...
...Scenarios, conflicts, etc. Where in DA:O did you feel you had control over your character which DA2 failed to address, headcanon aside?


First: You can't put headcanon aside.
Then: Why are we even having this discussion again, after so many months, even years? The answers have been given a thousand times. A big problem, for instance, is that Hawke will frequently NOT say or act what you intend or thought would be the outcome. How is that control?

And the question is maybe not so much about what the game provides, as much as what it leaves open, or explicitly excludes.

Modifié par bEVEsthda, 27 mai 2013 - 12:35 .


#517
ArcaneJTM

ArcaneJTM
  • Members
  • 157 messages

Hurbster wrote...

I am sorry but when I see the text of point 2 I cannot help but self-insert a certain 4-letter word.


Well, that does sortof illustrate the point I guess.  :P

#518
Il Divo

Il Divo
  • Members
  • 9 771 messages
[quote]bEVEsthda wrote...

First: You can't put headcanon aside. [/quote]

Sure I can. I (and I assume others) want to roleplay. Headcanon has nothing to do with role-playing. Headcanon is the rough equivalent of writing your own story. You can't roleplay when you control both aspects of the action-reaction dynamic which is fundamental to any RPG. If you want to write a story because you think it's fun, by all means. Just don't confuse it with the action of role-playing.

[quote]
Then: Why are we even having this discussion again, after so many months, even years? The answers have been given a thousand times. A big problem, for instance, is that Hawke will frequently NOT say or act what you intend or thought would be the outcome. How is that control?
[/quote] [/quote]

You're not obligated to respond. No one is forcing you to have any discussion you're bored of having.

Modifié par Il Divo, 27 mai 2013 - 12:40 .


#519
ArcaneJTM

ArcaneJTM
  • Members
  • 157 messages

Realmzmaster wrote...

Every Bioware game has wanted to tell a story. DAO had the warden's story. BG series had the Bhaalspawn's story. The only point that may differ is the illusion of choice. The stories in each game play out the same way. There is no choice that is not already predetermined.


That is only true to the extent that is necessary to move the story along the intended arc, as well as the limitations of current technology of course.  The Archdemon dies at the end of DA:O.  How that happens depends on you.  The other Bhaalspawn die in BG.  What happens along the way and what you do with that power when you get it is your choice.

You may be forced to go to the grocery store in the morning.  Whether you get there by car, train, bus, bicycle or jetpack is your choice.  Does that mean your choice is an illusion?  You still ultimately end up at the grocery store, but the situations and consequences presented by each choice are different, and help define who you are.

#520
Plaintiff

Plaintiff
  • Members
  • 6 998 messages

bEVEsthda wrote...
That WRPG should have to be made in the west, and JRPGs in the east, for example, is clearly meaningless nonsense.

But 'W' stands for 'western' and 'J' stands for 'Japanese'. The naming system is based entirely on where the games were made, with no consideration whatsoever given to aesthetics or mechanics. 

Referring to Dragon Age II as a 'JRPG' because "it exhibits qualities that I subjectively perceive to be in many japanese role-plying games" is actually racist. You're equating mechanics and aesthetics to nationality, and essentially saying that Dragon Age 'doesn't count' as a 'western' game, because it doesn't fit into your shallow assumptions about what 'western' games should look like. Furthermore, you give people who aren't knowledgable about DA2 the false impression that it was made in Japan.

What about Dragon's Dogma? It was developed by Capcom, which is a Japanese company, but it exhibits aesthetics and mechanics similar to a lot of WRPGs. Is it 'less' Japanese because of its appearance? Would you like to take credit for Dragon's Dogma away from Japan and give it to the west? The same way you give credit to Japan when the west produces a game you don't personally enjoy?

#521
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages
[quote]In Exile wrote...

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. [/quote]
Because DAO doesn't force character-breaking action on the Warden the way DA2 does with Hawke.  DA2 doesn't allow Hawke to have any player-designed justification for his words or actions, because the player has no way to avoid having Hawke then engage in contradictory words or actions later.

DAO's player can choose to have the Warden not do things, and have that choice respected by the game.  DA2's player cannot do the same for Hawke, because DA2 does not respect that choice by allowing Hawke's behaviour to remain consistent with it.
[quote]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.[/quote]
To which I reply that the restrictions you see in DAO are, in fact, wholly the result of your own mental gymnastics, except with yours you weren't aware you were doing them until I pointed it out.  You're seeing game content that simply isn't there.  We've been over this many times, and the only reason you still chold to your position is because you're not willing to entertain employing a stricter standard of evidence, even if doing so would improve your gameplay experience.

The restrictions you see in DAO are no more real from the game's perspective than my player-invested character backgrounds are.  The only difference is that my backgrounds make me happy, while your restrictions make you unhappy.  So why invent them?
[quote]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.[/quote]
I've previously explained, at great length, how that's not true.  My supposed mental gymnastics are simply an awareness of what is possibly true versus what is necessarily true.  Your insistence on drawing conclusions, even in the absence of conclusive evidence, is entirely your fault (though it probably served you quite well on your LSAT - I could never manage that section).
[quote]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. [/quote]
There.  Your parenthetical explains everything.  Objective reality is binary.  Every thing is either objectively real or it is not.  There is no such thing as something being "effectively" objectively real.  There's your mistake.  You insist on holding some things to be immutably true, even when you can't prove them to be true in the first place.

Because...
[quote]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[/quote]
I don't make assumptions.  I never make assumptions,  Assumptions are incredibly dangerous, just like beliefs.  Both do nothing but introduce the risk of confirmation bias.

But because you keep making assumptions about such abstract metaphysical concepts like the nature of reality, and then you apply those assumptions as if they are objective truth, without ever considering even the possibility that your assumptions are not correct (or not helpful), you're trapped by those assumptions.

Your assumptions are your own actions.  Stop doing it, and these problems immediately vanish.  I daresay that you would agree with me on virtually every point I have ever made here on BSN if you would simply stop making assumptions.

Have you ever stopped to wonder why you approach reality the way you do?  You understand your own approach better than most.  You understand many of the evolutionary reasons for your approach.  You're aware that people, generally, benefit from your approach being widely used.  But why do you, as an individual, cling to it?
[quote]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).[/quote]
First of all, I don't claim to have a logical justification for my logical appraoch.  I employ a logical approach because it makes me happier.  If it didn't, I'd stop doing it.  I suggest that you can choose your approach, on a case-by-case basis, for similar reasons.

I object, though, when your approach to reasoning is the source of the barriers about which you complain.  If the barriers you invented are causing problems for you, stop inventing them.

On the tone point, you're simply wrong about that.  No tone necessarily accompanies the text.  For any line, I'm sure we can find at least two appropriate line deliveries, thus guaranteeing that no one tone is necessary.

Necessity would require exactly one mandatory tone, where any deviation, no matter how small, would somehow break the line.  Is that what you're really claiming?
[quote]People behave according to very well established social and sociological standards.[/quote]
People do.  A person needn't.

That's the difference.
[quote]Everything you believe about society is wrong.[/quote]
I don't believe anything about society.  First, because I try very hard not to hold beliefs, and second, because I dispute that society exists.  Since things that don't exist can't exhibit characteristics, holding a belief regarding those characteristics would be lunacy.
[quote]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.[/quote]
Why would you ever choose to have indefensible beliefs?

[quote]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. [/quote]
The marginal impact on society of one person's lack of cooperation is effectively zero.  What incentive does an individual (one person) have to cooperate?  Sure, if I'm going to bring down "society" all by myself, I can think of lots of good reasons not to do that.  But I'm not - the behaviour of the millions of people around me seems unaffected by my small choices.
[quote]2) A precondition to cooperation is trust. The prisoner's dillema illustrates this - lots of gains from trust, but no reasons not to trust. [/quote]
The prisoner's dilemma also demonstrates the benefit of being the lone outlier.  I would argue that this particular thought experiment only encourages cooperation if the participants assume that the other participants are relevantly similar to them.
[quote]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).[/quote]
Several points:

1) In-game, do we ever know these characters well enough to determine whether they are trustworthy?  Or even socially isolated?
2) Given that there are more people in the world that just us and the people speaking to us, why would we not consider the possibility that the person speaking to us is interested in gaining favour with a third-party?  If that's happening, then the motives become vastly more complex.  Someone could lie to me because he was told to.  For example, I have lied to people because I was instructed to do so by a superior - carrying out that instruction makes me more reliable in the superior's eyes, not less.
3) Is your analysis inapplicable when there is discernable gain?  Because that happens a lot.
4) Why would anyone assume that the lack of discernable gain is equivalent to the lack of gain?
[quote]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.[/quote]
Assuming they're acting alone.  Assuming they're even lying - perhaps they're mistaken.

But, sure, let's suppose for a moment that things said about the PC by NPCs, where those NPCs would be in a position to know, are true.  Aside from it basically not happening anymore after the PC reaches Ostagar.  And aside from the player's ability to create a background specifically designed to avoid those limitations as soon as he's seen an origin once.

Even then, this limited restriction in DAO is still not nearly as damaging as DA2's approach , simply by virtue of how the paraphrase works.  Since the player cannot avoid contradictory outcomes, the player cannot invent backgrounds and stick to them moment-to-moment.
[quote]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.[/quote]
Based on our limited exposure to these people, how can we possibly say that the lying behaviour you're imaging exists (despite there being other possible explanations) isn't new?  Or somehow sanctioned?
[quote]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.[/quote]
Why else would I be doing it?

If you're not happy with how things are in your mind, change them.  Your mind is the only one you can change.

Modifié par Sylvius the Mad, 27 mai 2013 - 03:19 .


#522
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

AlanC9 wrote...

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?

Rationalisation is the devil.  All reasoning has to happen in advance.

Let me walk you through my roleplaying process:

1) I create my character.  I know his beliefs, values, and goals.  I know them.  By definition, I cannot be wrong.
2) I experience some in-game event.  In this case, NPC behaviour.
3) I interpret that behaviour, using my character's beliefs, values, and goals as a filter.
4) Based on that interpretation, and still informed by the created filter, my character responds.

From then on, all past PC behaviour, and the motives for that behavioour, get added to the filter through which all in-game events are interpreted.  Whenever anything happens, my PC views it in a way that is appropriate given who he is and what he knows (or believes - while I eschew beliefs, my characters don't always).  So, with that expanding filter, steps 2-4 get repeated ad infinitum.

Never do I rationalise NPC behaviour, nor do I rationalise PC behaviour.  The PC interprets NPC behaviour, and is sometimes confused by it.  As the player, I merely take NPC behaviour for what it is: behaviour, without any necessary justification.  I don't need to explain NPC behaviour.


Rationalisation is perhaps the greatest human failing.  I don't take kindly to being accused of having done it.

#523
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages
- redacted -

Modifié par Sylvius the Mad, 27 mai 2013 - 03:56 .


#524
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

AlanC9 wrote...

What could you do in DA:O hat you couldn't do in DA2?

Be dismissive.  Indifferent.  Uncertain.  Guarded.

DA2 required Hawke to be assertive all of the time.  He could be kind, he could be playful, he could be belligerent - but always in a way that expressed dominance.

#525
Realmzmaster

Realmzmaster
  • Members
  • 5 510 messages

ArcaneJTM wrote...

Realmzmaster wrote...

Every Bioware game has wanted to tell a story. DAO had the warden's story. BG series had the Bhaalspawn's story. The only point that may differ is the illusion of choice. The stories in each game play out the same way. There is no choice that is not already predetermined.


That is only true to the extent that is necessary to move the story along the intended arc, as well as the limitations of current technology of course.  The Archdemon dies at the end of DA:O.  How that happens depends on you.  The other Bhaalspawn die in BG.  What happens along the way and what you do with that power when you get it is your choice.

You may be forced to go to the grocery store in the morning.  Whether you get there by car, train, bus, bicycle or jetpack is your choice.  Does that mean your choice is an illusion?  You still ultimately end up at the grocery store, but the situations and consequences presented by each choice are different, and help define who you are.


No it is an illusion because I have no other choice than what the game presents or the designers have thought of. That is entirely different from a p n p game where the DM can improvise. The best game design can do is simulate a DM. Yes, i may be force to go to the grocery store in the morning, but I wish to go by horse, but if the game does not allow that choice I cannot. I am left with the choices provided by the game and can only define my character within those parameters.