I've read through the thread and, while it's all extremely interesting, I think there's little I can offer to some of it. However, to address the original question:
Ieldra2:
Perhaps it's because I read heavily long before I ever gamed, but I tend to view story-heavy games such as BioWare's very like novels. My play style fits in with this.
I almost never metagame, and I tend to have an attitude that relies on character being a hugely important - and where possible, consistent - thing in RPGs. To keep that consistency, I tend to err nearer to attitude #1 in your original question: parts of a character - and character flaws - seen only on certain playthroughs are still parts of their character, and present whether or not my Warden/Hawke/Shepard/etc. is aware of them. For example: the Anders that had a relationship with Karl is the same as the Anders my FH!awke is romancing, he's simply choosing not to tell her about that part of his past.
I think of it this way: for me, events can be AU and vary wildly; people really don't.
My main hypothesis now is this: Mindset (2) is a more appropriate way to experience a branched storyline typical of a game like DAx. If unrealized potentialities don't exist, you can immerse yourself in a plot branch or character branch, and you have more freedom to shape your experience of the story to your liking.
I think the better mindset varies depending on who's playing. The thing is this: player freedom and a firm narrative are obviously mutually exclusive, at least to a degree. I'm the kind of player who, while I enjoy the choices in CRPGs, understands that I'm only given
the illusion of choice. Unlike with, say,
Skyrim, I do view the developers as telling us a set story, and that story's detail is the thing I like most about BioWare games. While I do enjoy shaping the story - indeed, that's my second-favourite thing about games of this genre - I also understand the constraints the developers set. I enjoy mindset no. 1 - well, for character branches, anyway - because it enables me to experience the games mainly as stories, and for me personally, makes the characters feel deeper and more realistic. I understand that others may not play that way, and I understand why.
So yes, I do view RPGs as linear stories - though to a lesser degree than novels - and I think NPCs should be consistent, as character and good storytelling mostly take precedence for me over the gamer's freedom.
Modifié par LucidlyInsane, 07 juillet 2013 - 07:59 .