Plaintiff wrote...
The ones that reward you with a pin-up to peruse at your leisure?Seboist wrote...
It's clear which are the cheap fapbait games.
You forgot to call him a bigot.
Plaintiff wrote...
The ones that reward you with a pin-up to peruse at your leisure?Seboist wrote...
It's clear which are the cheap fapbait games.
Grand Admiral Cheesecake wrote...
Plaintiff wrote...
The ones that reward you with a pin-up to peruse at your leisure?Seboist wrote...
It's clear which are the cheap fapbait games.
You forgot to call him a bigot.
Roujinx94 wrote...
Ghaleon80 wrote...
I like to have alot of options to craft story to how i want it to be even if it's not cannon it's still fun.
And this is why I keep saying we should get rid of save imports. If sequels either followed a established canon or had absolutely nothing to do with the last game except for the setting it would allow for much more freedom for the writers who wouldn't have to bother with small references to stuff from the past and with making sure they don't do anything that goes against it (which they did anyway with Leliana).
Take the OGB, for instance, if they just had a canon instead of save imports it would allow them to integrate him into the story perfectly and give him an important role like he deserves instead of something minor because they have to worry about the people who didn't do it or the people who had it done by Alistar or by Loghain or stabbed Morrigan or... you get the general idea. Now apply that to every choice and see what you get.
R0vena wrote...
Roujinx94 wrote...
Ghaleon80 wrote...
I like to have alot of options to craft story to how i want it to be even if it's not cannon it's still fun.
And this is why I keep saying we should get rid of save imports. If sequels either followed a established canon or had absolutely nothing to do with the last game except for the setting it would allow for much more freedom for the writers who wouldn't have to bother with small references to stuff from the past and with making sure they don't do anything that goes against it (which they did anyway with Leliana).
Take the OGB, for instance, if they just had a canon instead of save imports it would allow them to integrate him into the story perfectly and give him an important role like he deserves instead of something minor because they have to worry about the people who didn't do it or the people who had it done by Alistar or by Loghain or stabbed Morrigan or... you get the general idea. Now apply that to every choice and see what you get.
In this case they should NOT make OGB canon at all. Warden dead, end of story, start anew. Also in your scenario Warden couldn't possibly be female. If they make male Warden canon it will upset a lot of players (a-la SWTOR with Revan), me included.
Modifié par R0vena, 30 juillet 2013 - 12:20 .
fchopin wrote...
I completely disagree with you op.
More options do not signify less story unless you are talking about DA2. Da2 had no options and no story and what story it had was linier.
The Witcher games have both story and options so i have no idea where you get your information from.
Some people are not aware of the implications of this question: more choices means more different scenarios, and more different scenarios means less time available for each.
Let's think about this:
multiple choices game: we have 3 origin choices, and at some point we are requested to face our past. That means 3 different scenarios. And if they offer even more choices during that quest, we have even more different scenarios. That would consume the time of the entire team even of the voice actors (I am not sure, but I think the more they talk the more Bioware has to pay them) [and this is a simple example, if they do DAI like DAO they are dealing with many more scenarios]
In a linear story, they can focus all their efforts in that particular situation and that means more rich details in animation, world design, etc. For example, compare GTA conversations to Dragon Age or even witcher. All cutscenes where our protagonist is talking to someone they have no re-used animation, while in most RPG's they have a setting of animations and are constantly re-using them.
Modifié par JCAP, 30 juillet 2013 - 12:58 .
JCAP wrote...
Imagine a team making a RPG. They have 5 writters, 3 designers and 2 programmers.
Now, their game will have 2 major branches and each one will have 10 or more. They will have to devide the time between the team. In these situations, the team usually just do something "acceptable" a put it on the game, they have to respect the time limit they have.
If it was a RPG with less branches, they would have more time to invest in each branch.
Imagine a writer is responsible to write what happens if you sold someone to slavery. In the former example, he would simply write that this person was sold to some slavers. In the latter, he would write that but he would still have time to put some more things on the paper, then he would write that this person would come back later for revenge. And the other team members would have time to make that happen.
fchopin wrote...
JCAP wrote...
Imagine a team making a RPG. They have 5 writters, 3 designers and 2 programmers.
Now, their game will have 2 major branches and each one will have 10 or more. They will have to devide the time between the team. In these situations, the team usually just do something "acceptable" a put it on the game, they have to respect the time limit they have.
If it was a RPG with less branches, they would have more time to invest in each branch.
Imagine a writer is responsible to write what happens if you sold someone to slavery. In the former example, he would simply write that this person was sold to some slavers. In the latter, he would write that but he would still have time to put some more things on the paper, then he would write that this person would come back later for revenge. And the other team members would have time to make that happen.
Sorry for the delay but i was busy working.
Imagine a team that has to create 10 companions and try to create a love story for all, where do the writers get some time for the real story of the game?
Witcher has Geralt the monster hunter so the writers are free to create any story they like with many options and a very deep story.
Modifié par JCAP, 30 juillet 2013 - 02:09 .
Guest_simfamUP_*
simfamSP wrote...
Why not...
BOTH!
This is a video-game company renowned for their RPGs, are they unable to make good games without sacrificing what made them famous in the first place? CDPR can do it, so can they.
OLDIRTYBARON wrote...
While I certainly appreciate the save import feature (it crafts a canon unique to you), I wouldn't mind if with DA3 they decided to hand-wave Kirkwall and Origins in the way Elder Scrolls games work. Basically, nobody's sure what happened. Some people think option A happened, others still option B. It's not perfect, and it certainly doesn't make the "canon" of the series personalized like Bioware is known to do, but if they really need to break away from imports that's a good way to go.
Anything to avoid an established canon, really. I hate those.
Modifié par Nefla, 30 juillet 2013 - 03:31 .
The ones with actual, full frontal nudity?Seboist wrote...
It's clear which are the cheap fapbait games.
I agree with your first 13 words.fchopin wrote...
I completely disagree with you op.
More options do not signify less story unless you are talking about DA2. Da2 had no options and no story and what story it had was linier.
The Witcher games have both story and options so i have no idea where you get your information from.
Uh.. Game development teams are generally distributed differently. Even in BioWare, the writing teams are probably the smallest, by far, per IP. Not because of which element is more important, but because of workload. Game design and programming is a massive amount of work. Ask any number of indie developers who's learned that the hard way.JCAP wrote...
Imagine a team making a RPG. They have 5 writters, 3 designers and 2 programmers.
Actually, Revan's canon as male and light-side was established long before the game released. See here. That, or rather, those flashpoints aren't the only places Revan's history comes up, and while some references can be open to interpretation, they certainly aren't meant that way. Playing SWtOR means you'll just have to accept that canon. I don't like it either, but... *shrug*.Nefla wrote...
I agree, I think vague references and no one knowing what really happened is much better than a forced canon. I liked how they handled Revan in the Revanite and sealed vault parts of SWtOR since no default was given, but later when "Revan" was put in the game, it was horrible and I refuse to play that FP.
Modifié par Thomas Andresen, 30 juillet 2013 - 04:56 .
Thomas Andresen wrote...
Uh.. Game development teams are generally distributed differently. Even in BioWare, the writing teams are probably the smallest, by far, per IP. Not because of which element is more important, but because of workload. Game design and programming is a massive amount of work. Ask any number of indie developers who's learned that the hard way.JCAP wrote...
Imagine a team making a RPG. They have 5 writters, 3 designers and 2 programmers.
And you also forgot artists.
Modifié par JCAP, 31 juillet 2013 - 11:06 .
JCAP wrote...
I was reading some articles about western rpg's and all talked about this topic: more options = less plot or vice versa.
2 excelent examples are The Witcher and The Elder Scrolls.
The witcher restrain us to one gender and one race and it has less decisions and choices compared to Dragon Age or Elder S., but as consequence, it has an excelent backstory, plot, immersion, etc.
Elder Scrolls it's much more open ended compared to Dragon Age, it let's us do things our way, doesn't restrain us in any way and we can complete quests the way we want; we almost have infinite choices. But as a consequence, the story isn't that impressive, even of the main quests. I am not saying it's bad, because it's not, but it is cliche.
So, Dragon Agers, what road would you prefer Dragon Age Inquisition should walk? Should it be more restrained but with more plot or more open ended but with less plot?
In my opinion, they should try to offer more options and choices. For example, I would like to see interruption choices like in Mass Effect, or choices to refuse to take one side or another. (I always wanted to say this to Orsino and Meredith: "kill yourselves, I don't care, I will make some popcorn while you're at it"
Edit:
I am not asking if Dragon Age should become exclusively this or that, I am asking if it should become a little more this or that.
Thomas Andresen wrote...
Actually, Revan's canon as male and light-side was established long before the game released. See here. That, or rather, those flashpoints aren't the only places Revan's history comes up, and while some references can be open to interpretation, they certainly aren't meant that way. Playing SWtOR means you'll just have to accept that canon. I don't like it either, but... *shrug*.Nefla wrote...
I agree, I think vague references and no one knowing what really happened is much better than a forced canon. I liked how they handled Revan in the Revanite and sealed vault parts of SWtOR since no default was given, but later when "Revan" was put in the game, it was horrible and I refuse to play that FP.
DarthLaxian wrote...
JCAP wrote...
I was reading some articles about western rpg's and all talked about this topic: more options = less plot or vice versa.
2 excelent examples are The Witcher and The Elder Scrolls.
The witcher restrain us to one gender and one race and it has less decisions and choices compared to Dragon Age or Elder S., but as consequence, it has an excelent backstory, plot, immersion, etc.
Elder Scrolls it's much more open ended compared to Dragon Age, it let's us do things our way, doesn't restrain us in any way and we can complete quests the way we want; we almost have infinite choices. But as a consequence, the story isn't that impressive, even of the main quests. I am not saying it's bad, because it's not, but it is cliche.
So, Dragon Agers, what road would you prefer Dragon Age Inquisition should walk? Should it be more restrained but with more plot or more open ended but with less plot?
In my opinion, they should try to offer more options and choices. For example, I would like to see interruption choices like in Mass Effect, or choices to refuse to take one side or another. (I always wanted to say this to Orsino and Meredith: "kill yourselves, I don't care, I will make some popcorn while you're at it"
Edit:
I am not asking if Dragon Age should become exclusively this or that, I am asking if it should become a little more this or that.
if i take your opening post, then i would say:
Balance Skyrim (not very deep and immersive plot IMHO) and the witcher and place them on opposit sides and place the new Dragon Age square in the middle(best of both worlds IMHO)
meaning:
none of those restrictions (like default male character, less decisions etc.) and not as much "freedome" (i could say boredome as i thought Skyrim was boring - the main-quest at least IMHO)
also i kind of hate comparing Dragon Age with those games (i do it myself, i know *hangs his head in shame*) because IMHO Dragon Age is much better (at least DA:O - give it's graphics some polish and it blows the witcher out of the water IMHO...which is something i hope DA:I will do as well (even with the new Witcher game))
greetings LAX
As much as you might like to pretend otherwise in order to try and discredit my opinion, I don't throw the term "bigot" around when it's not warranted, or even every time that it is warranted.Grand Admiral Cheesecake wrote...
Plaintiff wrote...
The ones that reward you with a pin-up to peruse at your leisure?Seboist wrote...
It's clear which are the cheap fapbait games.
You forgot to call him a bigot.
Modifié par Plaintiff, 31 juillet 2013 - 12:32 .
mrufka_z wrote...
Hm. I don't think comparison with Witcher is a good one. There were well established characters/world/lore years before anyone even thought about making it a game. So obviously, it reduced choices, unlike when devs are working on a game written from scratch.