Aller au contenu

Ways to Help the Race Investment Pay Off?


  • Veuillez vous connecter pour répondre
41 réponses à ce sujet

#26
Guest_Faerunner_*

Guest_Faerunner_*
  • Guests

WardenWade wrote...

Faerunner wrote...

ladyiolanthe wrote...

Faerunner wrote...

ladyiolanthe wrote...

They did mention in one of the articles that playing an elf would get you advantages in places like elven alienages - you'd get more from the alienage elves than a human or a dwarf would. I assume similar holds true for dwarves.


Oh! That's actually a great idea!


To back myself up here's a quote. It's in the Game Informer article under the "Races Return" sidebar:

"The starting point for all characters is unified from a story perspective, but your racial choice still colours your interactions with others. For instance, elves may be persecuted in some areas, but an enclave of elves is more likely to open up to one of their own."


That's actually really great, both from a roleplay and gameplay perspective. I can't wait to see how this plays out! Image IPB


I like this.  Exploring the cultures of the different races as a member rather than an "outsider" is something I always wanted from DAI.  And I think doing so might bring encourage players to enjoy the race options as well, much as with Origins.
 


Thank you, I agree. One of the reasons I love the elves is how they're family and community-centered. The entire Alienage or Clan is your family, not just your immediate nuclear relatives by blood, and how they stress helping each other. This was touched on in DA:O but couldn't be fully realized (understandably; they had a lot on their plates) so I  would also like to see it expanded upon here. =)

#27
Nefla

Nefla
  • Members
  • 7 672 messages
Advantages? Pshh! I play for story/lore/roleplay reasons! Even in games like Skyrim where certain races have clear advantages I play what I want and make them a non fitting class if I feel it makes a more appealing character. Games like DA where a race star benefit or discount would be easily unnoticed, there is absolutely no reason I would ever choose a race for those reasons instead of story reasons.

#28
Mr.House

Mr.House
  • Members
  • 23 338 messages
Dwarfs resistance to magic should return for sure.

#29
WardenWade

WardenWade
  • Members
  • 901 messages

Faerunner wrote...

WardenWade wrote...

Faerunner wrote...

ladyiolanthe wrote...

Faerunner wrote...

ladyiolanthe wrote...

They did mention in one of the articles that playing an elf would get you advantages in places like elven alienages - you'd get more from the alienage elves than a human or a dwarf would. I assume similar holds true for dwarves.


Oh! That's actually a great idea!


To back myself up here's a quote. It's in the Game Informer article under the "Races Return" sidebar:

"The starting point for all characters is unified from a story perspective, but your racial choice still colours your interactions with others. For instance, elves may be persecuted in some areas, but an enclave of elves is more likely to open up to one of their own."


That's actually really great, both from a roleplay and gameplay perspective. I can't wait to see how this plays out! Image IPB


I like this.  Exploring the cultures of the different races as a member rather than an "outsider" is something I always wanted from DAI.  And I think doing so might bring encourage players to enjoy the race options as well, much as with Origins.
 


Thank you, I agree. One of the reasons I love the elves is how they're family and community-centered. The entire Alienage or Clan is your family, not just your immediate nuclear relatives by blood, and how they stress helping each other. This was touched on in DA:O but couldn't be fully realized (understandably; they had a lot on their plates) so I  would also like to see it expanded upon here. =)


The sense of community is one of the things I like best about the elves, too :)  It will be great to explore this, maybe even attend the Arlathvhen (if possible) as an elf?  And we can search for red lyrium as a dwarf.  It can bring the story home in a different way each time, and encourage replay.

Modifié par WardenWade, 07 août 2013 - 03:30 .


#30
In Exile

In Exile
  • Members
  • 28 738 messages

Faerunner wrote...
For DA:I, I propose increasing dwarf magic resistance to maybe 20-25% (again, making up for losing a class, and making it higher than magic-resistant items for first half or 3/4ths of the game) and the elves to maybe +5/+8 magic and +3/+5 mana so their stat bonuses are more noticeable? Plus/Or maybe give both dwarves and elves some extra physical stat points? That way, mage-friendly dwarves and non-magic elves can still be desirable.


That would just mean broken characters. There's a difference between making one group more appealing, and just punishing players who want to play as human, since the stat bonuses (like magic resistance) would apply to all NPCs. 


2) Discounts/Exclusive Items. In DA:O, Dwarf Nobles got a great discount from Gorim. I propose a similar feature for all non-humans for DA:I. Maybe have one or two dwarven vendors offer a dwarven protagonist discounts and/or specialty items for whatever reason: old friend, xenophobic, etc.  


Right back to punishing players.

3) More In-Game Acknowledgement. In DA:O, many players felt that not enough characters acknowledged the protagonist's race. I have more faith for DA:I since the devs have vowed to fix the lack of in-game acknowledgement like for ME backgrounds and DA Origins. Still, it bears repeating to include more frequent comments from NPC's, more in-depth conversations with companions, maybe a race-specific quest or two, etc.


I think this is where the key is, and IMO, the only key.

4) Cooler appearances. For DA:O, many people felt the elves were "just slim pointy-eared humans," and the dwarves "just short, guerilla-armed humans." In fact, many female players felt that elven women were less attractive than human women (which I sadly agree with), and dwarven women had ugly orangutan arms, qne I've actually seen many female players claim to pick human women just to look prettier.  


I don't think there's a way to make dwarves aesthetically pleasing and still have them recognizable as dwarves, but that's IMO. 

So, your turn. Any thoughts, suggestions, hopefully fairly easily(ish) implemented ideas that you think can help make non-human protagonists more desirable than the first game, and thus more worth the investment?


I would focus on exclusive branching content and meaningful race reactions on the part of your companions and, really, every part of the world. 

Modifié par In Exile, 07 août 2013 - 03:45 .


#31
Guest_Faerunner_*

Guest_Faerunner_*
  • Guests

In Exile wrote...

That would just mean broken characters. There's a difference between making one group more appealing, and just punishing players who want to play as human, since the stat bonuses (like magic resistance) would apply to all NPCs. 


I was honestly counting down the minutes until this thread got a post like this. =)

Maybe you're right. Maybe my suggestions were too high. That's why I said "maybe" in the post. I'm just throwing spaghetti at the wall, hoping that some of it will stick, even if it's just a few strands from the bowls I keep chucking.

I just don't want the developers to say later that it wasn't worth the effort or they don't plan on offer race selections in the future because not enough people played this time, because they made the same mistakes as DA:O, because they didn't try examining why race selection didn't do as well in DA:O or try incentivizing the races this time around.




Right back to punishing players.

Only human nobles got Mabari before Lothering and got to be royalty at the end while even dwarven nobles couldn't (who were in line for the Orzammar throne at one point); the devs eliminated race options entirely from the sequel on supposedly on account of too few players touching them in DA:O and refused to bring them back for DA:I for months no matter how much it disappointed elf/dwarf fans, and you're accusing a few proposed advantages to incentivize race selection so the feature can stay punishing the eternally popular and always guaranteed human characters?

I'm sorry, but welcome to my world. Image IPB


I think this is where the key is, and IMO, the only key.

Indeed, because people only played the HN on account of roleplay pleasure and never because they got solid, measurable gameplay advantages like the only ones that got the Mabari before Lothering, or the ability to marry Alistair/Anora and become queen/king of an entire nation at the end, while no other origin could (including the dwarf noble, who was once in line for the Orzammar throne).




I don't think there's a way to make dwarves aesthetically pleasing and still have them recognizable as dwarves, but that's IMO. 

Aesthetically pleasing is to the eye of the beholder, though cool =/= beautiful. Image IPB



I would focus on exclusive branching content and meaningful race reactions on the part of your companions and, really, every part of the world. 

Fair enough. I'd settle on each race getting treated fairly equally by the overall narrative and not one race being touted as the default, getting catered to by the narrative, and getting the best quantifiable roleplay and gameplay advantages while all the others are treated as minor add-ons and then being scrapped in future games because many players reacted to them that way.

Modifié par Faerunner, 07 août 2013 - 04:59 .


#32
Guest_Faerunner_*

Guest_Faerunner_*
  • Guests

WardenWade wrote...

The sense of community is one of the things I like best about the elves, too :)  It will be great to explore this, maybe even attend the Arlathvhen (if possible) as an elf?  And we can search for red lyrium as a dwarf.  It can bring the story home in a different way each time, and encourage replay.


Oh, sorry! Didn't notice this before!

Agreed. As it is, I found it very off how we could go into the Deep Roads with Varric (and Bartrand) but we could only do so from the perspective of a human whose ancestors never set food under ground, go to the Alienage and Dalish Camp with Merrill and Fenris but not being able to connect with them on that front, etc.

DA2 often liked to remind us how we were human and how, as a human, could not understand dwarven or elven or kossith matters. And I guess we couldn't, but still... I felt it kind of defeated the purpose of having so many races, cultures and conflicts in Kirkwall when we could only see it from the Andrastian human. Maybe also a mage, but most mages in that game were human anyway. =/

I think one of DA:O's strengths was having different races and cultures seen from different perspectives; even if the depth and reactivity from NPC's was limited due to the game being such an ambitious project. I would love to see them expand on those features for this game. =)

#33
Shadow Fox

Shadow Fox
  • Members
  • 4 206 messages

In Exile wrote...

Faerunner wrote...
For DA:I, I propose increasing dwarf magic resistance to maybe 20-25% (again, making up for losing a class, and making it higher than magic-resistant items for first half or 3/4ths of the game) and the elves to maybe +5/+8 magic and +3/+5 mana so their stat bonuses are more noticeable? Plus/Or maybe give both dwarves and elves some extra physical stat points? That way, mage-friendly dwarves and non-magic elves can still be desirable.


That would just mean broken characters. There's a difference between making one group more appealing, and just punishing players who want to play as human, since the stat bonuses (like magic resistance) would apply to all NPCs. 


2) Discounts/Exclusive Items. In DA:O, Dwarf Nobles got a great discount from Gorim. I propose a similar feature for all non-humans for DA:I. Maybe have one or two dwarven vendors offer a dwarven protagonist discounts and/or specialty items for whatever reason: old friend, xenophobic, etc.  


Right back to punishing players.

3) More In-Game Acknowledgement. In DA:O, many players felt that not enough characters acknowledged the protagonist's race. I have more faith for DA:I since the devs have vowed to fix the lack of in-game acknowledgement like for ME backgrounds and DA Origins. Still, it bears repeating to include more frequent comments from NPC's, more in-depth conversations with companions, maybe a race-specific quest or two, etc.


I think this is where the key is, and IMO, the only key.

4) Cooler appearances. For DA:O, many people felt the elves were "just slim pointy-eared humans," and the dwarves "just short, guerilla-armed humans." In fact, many female players felt that elven women were less attractive than human women (which I sadly agree with), and dwarven women had ugly orangutan arms, qne I've actually seen many female players claim to pick human women just to look prettier.  


I don't think there's a way to make dwarves aesthetically pleasing and still have them recognizable as dwarves, but that's IMO. 

So, your turn. Any thoughts, suggestions, hopefully fairly easily(ish) implemented ideas that you think can help make non-human protagonists more desirable than the first game, and thus more worth the investment?


I would focus on exclusive branching content and meaningful race reactions on the part of your companions and, really, every part of the world. 

Like how Dwarf/Elf players were punished in Origins?:whistle:

#34
PsychoBlonde

PsychoBlonde
  • Members
  • 5 129 messages
 I will play a dwarf if I finally get to romance Varric.  He cute.

#35
In Exile

In Exile
  • Members
  • 28 738 messages

Faerunner wrote...
I just don't want the developers to say later that it wasn't worth the effort or they don't plan on offer race selections in the future because not enough people played this time, because they made the same mistakes as DA:O, because they didn't try examining why race selection didn't do as well in DA:O or try incentivizing the races this time around.


But despite all that, Bioware is offering race choice because of how much it matters to us core fans. I might not care very much about the dwarven option myself, but I'm happy for it to be there for the players who enjoy it, and I'm excited for the chance to have an elf PC again. 

More importantly, you actually buy Bioware's justification for why races are out, or why they're back in? They're out because they thought players didn't care, and because it was very costly cinematic-wise to have them in. Theyre' still costly, because Bioware is scrapping multiple backgrounds for the PC in favour of racial backgrounds. 

Races back in because players obviously care, and Bioware is fighting to restore its public imagine with DA. Even if somehow races weren't popular in DAI, the backlash to removing them again would be severe enough that Bioware would have to be crazy to do it. 

Anyway, I think that the right way to create incentives to play different races is to lock out specializations. For example, only elves can become Arcane Warriors. 

Only human nobles got Mabari before Lothering and got to be royalty at the end while even dwarven nobles couldn't (who were in line for the Orzammar throne at one point);


The mabari wasn't accessible for the HN during Ostagar at all, and the dwarven PC became a paragon. That's a living ancestor - it's a higher honour than anyone else could even come close to aspiring. Look at how much weight Branka had compared to Bhelen. 

the devs eliminated race options entirely from the sequel on supposedly on account of too few players touching them in DA:O and refused to bring them back for DA:I for months no matter how much it disappointed elf/dwarf fans, and you're accusing a few proposed advantages to incentivize race selection so the feature can stay punishing the eternally popular and always guaranteed human characters?


Let's hold off on the melodrama. Bioware brought back racial choice because of how important it was to fans like yourself, and your reaction is to try and make humans incredibly unapealing for the majority because .... what, exactly? 

Indeed, because people only played the HN on account of roleplay pleasure and never because they got solid, measurable gameplay advantages like the only ones that got the Mabari before Lothering, or the ability to marry Alistair/Anora and become queen/king of an entire nation at the end, while no other origin could (including the dwarf noble, who was once in line for the Orzammar throne).

I already addressed the mabari point. As for marrying Anora, she straight up tells you that she's going to wear the pants in that relationship and that you won't be King, but Prince Consort. 

And, frankly, the City Elf had by far the best in-game content in the Alienage and, moreover, had a personal relationship with - IMO - the strongest character in the game, Shianni. You came back to the alienage multiple times, and in the end you could really push for equality for your people by freeing the alienage. 

I think that the CE story was by far the most reward, and in terms of personal standing, the dwarven stories (culminating in becoming a paragon), were far better. 

Aesthetically pleasing is to the eye of the beholder, though cool =/= beautiful. Image IPB 


There was a pretty big IMO there. To me, a character can't be cool without looking cool, and part of looking cool is being beautiful (in my subjective estimation).
 

Fair enough. I'd settle on each race getting treated fairly equally by the overall narrative and not one race being touted as the default, getting catered to by the narrative, and getting the best quantifiable roleplay and gameplay advantages while all the others are treated as minor add-ons and then being scrapped in future games because many players reacted to them that way.


I can't do anything about the hysterical reaction to the lack of elves in DA2, but I continue to object to the idea that the elves and dwarves somehow weren't treated as the narrative, or that humans were "touted" as the default. 

#36
Nightdragon8

Nightdragon8
  • Members
  • 2 734 messages

brushyourteeth wrote...

Ziggeh wrote...

I don't understand what's going on here.

In a single player narrative driven game where the racial choice has story implications do people really pick characters based on minor statistical advantage?

Surely you pick them because they lend an immediate identifiable perspective. And because dwarves are better.



Hear, hear!

Though I do understand the point that the OP is trying to make, and I applaud it. Trying out new races should be its own reward, though other incentives are great too. For me those big incentives were the prologues and epilogues of DA:O.

I have been literally shaking with delight at getting to play a dwarf again, but I will probably eventually play all options (even though I have to be a human all day in real life).


yes they do. if you don't think so, look in on most D&D games, all known as Min/Max kind of gameplay.

#37
In Exile

In Exile
  • Members
  • 28 738 messages
Here's a different idea (it's tied to a gameplay idea that Fast Jimmy had).

First, the general gameplay idea is that mages, to cast uber spells, would need a supply of lyrium. We know that, via DA:O lore, raw lyrium is toxic to mages. What if dwarves could convert that to the usabe lyrium necessary for "limit break" type spells for mages?

The dwarf PC could craft it on the spot, but other race PCs would need to prepare ahead of time. That would totally change the dynamic of creating mages as PCs too.

#38
Guest_Faerunner_*

Guest_Faerunner_*
  • Guests
[quote]In Exile wrote...

But despite all that, Bioware is offering race choice because of how much it matters to us core fans.[/quote]

And what if they regret it or slash it for future games because not enough core fans played it or liked it enough to justify all the time or resources this time around? Human characters are always guaranteed popularity and inclusion, non-humans aren't.

If throwing out little suggestions and easily implemented ideas now can help make race selection more popular when the game comes out, so the devs feel it was worth the effort and not just the less of two unattractive options (leave them out and fans ****, put them in and not enough people play or like them to justify the man hours), then I'm glad I made this thread.

[quote]The mabari wasn't accessible for the HN during Ostagar at all,[/quote]
 
But was still usable during the hour-long Origin and after the Joining Ritual.

[quote]As for marrying Anora, she straight up tells you that she's going to wear the pants in that relationship and that you won't be King, but Prince Consort. [/quote]

Different name for the same position. You're still king in practice, just through marriage instead of inheritance.

[quote]and the dwarven PC became a paragon. That's a living ancestor - it's a higher honour than anyone else could even come close to aspiring. Look at how much weight Branka had compared to Bhelen.[/quote]

In-universe. Out-of-universe, players flocked to the HN Origin en masse to marry Alistair or Anora and become Queen or King of Ferelden. I've seen a lot of people who played or planned on playing Dwarf Nobles who said "WTF is this?!" when they found out they got denied two thrones, Orzammar and Ferelden, and went to the HN instead.

[/quote]Let's hold off on the melodrama. Bioware brought back racial choice because of how important it was to fans like yourself, and your reaction is to try and make humans incredibly unapealing for the majority because .... what, exactly? [/quote]

You're the one who said "punish human players" for daring to suggest ways to make non-humans more desirable. Let's talk about melodrama there.

My intention is not to make humans unappealing, but to make non-humans more appealing. If that's the same thing to you, I'm sorry.

[quote]And, frankly, the City Elf had by far the best in-game content in the Alienage and, moreover, had a personal relationship with - IMO - the strongest character in the game, Shianni. You came back to the alienage multiple times, and in the end you could really push for equality for your people by freeing the alienage.

I think that the CE story was by far the most reward, and in terms of personal standing, the dwarven stories (culminating in becoming a paragon), were far better. [/quote]

I agree about the City Elf having by far the best in-game content (I'm sure you figured), though I feel compelled to mention the heart-breaking epilogues. No matter what choices you make, the epilogue slides reveal that all pushes for equality crumble within a few years. -_-

It doesn't really matter what I think though because most of the 15% of elven protagonists were apparently mages. Since elves have +3 Magic and +2 Mana, one can only assume people were drawn by the gameplay advantages, which is why I stress gameplay advantages as well as roleplay advantages in this thread.

[quote]I can't do anything about the hysterical reaction to the lack of elves in DA2, but I continue to object to the idea that the elves and dwarves somehow weren't treated as the narrative, or that humans were "touted" as the default. [/quote]

When you go to the Character Creation, the Male Human Noble is the "default" selection. In DA2, when you click on pre-generated history icons, the "Male Human Noble that made Alistair King" is the default. Most players mentioned how they felt the HN Origin was "right" or "most central" to the plot. Most people seem to like playing the default, and thus overwhelmingly humans when they're presented as the default.

If little tweeks can make race selection more appealing so it doesn't get buried or scrapped for future games, then I'll keep suggesting.

#39
Saberchic

Saberchic
  • Members
  • 3 006 messages
This is an RPG. I don't need an incentive to play as a non-human character. I always have playthroughs with different races if possible. I get so confused by people who only play human. It's so limiting.

#40
In Exile

In Exile
  • Members
  • 28 738 messages

Faerunner wrote...
If throwing out little suggestions and easily implemented ideas now can help make race selection more popular when the game comes out, so the devs feel it was worth the effort and not just the less of two unattractive options (leave them out and fans ****, put them in and not enough people play or like them to justify the man hours), then I'm glad I made this thread.


Don't get me wrong - I think the thread is a great idea. I just don't think the right is to effectively give lots of blatant stat bonuses. I don't have a problem with the upping spell resistance to dwarves, for example.  

But was still usable during the hour-long Origin and after the Joining Ritual.


Every Origin had temporary combat companions - Barkspawn (;)) just happens to be pernament after it. And after the joining you otherwise get a human NPC. 

Different name for the same position. You're still king in practice, just through marriage instead of inheritance.


No, you're not. That's the whole point: Anora makes you take the title so you know your place. 

In-universe. Out-of-universe, players flocked to the HN Origin en masse to marry Alistair or Anora and become Queen or King of Ferelden. I've seen a lot of people who played or planned on playing Dwarf Nobles who said "WTF is this?!" when they found out they got denied two thrones, Orzammar and Ferelden, and went to the HN instead.


It's one thing to say that this is how players felt - though I will add for the record I was incredibly dissapointed with the HN because I don't, and never, felt that it allowed you to become King in a meaningful way. 

It's another thing to say that the game offered more rewarding content for humans as a matter of design, when it looks to me that they offered (on paper) equal if not greater rewards for the dwarf.

You're the one who said "punish human players" for daring to suggest ways to make non-humans more desirable. Let's talk about melodrama there.


No. I was the one who said you're punishing players who chose human when elves are getting 3 levels worth of stat bonuses. 

My intention is not to make humans unappealing, but to make non-humans more appealing. If that's the same thing to you, I'm sorry.


As I've said repeatedly, it isn't. 

I agree about the City Elf having by far the best in-game content (I'm sure you figured), though I feel compelled to mention the heart-breaking epilogues. No matter what choices you make, the epilogue slides reveal that all pushes for equality crumble within a few years. -_-


To me, that makes it a better, not worse, origin. But I like my stories bittersweet. And to me, it would diminish the plight of the elves if some backwater hero is all it took to fix everything. 

Since elves have +3 Magic and +2 Mana, one can only assume people were drawn by the gameplay advantages, which is why I stress gameplay advantages as well as roleplay advantages in this thread.


And humans had +1 strength, +1 dexterity, +1 magic, +1 cunning. Also, it was +2 magic and +2 willpower for elves. So that actually makes it +1 magic and +2 willpower in comparison. 

DA:O had a different (and in the endgame, meaningless) stat distribution. 

When you go to the Character Creation, the Male Human Noble is the "default" selection. In DA2, when you click on pre-generated history icons, the "Male Human Noble that made Alistair King" is the default. Most players mentioned how they felt the HN Origin was "right" or "most central" to the plot. Most people seem to like playing the default, and thus overwhelmingly humans when they're presented as the default.

Are you going to argue that DA:O discriminated against mages for making non-mage origin the default option too, and that DA:I should incentive playing as a mage more?

I also think the HN story felt "right" for DA:O, but that's just because I felt that DA:O failed to really portray the racial inequality of being an elf. 

If little tweeks can make race selection more appealing so it doesn't get buried or scrapped for future games, then I'll keep suggesting.


Again - I'm for it. I just disagree on the uber stat bonuses. 

Modifié par In Exile, 08 août 2013 - 12:09 .


#41
Guest_Faerunner_*

Guest_Faerunner_*
  • Guests

In Exile wrote...

Don't get me wrong - I think the thread is a great idea. I just don't think the right is to effectively give lots of blatant stat bonuses. I don't have a problem with the upping spell resistance to dwarves, for example.  


Oh! I see. So, would the same +3 Magic and +2 Mana for elves, and only 15-20% magic resistance to dwarves be fair? (I don't think that's too game-breaking...)


Every Origin had temporary combat companions - Barkspawn (;)) just happens to be pernament after it. And after the joining you otherwise get a human NPC. 

Most people fell in love with the Mabari companion. Only the HN could get him sooner. Every other origin only got him after leaving Flemeth's Hut. Did any other origin have access to a cool animal companion that others didn't? No. So, the HN had a quantifiable advantage over us dwarves and commoners. >:[

Actually, I don't care. I actually feel way more attached to the Mabari from Ostagar because we earned his affection. Mabari don't imprint on just anyone, they don't let just anyone near the Mabari to get imprinted on (you think they let elves near the kennels?), and it's extremely difficult to re-imprint them after their owners die. Yet, despite all the odds, you saved him, he recognizes that you saved him, he re-imprints on you anyway, he escapes the slaughter of Ostagar despite still recovering from being sick, and crosses miles of darkspawn-infested countryside for probably days just to be by your side again. That takes dedication. That's a love forged from perseverance and hardship, not just convenience. (Oh, your noble father owns the entire kennel, you get to see the kennel every day, and one of the dogs imprinted on you. What are the odds?)

Still, I feel like the sooner Mabari access helped contribute to human popularity, which helped contribute to non-human unpopularity, so I'd like to avoid it this time around. I figure if dwarves and elves had little advantages too, more people will want to play them... =(


No, you're not. That's the whole point: Anora makes you take the title so you know your place. 

Yes, you are. And it is technically your place.

There are two different types of reigning monarchs: those who get their position in their own right (like succession), and those who get it through marriage. A woman who obtains the throne in her own right is called a queen regnant (like Queen Elizabeth I and Queen Victoria) while a woman one who obtains the throne through marriage is a queen consort (virtually ever other queen in history). A man who inherits the throne through his own right is known as a king, while a man who obtains the throne through marriage to a queen regnant is insultingly called a prince-consort (like Prince Albert to Queen Victoria). I think the title is bull, as it implies the only way a woman can obtain power is to emasculate a man (insulting to both parties), but I didn't invent it.

Anora was queen-consort before Cailan's death since she obtained the throne only through marriage to him. If she is voted queen at the Landsmeet, she is effectively voted queen regnant (even if the title isn't used). Since the Warden cannot obtain the throne in his or her own right, only through marriage to Alistair or Anora, the Warden can become queen-consort or that blasted prince-consort title. Since Alistair can be voted king in his own right as Maric's son, he can be King if he marries Anora (meaning she effectively remains queen-consort, just from Cailan to Alistair, which miffs her), but the Male Warden is prince-consort because he cannot obtain the throne without marriage to her.

Does that make sense? You're still king in practice since you're still a monarch; part of the reigning royal couple. It's just that she's reminding you that you're royal through marriage to her--so don't try to kill or imprison to usurp power from her like her father did, please.

It's one thing to say that this is how players felt - though I will add for the record I was incredibly dissapointed with the HN because I don't, and never, felt that it allowed you to become King in a meaningful way. 

It's another thing to say that the game offered more rewarding content for humans as a matter of design, when it looks to me that they offered (on paper) equal if not greater rewards for the dwarf.


In the end, it's how players feel that matters, right?

I'll concede the developers couldn't have anticipated a large part of the fanbase having their eyes on the crown (I didn't even see it coming), but that's why I want this thread to be about trying to examine what people really liked and how to learn from DA:O.


To me, that makes it a better, not worse, origin. But I like my stories bittersweet. And to me, it would diminish the plight of the elves if some backwater hero is all it took to fix everything. 

I didn't want to fix everything, but I would have liked for everything not to immediately break.


And humans had +1 strength, +1 dexterity, +1 magic, +1 cunning. Also, it was +2 magic and +2 willpower for elves. So that actually makes it +1 magic and +2 willpower in comparison. 

+2 Magic? Really? I could have sworn...

Well, good thing I didn't. I still propose +3 Magic and +2 Mana for DA:I.


I also think the HN story felt "right" for DA:O, but that's just because I felt that DA:O failed to really portray the racial inequality of being an elf. 

I thought it did very well in the Origin and Landsmeet portion. (I still see red when I think of how Loghain and Ser Caulthrien honestly didn't see any inconsistency with preaching freedom from Orlais while selling elves to Tevinter, the nobles in the Landsmeet were more upset over slavery tarnishing their image as a free nation over people losing their freedom, and the Loghain fanboys that try to explain away his racism and hypocrisy.) The middle game was a little uniform though. =/
 
I think that was another common complaint for all backgrounds. The Origins were so creative, then they got kind of cut off when the game funneled you into the middle darkspawn plot, then you didn't get to revisit your Origin until you went home (Orzammar for dwarves, Circle for Mages, Alienage for CE) or a place like home (Dalish Camp, Landsmeet for HN) and the Endgame (Alistair's/Anora's Boon).

Well, point is, humans were the default and had access to cool features that most players seemed to want, so please no masse?

Again - I'm for it. I just disagree on the uber stat bonuses. 

Oh, I see. Fair enough.

Modifié par Faerunner, 08 août 2013 - 02:09 .


#42
Xilizhra

Xilizhra
  • Members
  • 30 873 messages
What I would love most of all, personally, is race-based philosophical/religious positions that you can bring up in roleplaying in more in-depth ways than could be done in DAO, which I believe would work especially well for elves, whom I'd enjoy seeing in a more pro-Dalish capacity even if that's not their literal origin.