ManchesterUnitedFan1 wrote...
Will our choices in da:I be respected in future iterations? How could they take into account such world changing possibilities? (I accept that we wont get much choice in ALL of these conflicts, but we hopefully will in SOME)
It's not as difficult as you might think. Let's assume right off the bat that "the bitter end" doesn't mean "the world is blown up" but something more along the lines of "the current society is completely demolished". Or maybe there will be multiple options revolving around WHAT exactly gets demolished and how. So how do you reconcile this with later games? Easy. You set the later games up with a bunch of cosmetic options. So your PC decided to demolish the templars? Okay, in DA4 (or whatever), you have a "templar-esque" organization, but what they are named, what they look like, and maybe some of their philosophy (and thus lines of dialog) are determined by whether you demolished them or not.
Or, say you kill both Gaspard and Celene, so maybe in the next game there's a "noble council" ruling Orlais instead. Guards have different uniforms and they have some different dialog.
If you're really ambitious, you can even go one step deeper than that and change how certain factions relate to other factions. So maybe you'll get slightly different quests or they'll play out in a different order. These are all real changes but they won't require enormous amounts of work to implement.
Human history tends to fall into cycles because no matter what catastrophe has happened, people still need to sleep and eat and do business--so even if the entire world has turned upside down, come round a few years later and you've got people with the same old problems. Not the same people and not in exactly the same way, but no matter what you'll be able to generate spots to hook quests and plot lines and so forth onto, and once you've got a line started it's usually not that hard to make it converge with the other possibility lines so that you have effects without endlessly duplicating work.





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