Sorry, just felt the unnecessary need to join in on the ME3 references.
Modifié par lv12medic, 05 septembre 2013 - 01:47 .
Modifié par lv12medic, 05 septembre 2013 - 01:47 .
It'd be interesting to see, but I wouldn't want to put anyone else to the trouble of finding it.Riverdaleswhiteflash wrote...
Plaintiff wrote...
I suspect that Bioware hasn't even fleshed out the Qun well enough among themselves to be clear on what following it actually entails.
There's a thread by Mary Kirby where she fleshes it out a lot. I can try to dig it up if you want. (I'd just link directly, but the bookmark's on my previous laptop.)
jones0901 wrote...
it would be interesting, and ive not read this whole thread, but I thought the Qun was rigidly hierarchical and demanded absolute obedience- it would stand to reason that if you followed the qun, you would necessarily submit to the Qun and have no agency. Im sure there are ways around that though.
lv12medic wrote...
You can play a character that follows the Qun only if DA:I has an Action setting that picks all your conversation options for you...
Sorry, just felt the unnecessary need to join in on the ME3 references.
Modifié par MDCT506, 05 septembre 2013 - 03:38 .
Modifié par ImperatorMortis, 05 septembre 2013 - 02:54 .
Guest_Morocco Mole_*
sandalisthemaker wrote...
DarkKnightHolmes wrote...
I hope OP picks mages so he can chain himself up and never be allowed to do anything.
Perfect way for Bioware to troll Qunari lovers:
Allow for the option to be a follower of the Qun as a background, the only catch is that you must be a mage.
Anyone foolish enough to pick that option will, after lovingly spending 20 minutes to an hour meticulously crafting their character's face, be treated to nothing more than a 10 second long cutscene of their character shackled and in misery, controlled by a rod with their mouth sewn shut, and blind behind a face mask. After that, a Critical Mission Failure ala Mass Effect flashes on screen before having you try again to pick a more sensible option.
Allan Schumacher wrote...
They wouldn't have to redo anything or change anything storywise.
I think you're understating this point....Again I'm not asking for the gameworld to react ot my choice of following the Qun. And I'm not asking for other people's ability to roleplay qunari the same ways as elves and dwarves to be taken away. What I'm asking for is the ADDITION of us having the ability IF WE CHOOSE to do so to follow the Qun. That is strictly about adding in dialogue. No cutscenes, no story changes, no additional actions. Strictly dialogue and VO work. Which is definitely work and money in and of itself. But it's not on the scale of what you're talking about.
Can you create a hypothetical example for how this would work.... You're saying that you want a game where you can speak as though you support the Qun, but not have it alter people's reactions or have any sort of difference in the actual campaign.
What I have imagined in my head, based on your criteria, is a game experience that doesn't really make any sense.
Malanek999 wrote...
I'm not so sure about this. The Qun is still something that is presented to be somewhat mysterious and difficult to understand...at least I find it so. Having the option to play as if you follow it, means that the player would have to be given enough information to understand it. I don't think that is a good direction to take. We are still learning about it and the philosophy in the game.
And regardless, if you are going to be taking control of a sizable portion of Thedas, wouldn't the massive presence of the Qun be a huge change in story direction? To me it sounds like importing for future games would be as divergent as Synthesis would be in Mass Effect.
MDCT506 wrote...
lv12medic wrote...
You can play a character that follows the Qun only if DA:I has an Action setting that picks all your conversation options for you...
Sorry, just felt the unnecessary need to join in on the ME3 references.
I agree, from what we've seen, the Qun doesn't seem to be big on flexibile decision making and personal intiative. I would go a step farther and say that you wouldn't even be able to make decisions about where to go and what to do. A village of innocent people is being burned and your keep is under siege. The Qun likely gives you precisely one choice and I'll bet it doesn't include rescuing a bunch of filthy heathen Thedosians.
In other words, it would become an on-rails third person hack'n slash with tactical and RPG elements. That actually sounds kinda fun to me, but it's not what I want to find in a game where every other character type I might take can do so much more.
I012345 wrote...
Allan Schumacher wrote...
They wouldn't have to redo anything or change anything storywise.
I think you're understating this point....Again I'm not asking for the gameworld to react ot my choice of following the Qun. And I'm not asking for other people's ability to roleplay qunari the same ways as elves and dwarves to be taken away. What I'm asking for is the ADDITION of us having the ability IF WE CHOOSE to do so to follow the Qun. That is strictly about adding in dialogue. No cutscenes, no story changes, no additional actions. Strictly dialogue and VO work. Which is definitely work and money in and of itself. But it's not on the scale of what you're talking about.
Can you create a hypothetical example for how this would work.... You're saying that you want a game where you can speak as though you support the Qun, but not have it alter people's reactions or have any sort of difference in the actual campaign.
What I have imagined in my head, based on your criteria, is a game experience that doesn't really make any sense.
Okay let's do an example based on the judgement concept art with the female Qunari. Mages are brought befeore a dwarf to be sentenced. The executioner asks what is to be done with them. The dwarf says he wants them executed because mages are dangerous and shouldn't be allowed to freely walk among other people. Some people in your keep/party agree and some people don't.
Mages are brought before a Qunari to be setenced. The executioner asks what is to be done with them. The Qunari says the Qun demands that they be executed. Some people in your keep/party agree with your decision and some don't.
See what I'm saying is the only thing people need to react to is the decision itself. I'm not asking devs to create a game where people react specifically because you follow the Qun. Just like they may not react to you worshipping the stone. And I don't understand why people feel like this doesn't work. Because both games and I assume DAI definitely allow for you to follow the maker and run around slaughtering mages because you believe they're meant to serve man. And DAO allowed for you to at least keep some sense of history and culture when playing a Dwarf or Elf. So why is it ridiculous to say you should be allowed to at least on some level try to follow the Qun as a Qunari?
Thanks for dropping in Allan.
I012345 wrote...
What's the point of allowing us to play Qunari if you don't flesh out the Qun? That's basically their whole culture. The Tal-Vashoth have no culture of their own. So a Qunari without the Qun is thusfar an empty shell. Maybe they change that before DAI but I doubt they give the Tal-Vashoth an entire backstory and culture in the hour or so before you start playing as one.
I'm not asking to be able to spread the Qun. Playing as a member of the dalish didn't cause their culture to spread among other elves. Playing as a dwarf in DAO didn't cause more people to worship the stone. This is about my character and my character alone whose position of power in the world might drop significantly once the veil tears are closed. I don't see how this affects importing.
esper wrote...
I012345 wrote...
Allan Schumacher wrote...
They wouldn't have to redo anything or change anything storywise.
I think you're understating this point....Again I'm not asking for the gameworld to react ot my choice of following the Qun. And I'm not asking for other people's ability to roleplay qunari the same ways as elves and dwarves to be taken away. What I'm asking for is the ADDITION of us having the ability IF WE CHOOSE to do so to follow the Qun. That is strictly about adding in dialogue. No cutscenes, no story changes, no additional actions. Strictly dialogue and VO work. Which is definitely work and money in and of itself. But it's not on the scale of what you're talking about.
Can you create a hypothetical example for how this would work.... You're saying that you want a game where you can speak as though you support the Qun, but not have it alter people's reactions or have any sort of difference in the actual campaign.
What I have imagined in my head, based on your criteria, is a game experience that doesn't really make any sense.
Okay let's do an example based on the judgement concept art with the female Qunari. Mages are brought befeore a dwarf to be sentenced. The executioner asks what is to be done with them. The dwarf says he wants them executed because mages are dangerous and shouldn't be allowed to freely walk among other people. Some people in your keep/party agree and some people don't.
Mages are brought before a Qunari to be setenced. The executioner asks what is to be done with them. The Qunari says the Qun demands that they be executed. Some people in your keep/party agree with your decision and some don't.
See what I'm saying is the only thing people need to react to is the decision itself. I'm not asking devs to create a game where people react specifically because you follow the Qun. Just like they may not react to you worshipping the stone. And I don't understand why people feel like this doesn't work. Because both games and I assume DAI definitely allow for you to follow the maker and run around slaughtering mages because you believe they're meant to serve man. And DAO allowed for you to at least keep some sense of history and culture when playing a Dwarf or Elf. So why is it ridiculous to say you should be allowed to at least on some level try to follow the Qun as a Qunari?
Thanks for dropping in Allan.
Expect since you are not their avarard (was that how it was spelled?) and does not have their control rod, you then have to kill everyone (including your team) because they might have spoken to them, and gotten them possessed by demon. If we has to go with what the Sarabass keeper said to Hawke if you transfer Ketojan over willingly.
Anyway we have not been promised a Qunari (religion) we have been promised Qunari (race), my guess is that we are likely Tal-Vashot or a child of a Tal-vashot pair. It is much more easier to give us the options to follow the Tal-Vashots code of behaviour (since that is basically violent mecernary) than a Qun-followers.
Plantiff wrote...
I suspect that Bioware hasn't even fleshed out the Qun well enough among
themselves to be clear on what following it actually entails.
Ragabul the Ontarah wrote...
thats1evildude wrote...
Ragabul the Ontarah wrote...
There are women in the Qun who fight as Tallis proves.
Tallis is also a member of the Ben-Hassrath, the qunari's secret police. They are not part of the army.
And their purpose direct from the wiki is "protecting the faith and the innocents." And "Ben-Hassrath primarily act as enforcers of religious law in the Qunari society who are responsible for policing the populace and "re-educating" both the Qunari who do not follow the established norms and new converts. They also act as spies and assassins for the Qunari as well as perform other clandestine missions."
I'm seeing nothing here that forbids a Qunari Inquisitor. Preventing the world from exploding seems a good way to protect the faith and Qunari interests.
Modifié par Chashan, 05 septembre 2013 - 03:55 .
Navasha wrote...
I012345 wrote...
What's the point of allowing us to play Qunari if you don't flesh out the Qun? That's basically their whole culture. The Tal-Vashoth have no culture of their own. So a Qunari without the Qun is thusfar an empty shell. Maybe they change that before DAI but I doubt they give the Tal-Vashoth an entire backstory and culture in the hour or so before you start playing as one.
I'm not asking to be able to spread the Qun. Playing as a member of the dalish didn't cause their culture to spread among other elves. Playing as a dwarf in DAO didn't cause more people to worship the stone. This is about my character and my character alone whose position of power in the world might drop significantly once the veil tears are closed. I don't see how this affects importing.
That is kind of the point though. A Tal-Vashoth is now an individual, a person with their own desires and the freedom to choose their own direction. They aren't an empty shell, they are finally free to have their OWN life and fill it how they want.
It is the Qun followers who really are the empty shells, the robotic fanatical adherence to the Qun. For a "true" believer of the Qun there is no self. They are just the extension of the Qun.
For it to be done right, the game would have to be altered dramatically. You can't just go around vocalizing that you are for the Qun and your decisions are in adherence to the Qun and not have people respond much differently.
I think it would be interesting though for them to add a line of dialog like that for the Qunari, so that people could see the reprecussions. Everytime you mention the Qun as a factor in your decision, everyone of your Companions drop 20 points of approval. Mentioning the Qun during negotiations with other factions always grants an immediate failure. and of course, as your reputation as an actual Qunari spread across the land, the inquisition quickly becomes feared and hated by everyone you meet. Your troops and agents desert you at every opportunity. When you arrive at a new city, you find the gates shut and their guards and armies attack you on sight. Being an actual Qunari follower who vocalizes themselves as such would find no one to left willing to follow their lead and soon find themselves an outlaw in a land banded against them.
As such the main quest would likely be unachievable at this point, but you could play as long as you could survive the endless hordes of all the factions continuously attack you.
If you want to roleplay a Qunari follower, you should do it as a 'silent' infiltrator. Make your decisions based on what you believe the Qun would want, but honestly, mentioning the Qun in dialog to others would be a recipe for disaster.
I012345 wrote...
I think it's obvious the devs will force us to be Tal-Vashoth but the question is, is that right. And it seems that from a culture standpoint it obviously makes Qunari a weaker choice. No matter what version of drawf, elf or human you pick there's a thousand years of history and culture that you bring with you. In DAO you could tell party members about how you adjusted to being on the surface or how your people don't bury their dead but instead place them in the stone. Or about how you had to adjust to racism in the alienage. Or about your clan spending decades trying to reclaim their lost history. What history and culture do the Qunari have that doesn't come from the Qun?
Modifié par Han Shot First, 05 septembre 2013 - 04:06 .