lady_v23 wrote...
esper wrote...
lady_v23 wrote...
Ferretinabun wrote...
In the demo example we encounter a group of soldiers, some wounded, with a keep and village under attack. We have 6 options:
1) Have the soldiers protect the wounded and go defend the keep.
2) Have the soldiers protect the wounded and go defend the village.
3) Have the soldiers defend the keep and go defend the village.
4) Have the soldiers defend the village and go defend the keep.
5) Have the soldiers defend the keep, and go defend the keep too.
6) Have the soldiers defend the village, and go defend the village too.
Of these, I worry about options 5 and 6 being viable. Obviously wanting to maximise rewards, I'd suggest the vast majority of people would select from options 1-4 only. This would be a shame. What I'd really like to see is reasons for picking 5 and 6. Perhaps soldiers would not necessarily win if you do not accompany them, and options 3 and 4 actually carry a real, in-game risk of simply wiping those soldiers out along with whatever they were defending. Or perhaps the fight that you will encounter could really be Hellishly difficult without your soldiers there for support.
This harks back to a general issue I have with Bioware games - that it is usually entirely possible to do both the moral thing and to still 'win'. Mass Effect particularly toyed around with the whole 'moralistic v pragmatic' dilemna, but the problem was that the games never really punished you for taking the 'moral' choice, and thus the pragmatic choices became meaningless. In DA games, the Connor dilemna, the Awakening 'Keep v Amaranthine' choice, and DA2's 'should I use blood magic to help find mum' question are examples which leap to mind.
If doing the moral thing involves a sacrifice, then the pragmatic option becomes and lot more appealing, and the choice is a lot more interesting and meaningful.
I HOPE they are leaning in this direction with DA:I. If they are, this could really be an awesome game. Gaider has got close to this (insofar as making the game more punishing) when talking about the non-regenerating health bars making random combat encounters more of a dilemna. Has he said anything specific about tougher consequences for moral choices? I'd be very interested to know.
Oh, I like the title of this one.
And no. I disagree. there should be CHOICES with DIFFERENT RESULTS. Why does a choice has to bit me in my behind when I went the extra mile? I want a reward, not something less worse than the other horrible solutions.
Sometimes it should, because that extra mile was riducules to go.
That said, I do necessary think it is the case here. If you have fully upgraded the keep, send the soldiers there and the obvious elite group the players control, can manage to save the village and reach the keep in time it is fair game.
(Of course you should have to pay for reparing the keep afterwards, since it will obviously be damaged now).
I often don't like the third option or the save everyone in Redcliffe option, because it more or less tell the player that this is the way the game is suppossed to be played. That said not every good option should lead to the bad outcome, just as not every cynical option should lead to a positive outcome, that is just telling the player in another way that there is a right way to play.
I agree with most except with the bold.
Why is that ridiculous? Why do we have to Chose between A or B? Why no middle ground?
why can't there be A, B and C?
And no, DA never Implied a way a player should play. It's you choice to go to the circle for help, just like it's your choice to decide the risk is not worth it and kill connor. Your way is the right way.
I will answer you critisism in reverse order because I want to [smilie]http://social.bioware.com/images/forum/emoticons/wink.png[/smilie]
Yes, da. implies there was a certain way to play. Da:o is the worst offender wiht Nature of the Beast and Redcliffe were no matter what kind of selfish monster I would play, the mental hoop I would have to hop through to find a justification for not saving everyone in those two quest in game and on a metalevel this is even worse.
Also. Say you want to make a dark and cynical world. That is fine, but if every single time my character does something sefless or idealistic a child is possessed by a demon and dies a horrible death (<-obvious exgerattion), the game is simply telling me that being a cynical **** is the way the game is meant to play, just as the like the opposite scenerio where the ideal hero always gets the best outcome.
Sometimes that can't be an A,B and C because something two things are simplu opposite of each others. If group A wants white and group be wants black, you are not going to satisfy anyone by offering grey. In fact sometimes the mere mention of grey should put you on other both should earn your their disdain, since they have clearly stated to want white or black.
The other factor with the extra mile is time. Sometime it simply doesn't makes sense that you have the time to gather the resources necessary to walk that extra mile.
Sily example: If Miss Evil together with little Sister Innocent assult fortress Good, and Innocent is only along because she is mind controled by Miss Evil. Then it is needless to say that now is not the time for the hero to go out and find that sword of plot advancement that can break the mindcontrol over Innocent. Sure he can go, but by the time he comes back Innocent and Evil have likely defeated the fortress, because the fortress protector wasn't there and Evil has killed Innocent because she knows that Innocent will be useless to Evil once the hero find the sword of plot advanchement.
Time is an important factor in that extra measure and sometimes you simply won't have the time and suggesting it should get you ridiculed because the enemy is attacking
right now.
Modifié par esper, 12 septembre 2013 - 06:24 .