krul2k wrote...
Jimmy if you have not played it get Spec Op's the Line m8, great story there
That's what I keep hearing.
krul2k wrote...
Jimmy if you have not played it get Spec Op's the Line m8, great story there
I stopped learnign from God of War after this:Steelcan wrote...
God of War teaches us many things, like what the insides of a cyclop's digestive tract looks likeCthulhu42 wrote...
I don't think I've ever done that in a Bioware game, but it was pretty fun in God of War.Steelcan wrote...
the devouring a god one is tempting....
Modifié par Br3ad, 20 septembre 2013 - 12:09 .
Wulfram wrote...
I don't generally play games to feel terrible. Feeling terrible isn't fun for me.
That playthrough was a good intense experience.
Fast Jimmy wrote...
That's what I keep hearing.
Modifié par Dave of Canada, 20 septembre 2013 - 12:11 .
Did you ask? If not, that seems remarkably presumptuous.That's why I'm fairly certain that my friend who cried for a week, wouldn't consult with anyone and was borderline broken after Alistair killed himself to protect her "enjoyed" more that ending than the one she claims to enjoy about living happily ever after. I'd love to pull that off on someone someday.
Xilizhra wrote...
Did you ask? If not, that seems remarkably presumptuous.
Modifié par Dave of Canada, 20 septembre 2013 - 12:15 .
Er, that sounds more like some kind of depressive episode. Which is similar to me; if something sufficiently bad happens to me in-game, all my thoughts of it involve cringing and wishing it had never happened, and it makes my overall play experience less fun.Dave of Canada wrote...
Xilizhra wrote...
Did you ask? If not, that seems remarkably presumptuous.
I won't lie that I'm presumptuous but it shows the strengths of the writing, Gaider broke her with his character and she's still deeply impacted by it. Meanwhile, she doesn't remember anything about Husbando Alistair until she repicks up the game.
Edit: Hell, I can't ask or else she broods for a good hour or so.
Xilizhra wrote...
Er, that sounds more like some kind of depressive episode. Which is similar to me; if something sufficiently bad happens to me in-game, all my thoughts of it involve cringing and wishing it had never happened, and it makes my overall play experience less fun.Dave of Canada wrote...
Xilizhra wrote...
Did you ask? If not, that seems remarkably presumptuous.
I won't lie that I'm presumptuous but it shows the strengths of the writing, Gaider broke her with his character and she's still deeply impacted by it. Meanwhile, she doesn't remember anything about Husbando Alistair until she repicks up the game.
Edit: Hell, I can't ask or else she broods for a good hour or so.
Dave of Canada wrote...
Xilizhra wrote...
Did you ask? If not, that seems remarkably presumptuous.
I won't lie that I'm presumptuous but it shows the strengths of the writing, Gaider broke her with his character and she's still deeply impacted by it. Meanwhile, she doesn't remember anything about Husbando Alistair until she repicks up the game.
Edit: Hell, I can't ask or else she broods for a good hour or so.
Dave of Canada wrote...
Xilizhra wrote...
Did you ask? If not, that seems remarkably presumptuous.
I won't lie that I'm presumptuous but it shows the strengths of the writing, Gaider broke her with his character and she's still deeply impacted by it. Meanwhile, she doesn't remember anything about Husbando Alistair until she repicks up the game.
Edit: Hell, I can't ask or else she broods for a good hour or so.
Modifié par Narrow Margin, 20 septembre 2013 - 01:01 .
While I agree that players would need to be conditioned extensively in order to play in that way, why do we need them to do that?Fast Jimmy wrote...
And yet, as intriguing as all of that sounds, people just flip on the game and say "pander to me." So poking these players out of their usual habits of hero worship and simply being a stereotypical "good guy" may need to become priorities for a developer before they can even begin to assume players are going to have such high levels of complexity in character crafting.
Gwydden wrote...
In my opening post I just explained what to me seemed the logical consequence of curing the werewolves. Returning to the Dalish with no sign of their keeper, who went right behind the Warden... well, I was rather shocked that they all took it all so calmly and didn't jump to conclusions. Being left without dalish/werewolf support in the endgame was a natural consequence for being the perfect paragon, or so I thought.
I agree with your Connor example, but I doubt they Dalish, likely the most arrogant race in Thedas, would have their ego severly wounded or hesitate when asserting the validity of their myths simply because one of them punished some shems in a rather brutal way.
I really don't want the player to be punished. Just that there aren't "perfect" choices that invalidate the rest, and that the consequences of important decisions are felt somewhere, to some extent, in the game.
My point was that you had to give up on something, because you just can't have everything. And I dislike the concept of a best ending. Best for who? For the PC? For his/her companions? For the mages, for the templars? For the people of Thedas? Origins (and yeah, to some extent, also ME3) managed that quite well, so I am not going to say a lot about this.
What is the actual difference between punishing the player and denying him everything he/she wants in your eyes? I actually want to know, not being dismissive here.
By ponder I referred to things like when I got to the end of DAO, and wasn't sure what to do because there was not a choice I could say about "this is clearly the choice that will let everyone, PC included, out of this happy. Why pick another?". At the very least, I had to wonder which variant I'd rather have. In the end, I didn't even ended up doing what I had originally planned, because later events changed my mind. That's sort of what I want, really.
Fast Jimmy wrote...
Your suggestion of "making the Dalish feel really bad" doesn't really sound that effective to me. Yes, it would cause then to lose some of their faith in their ability to restore the old ways or live forever... but what does that mean? Does the player care, at the end of the day, if the Dalish are grumpy? One of the options is to slaughter them to the last man, woman and child. How does making them grumpy compare to that option? There is no equity there. If a player wanted to chose the option with the least amount of harm, it is still very apparent - huge lile of bodies<<<<<<<<hurt feelings.
Fast Jimmy wrote...
Every other media - movies, books, television, music, etc. - all have segments of their industry that seek to better examine the human condition, to tell stories that make people think, that do more than tell a story but to touch the audience in a instrumental way.
People can play the game however they wish. However, what I would hope for is Bioware to tell a story that doesn't permit, let alone encourage, mindlessly moving through the world and the setting with zero thought about their character or, even more hopefully, themselves.
Guest_EntropicAngel_*
EntropicAngel wrote...
Can you give a specific example for TW, In Exile? You've mentioned it several times but you haven't given an example.
Guest_EntropicAngel_*
EntropicAngel wrote...
I'm forgetting where Abigail was a murderer--that seemed like a clear-cut choice to me.
And I understand about TW2, but I also didn't really get the sense that Roche hated non-humans. He hunted the ones who he considered hurt Temeria, but not just in general. Or if he did I missed that part.
However, I see your point. The problem with that is that--how does it question us, the player (or protagonist). How does it make us examine ourselves? It can come off as contrived and deliberately dark beyond suspension of disbelief, just like what's being suggested is contrived specifically to punish.
Guest_EntropicAngel_*
In Exile wrote...
She's part of the Coram Agh Tera. Lore wise, that means human sacrifice. There's evidence at least she got that merchant to kill her brother. The game didn't do the best job ever in getting it across.
The actual unit, the Blue Stripes, were referred to in-game as the non-human hunters. Ioverth attributes the murder of elven women and children to Roche himself, but whether that's true (in the sense of whether Roche personally did it or just the Blue Stripes as a unit) is never directly confirmed. It is confirmed that the Blue Strips took part in massacres like that.
I don't think it makes us examine ourselves. Remember, I don't think self-reflection like that is really possible unless you're not aware of your own limits and/or moral code.
I just think they're more interesting moral problems to reason through based on a given moral code.
MWImexico wrote...
I didn't played to the Witcher, but if that means to get punished for my choices at every corner, count me out. I'm not against bad consequences though, I just wish thoses consequences to be both interesting and realistic at the same time.
EntropicAngel wrote...
I don't even know what that is, so I'll have to agree with your final sentence.
You're saying that you have to be unaware of your limits and your moral code to self-reflect?
I see, and I understand. For me personally something like that is harder to do unless the game gives you genuine reasons why you're forced to pick between two bad options. Like the Iorveth/Roche one, or Mages/Templars at the end of DA ][.
So what of the mage/templar choice in DA2?TW2 is different here. It's not that you're suddenly forced to pick between bad options, as much as it is that the world is a bad place. And the game does give you a reason there - you're just finishing up a fight with another antagonist when Iorveth and Roche meet and begin fighting next to you, with Iorveth unarmed and asking you for a weapon.
So what do you do? Give him one? Or not?
That's it. Everything flows from that. The village either burns or celebrates based on whether Iorveth is free, and he's free based on whether you armed him.
All that stuff about Roche and Iorveth's character? It's background. Because it also comes down to duty as a choice: Roche helped you escape in return for your promise to help him, and Iorveth just helped you. So you kind of owe duties to them too.
TW and TW2 are all about personal choices as well. That's what makes it believable to have these bad vs. bad choices, because you're not literally picking between switching train cars to murder more or less innocents.
Guest_EntropicAngel_*
In Exile wrote...
About your own morals? Yes.
Look at the discussion in this forum. The complaint about the Connor and Dalish questlines is that the choice is too obvious for the player - save everyone - and no one hesitates. Because, obviously, saving everyone is the evidently moral thing to do that we all want.
The request, coming from other players, is that players have to think about their choices. What this really amounts to is a request that the quests don't have any "ideal" answer so that the player is torn between picking between two similar solutions.
But the situations aren't identical (if they were, there'd be no actual reason to choose between them). And the better you know your own moral code and standards, the more obvious the differences are, and the more evident the answer is.
TW2 is different here. It's not that you're suddenly forced to pick between bad options, as much as it is that the world is a bad place. And the game does give you a reason there - you're just finishing up a fight with another antagonist when Iorveth and Roche meet and begin fighting next to you, with Iorveth unarmed and asking you for a weapon.
So what do you do? Give him one? Or not?
That's it. Everything flows from that. The village either burns or celebrates based on whether Iorveth is free, and he's free based on whether you armed him.
All that stuff about Roche and Iorveth's character? It's background. Because it also comes down to duty as a choice: Roche helped you escape in return for your promise to help him, and Iorveth just helped you. So you kind of owe duties to them too.
TW and TW2 are all about personal choices as well. That's what makes it believable to have these bad vs. bad choices, because you're not literally picking between switching train cars to murder more or less innocents.
I'd just like to reiterate my position that I love the Connor choice. I think a Warden needs to be unbelievably reckless in order to choose the "save everyone" option. This is even foreshadowed by the initial decision whether to defend Redcliffe.In Exile wrote...
Look at the discussion in this forum. The complaint about the Connor and Dalish questlines is that the choice is too obvious for the player - save everyone - and no one hesitates. Because, obviously, saving everyone is the evidently moral thing to do that we all want.
And, for the record, I think the train car thought experiment is also very interesting, because a person's answer can tell us quite a bit about how they view action vs. inaction. I, personally, don't see how anyone could possibly offer a moral justification for pulling the switch to kill the smaller group.That's what makes it believable to have these bad vs. bad choices, because you're not literally picking between switching train cars to murder more or less innocents.
Uh that sounds kinda unhealthy to me.Dave of Canada wrote...
Xilizhra wrote...
Did you ask? If not, that seems remarkably presumptuous.
I won't lie that I'm presumptuous but it shows the strengths of the writing, Gaider broke her with his character and she's still deeply impacted by it. Meanwhile, she doesn't remember anything about Husbando Alistair until she repicks up the game.
Edit: Hell, I can't ask or else she broods for a good hour or so.