(1) Respect the lore
That does not mean "slavishly adhere to every detail and never change it". Lore, after all, is often in-world knowledge brought to us by characters, and they can be wrong about things. But as a rule, writers and cinematic designers should consider themselves bound by the things written before and not change lore at a whim, even in minor things. Lore affects how the world as a whole is perceived, and to change even a detail can have unintended side effects.
(1a) Know your inviolable boundaries
Technically, nothing is beyond revision. You can always change things, and ways to rationalize them can be found for almost everything. But some things, if you change them, compromise the integrity or identity of your universe. There is no reason why there couldn't be an alien invasion with spaceships in the DA universe, but you might not want the world to change that way, so giving a character something that looks like a laser pistol is probably not a good idea. Also, in some cases the rationalization is as bad as the revision in the first place. I haven't read a convincing rationalization of "Hawke uses blood magic in the streets of Kirkwall and nobody comments on it and even the templars don't mention it".
(2) If you change lore, think the consequences through to the end.
If some character's action violates lore, consider that if this character can do it, there may be no way to reasonably rationalize that others can't do it as well, and this will possibly change the world quite a bit. Also, some character's action might not violate anything written but implicitly extend the lore, and this can have even more wide-ranging consequences. A good example of the latter is Legion's and Shepard's sacrifice in ME3, which extended ME lore in a way that violates the unwritten sci-fi genre conventions underlying the story and consequently made a lot of people unhappy. It may have been what the designers wanted, but it's doubtful if they understood how these changes would percolate back through the trilogy.
(3) Rationalize any change in terms that don't break the boundaries of your universe.
See (1a) above. Which kind of universe is this? How can you explain the things you want in ways that keep your universe's integrity and identity? It's possible to encompass a great many changes that way, but if you find you can't find a way. consider abandoning the idea.
(4) Beware of the desire for coolness and drama to overrule existing lore on a whim.
If you want a change because you think it's cool or extra-dramatic, be extra-careful. Most likely, your idea applies only to one scene, but changed lore affects the whole game - or several games down the line. Be aware of the big picture.
Edit:
Knowing some development history can make things more acceptable here and there. Take the issue with DA2's teleporting mages. According to David Gaider, this was always supposed to be ultra-fast movement and look that way, but for technical reasons the visual effect never made it into the game. Personally, I find it much easier to forgive mistakes made in development, if they're explained to me, than to live with the feeling that "the developers expected me to swallow their bullsh*t without thinking" (looks sideways at ME3 and its invisible development team).
Modifié par Ieldra2, 23 septembre 2013 - 10:47 .





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