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Do you want an empty life, or a meaningful death? **spoilers**


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#1001
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Sylvius the Mad wrote...

A moral realist, EA?


I guess.

It isn't adopted from a particular philosopher, just my own thoughts on the matter.

You may have figured out, but I loathe the mindset that anything and everything is subjective. That's anarchy in a pretty dress.

#1002
David7204

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Somehow I don't think the Ideal man would question himself.

#1003
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David7204 wrote...

Somehow I don't think the Ideal man would question himself.


You never answered my question, David.

Why is it bad for a squadmate to get glory that the PC does not get?

#1004
The Flying Grey Warden

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David7204 wrote...

Somehow I don't think the Ideal man would question himself.


Somehow I think the ideal man would be someone whose questioned themselves enough that they're now comfortable with themselves being questioned.

An ideal anything is something I doubt would be easily shaken with a simple questioning.

#1005
MassivelyEffective0730

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David7204 wrote...

Somehow I don't think the Ideal man would question himself.


Maybe not over his own confidence or capability to progress. Otherwise, I'd say the ideal man isn't objective, and he would be questioning his knowledge and his understanding of the universe. I'd be saying the man who makes no question of himself or his philosophy or his knowledge is th man who knows little about any of those.

:bandit:

#1006
David7204

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It's not. Not at all. That's not the issue. The issue is a character being placed at the thematic center of the story when it's not appropriate. And being the player's least liked squadmate sure as hell does not make it appropriate.

I love EDI. But when someone made a suggestion that EDI is there to speak to Shepard for the final choice, I said no. Regardless of how much I like her, it gives her too much thematic weight.

Modifié par David7204, 01 novembre 2013 - 10:50 .


#1007
hoorayforicecream

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Ragabul the Ontarah wrote...

Having a dominant trait doesn't mean it's your *only* trait, nor does it mean that you don't have individualized reactions to whatever you perceive your dominant trait to be.  If this weren't the case, all mages or all black people or all "mothers" or anybody with a "master status" would be completely homogenous.  The fact that a mother finds her identify as "mother" more important than anything else doesn't mean she has no opinions on anything else and never thinks about anything else.  She is only forced into the master status of "mother" constantly when her kids are interjected into the story over and over again.  Find a reliable babysitter for her and send her on a trip to Vegas, and you will get other traits besides "mother" to manifest.   

On a personal note, I'll just add that I find such characters extremely boring and predictable.  I know everything I need to know about a mother bear as soon as you utter the phrase "mother bear."  What incentive is there to explore more?


Just because you know the "what" doesn't mean you know the "how". The presentation and the nuance matter. For example, there's a well-known genre in anime called "magical girl", where young women are granted mystical powers, become super heroes, and use them to fight demons and evil. It's a very established trope, with dozens of examples. However, the particulars vary a lot, causing some to be better than others in different ways. One of them in particular painted an extremely dark version - the magical girl gains her powers by making a bargain with a cute magical creature, and over the course of the story, discovers that the bargain she made was actually Faustian, and the evil witches she has been killing were all former magical girls that made similar bargains, and that she will eventually become one as well. The symbolism and imagery used to illustrate this was there from the beginning, but it starts off extremely subtle and grows as the story progresses. This is a far cry from the more simplistic love and justice of Sailor Moon, the prototypical example of the genre, despite the general story framework and genre being the same.

Just because you know the theme or main drive doesn't necessarily mean you should dismiss the way it is presented or handled. Just because someone is pro-mage doesn't mean that you know all you need to know. Someone who is pro-mage because he was born a mage and lived in the circle is very different from someone who is pro-mage because he's been possessed and then de-possessed and believes he can cleanse all mages from attracting demons in the fade once and for all, who is very different from someone who is a former templar that discovers he had magical powers himself and had to decide for himself what it really was all about. Context matters in how interesting a character is. At least, it does to me.

#1008
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David7204 wrote...

It's not. Not at all. That's not the issue. The issue is a character being placed at the thematic center of the story when it's not appropriate. And being the player's least liked squadmate sure as hell does not make it appropriate.

I love EDI. But when someone made a suggestion that EDI is there to speak to Shepard for the final choice, I said no. Regardless of how much I like it, it gives her too much thematic weight.


Use quotes, David. I wasn't sure you were talking to me.

The real issue here is the idea that the player character is at the thematic center of the story. When they aren't.

As I pointed out in my first reply, the Dragon Age universe is, as the devs have specifically stated, about the Dragon Age. About Thedas. Not about Hero #1 and Hero #2 and Hero #3.

That's a reason you need to play the games, incidently. Because your point is simply invalid in this circumstance.

Thus, placing another character on the pedestal is not a problem, because they're only another actor in the milleu.

#1009
MassivelyEffective0730

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David7204 wrote...

It's not. Not at all. That's not the issue. The issue is a character being placed at the thematic center of the story when it's not appropriate. And being the player's least liked squadmate sure as hell does not make it appropriate.

I love EDI. But when someone made a suggestion that EDI is there to speak to Shepard for the final choice, I said no. Regardless of how much I like it, it gives her too much thematic weight.


Well how do you think I feel about Liara being placed at the center of several important parts of the story? Or Tali? Or EDI? Or Garrus?

Ideally, the game could let us choose which characters could be focused on.

As for squadmate deaths, I support some deaths to be sudden and random. I'm fine with putting Liara in a position she's ill-suited to and having her die. It's much like the SM mechanic, only for the final mission. And having her die at the end 'because I goofed'. 

#1010
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I don't really care if a companion is placed into a key plot moment like on Virmire. I only care if my PC is required by the game to heavily care about it. I don't want to have to swallow the theme of sacrifice unless my character cares about sacrifice. At the very least give me numerous and sundry reasons for *why* my character might care so I can pick the least offensive.

#1011
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hoorayforicecream wrote...

Just because you know the theme or main drive doesn't necessarily mean you should dismiss the way it is presented or handled. Just because someone is pro-mage doesn't mean that you know all you need to know. Someone who is pro-mage because he was born a mage and lived in the circle is very different from someone who is pro-mage because he's been possessed and then de-possessed and believes he can cleanse all mages from attracting demons in the fade once and for all, who is very different from someone who is a former templar that discovers he had magical powers himself and had to decide for himself what it really was all about. Context matters in how interesting a character is. At least, it does to me.


It's a shame Bioware hid Meredith's motivations so well. I think they would have done a good job of...opening her up to a lot of people.

#1012
Fast Jimmy

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EntropicAngel wrote...

Sylvius the Mad wrote...

A moral realist, EA?


I guess.

It isn't adopted from a particular philosopher, just my own thoughts on the matter.

You may have figured out, but I loathe the mindset that anything and everything is subjective. That's anarchy in a pretty dress.


I think you can take an absolutist approach to the law, which is the judicial system that governs human interactions. But I'm not sure you can apply the same logic to morality in general.

There are loopholes to laws, by their very nature. Assuming a strict moral approach prevents anarchy as you say, yes... but it also allows an almost legalist approach to doing things that harm others or creates other problems, but which people can clearly say "this is moral and right, so I can keep on doing it."

#1013
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I want survival to depend on performance (i.e. success at gameplay basically). Not on arbritrary sacrificial themes and authorial whims. People don't die because it plays into some "theme". Usually death is either senseless (and there's not much to say about that, but grieve) or just because you suck. And with games, it should mostly be about the latter.

Modifié par StreetMagic, 01 novembre 2013 - 10:58 .


#1014
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Fast Jimmy wrote...

I think you can take an absolutist approach to the law, which is the judicial system that governs human interactions. But I'm not sure you can apply the same logic to morality in general.

There are loopholes to laws, by their very nature. Assuming a strict moral approach prevents anarchy as you say, yes... but it also allows an almost legalist approach to doing things that harm others or creates other problems, but which people can clearly say "this is moral and right, so I can keep on doing it."


It's not something I've developed thoroughly, but I'm very intrigued by Kantian ethics. The "why" is just as important as the "what" or the "how."

#1015
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hoorayforicecream wrote...
Just because you know the theme or main drive doesn't necessarily mean you should dismiss the way it is presented or handled. Just because someone is pro-mage doesn't mean that you know all you need to know. Someone who is pro-mage because he was born a mage and lived in the circle is very different from someone who is pro-mage because he's been possessed and then de-possessed and believes he can cleanse all mages from attracting demons in the fade once and for all, who is very different from someone who is a former templar that discovers he had magical powers himself and had to decide for himself what it really was all about. Context matters in how interesting a character is. At least, it does to me.


I agree, which is why I was saying that the mother should be shipped off to Vegas in order to shake up her "mother bear" status.  I never see anything like this happen with either Anders or Fenris.  They are diametric opposites that represent the poles of the debate.  I already know what the poles are.  I don't need them to teach me.  What I *do* need is characters that teach me about the nuances in the middle and how this debate overlaps with other debates I care more about. 

#1016
Fast Jimmy

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StreetMagic wrote...

I want survival to depend on performance (i.e. success at gameplay basically). Not on arbritrary sacrificial themes and authorial whims. People don't die because it plays into some "theme". Usually death is either senseless (and there's not much to say about that) or just because you suck. And with games, it should mostly be about the latter.


Would you want a gameplay death to result in a thematic, story death as well? Such that there is no reload screen when HP reaches zero, but rather a final conclusion?

Or would you want the story to keep moving on without the character's "true" death, where they are knocked out or swooned and consequences and story flow out from that as well?

Or do you just want the character to never truly die at all, since dying would just result in a "Game Over - Continue?" screen?

#1017
David7204

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You're not using logic, Entropy. Even if the player character was 'not the center of the story' (which is very shoddy to begin with and not something I want to go into), that doesn't mean that Mr. Least-liked-companion is any more the center.

If some random peasant the player had never seen before came out of nowhere and did something that changed the entire course the of conflict at the climax, that would be very unwelcome. This is really no different. If the story is about Peasent #1425, it should be about Peasent #1425 consistently and not suddenly shine a light on him at the climax. Likewise, if the story is about Javik or EDI (which it would be by giving them such an essential role at the most important moment), it needs to be about them consistently. It's very thematically inappropriate to have such huge shifts at the climax.

Modifié par David7204, 01 novembre 2013 - 11:02 .


#1018
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Ragabul the Ontarah wrote...
I agree, which is why I was saying that the mother should be shipped off to Vegas in order to shake up her "mother bear" status.  I never see anything like this happen with either Anders or Fenris.  They are diametric opposites that represent the poles of the debate.  I already know what the poles are.  I don't need them to teach me.  What I *do* need is characters that teach me about the nuances in the middle and how this debate overlaps with other debates I care more about. 


Thank you.

This was the major issue with DA2's plot.

#1019
GreyLycanTrope

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David7204 wrote...

It's not. Not at all. That's not the issue. The issue is a character being placed at the thematic center of the story when it's not appropriate. And being the player's least liked squadmate sure as hell does not make it appropriate.

I love EDI. But when someone made a suggestion that EDI is there to speak to Shepard for the final choice, I said no. Regardless of how much I like her, it gives her too much thematic weight.

That's only the case if you soley believe the protaganist is all there is to the story, not everyone will draw that same conclusion looking at the narrative. Mass Effect can be just as easily about anything else depending on perspective say synthetics and organics, or unity and teamwork and in both these cases EDI could be very appropriate to make her the thematic center.

Loghain's sacrifice at the end of DA:O can play much the same role, the Grey Warden was certainly instrumental in uniting the various factions but s/he's not fighting alone at the end, not by a long shot, hell you can even summon allied armies to help you fight both the mooks and the final boss. The spot light doesn't always have to be glued to the protaganist, and indeed it's not in DA:O we get scene specifically depicting Loghain's actions entirely devoid of whatever the Warden is doing at the moment, whether it's his decion to retreat from Ostagar or him addressing the landsmeet afterwards.

Modifié par Greylycantrope, 01 novembre 2013 - 11:06 .


#1020
David7204

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No. That's ridiculous.

Mass Effect is not about Jacob. No amount of perspective can make it about Jacob. And thus having Jacob show up and save everything at the climax for some reason is absurd.

#1021
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Fast Jimmy wrote...

StreetMagic wrote...

I want survival to depend on performance (i.e. success at gameplay basically). Not on arbritrary sacrificial themes and authorial whims. People don't die because it plays into some "theme". Usually death is either senseless (and there's not much to say about that) or just because you suck. And with games, it should mostly be about the latter.


Would you want a gameplay death to result in a thematic, story death as well? Such that there is no reload screen when HP reaches zero, but rather a final conclusion?


If it could be done well, sure. It'd work better if you had a pool of characters, but that's not exactly relevant here.I could've sworn I've played something like this though, but I can't remember what it was now.

#1022
David7204

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If the protagonist is not the character who faces the climax of the story, he shouldn't be the protagonist.

#1023
Guest_Morocco Mole_*

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Play the games, David.

#1024
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David7204 wrote...

You're not using logic, Entropy. Even if the player character was 'not the center of the story' (which is very shoddy to begin with and not something I want to go into), that doesn't mean that Mr. Least-liked-companion is any more the center.

If some random peasant the player had never seen before came out of nowhere and did something that changed the entire course the of conflict at the climax, that would be very unwelcome. This is really no different. If the story is about Peasent #1425, it should be about Peasent #1425 consistently and not suddenly shine a light on him at the climax. Likewise, if the story is about Javik or EDI (which it would be by giving them such an essential role at the most important moment), it needs to be about them consistently. It's very thematically inappropriate to have such huge shifts at the climax.


That's not shoddy at all. The DA games have done it fine.

Though DA ][ was more about Hawke, I'll admit.


You're not understanding. The story is not about Peasant #1425. The story is not about the protagonist (at least for DA:O). The story is about the world of Thedas. As such, there is no impetus for a single character to take the thematic center (outside of the necessity of consistency when playing--for example, your character ought to be present at every scene, but they need not be the focus).

There is no "huge shift" because that direction wasn't even there in the first place.

#1025
MassivelyEffective0730

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David7204 wrote...

If the protagonist is not the character who faces the climax of the story, he shouldn't be the protagonist.


This totally happens in Dragon Age. And it is one of the better endings of the game because of it.

I'm going to ask that you frame your statements with "in my opinion."