I'm interested in defending the town and keep.
#101
Posté 15 novembre 2013 - 08:13
How is forcing you to play the game multiple times to get a particular ending "amazing storytelling?"
In my many years of gaming - I've only ever played one game from start to finish more than once. That was Dragon Age: Origins.
I would never play a game a second time for a particular ending.
#102
Posté 15 novembre 2013 - 08:15
Thomas Andresen wrote...
I wouldn't consider it a bad thing if option C was available as well. Mainly because, for various reasons, I wouldn't always be striving for option C. If someone else might always choose option C, first of all, that's hardly my business, nor is it my loss. Too bad for them.I just want the option A and B to exist without a C.
I feel C should have it's own consequences.
Say you're going to have a choice between D, E and F immediately afterwards... picking C should result in F not being an option, leaving people to pick choices and lead to their own goals, rather than choose what ultimately ends up being best for everyone.
For example, foregoing strengthing your army to save villages should result in large casualties when your army is weak and spread out. Meanwhile, a strengthened army means losing less people during the same conflict but you've let countless others die before that point. Stuff like that.
Modifié par Dave of Canada, 15 novembre 2013 - 08:16 .
#103
Posté 15 novembre 2013 - 08:15
Olivier_dehFanboy wrote...
could not have said it better myself. Totally agree.frankf43 wrote...
Fast Jimmy wrote...
I'm torn about this.
On one hand, having story outcomes that vary depending on gameplay is something I really like. But, on the other hand, many players will just reload or drop down to easy to get the "best outcome" evey time. If that's the case, where it becomes just tedium that most players realize the ways to game the system to get the happiest outcomes, what is really gained? It isn't a darker story, it is just a game with a happy path that takes some tedium to get and also story content if you fail to get the happy path instead of a "Game Over" screen.
I'm not sure if that's the best way. Then again, binary choices via dialogue may, also, not be the best way.
I can't see why the problem with some people reloading the game time and again to get t he best outcome, it is their game play-through and if they want to spend the time getting their happy ever after then why not let them.
If you want to play through once taking the breaks the game gives you good and bad then that is your choice. I do think that there should be an achievement for playing a game through once on nightmare with no reloads though.
To get a little more back on track here... the problem is not me, the grognard, saying people are playing "wrong." That is not the case. At all.
The problem is the Casual. Who will say "I've dropped the game down to Super Easy and still fail... I hate having to keep reloading my game to get the best outcomes. You are punishing me, Bioware, when I just want to see the happy outcome!"
I have this same argument come across dozens, if not hundreds, of times in discussing topics such as a Narrative adifficulty, limited save slots, permadeath and regenrating health - tying anything directly to the gameplay will upset people. Because even though they CAN drop the difficulty, save spam and even unlock cheats... they will complain because they have to.
#104
Posté 15 novembre 2013 - 08:17
To be honest, this is what gets me as well.How is forcing you to play the game multiple times to get a particular ending "amazing storytelling?"
#105
Posté 15 novembre 2013 - 08:18
I remember Nier being praised a lot for it actually though I haven't played it myself.Thomas Andresen wrote...
To be honest, this is what gets me as well.How is forcing you to play the game multiple times to get a particular ending "amazing storytelling?"
999 and Zero Escape: Virtue's Last Reward kind of has this as part of the narrative.
Modifié par HiroVoid, 15 novembre 2013 - 08:18 .
#106
Posté 15 novembre 2013 - 08:19
HiroVoid wrote...
I remember Nier being praised a lot for it actually though I haven't played it myself.
Nier has one of the greatest sacrifice endings ever made. It's hilarious.
999 and Zero Escape: Virtue's Last Reward kind of has this as part of the narrative.
Which is amazing.
#107
Posté 15 novembre 2013 - 08:20
And I never will - because I'd probably never play them more than once.
I do play RTS games and Tactical games like X-com more than once I suppose - but, I almost never play RTS single player.
But for it to be "amazing storytelling" - are they about time travel, or Groundhog's Day events or something? How is replaying it... storytelling at all?
Modifié par Medhia Nox, 15 novembre 2013 - 08:21 .
#108
Posté 15 novembre 2013 - 08:22
That village in the pax trailer verses the wounded verses the keep.
Pick one.
shrugs.
#109
Posté 15 novembre 2013 - 08:25
Medhia Nox wrote...
@Fast Jimmy: Just want to be clear I didn't say they don't exist, nor that bad endings are inherently negative.
How is forcing you to play the game multiple times to get a particular ending "amazing storytelling?"
In my many years of gaming - I've only ever played one game from start to finish more than once. That was Dragon Age: Origins. * I would never play a game a second time for a particular ending.
Because it is personal preference. I find divergent content and replayability huge values to my own personal tastes. And a game that makes you experience the bad outcomes, then let's you work to make things better gives me an immeasurably more level of story fulfillment than swinging in, saving the day, and ealking off into the sunset. Seeing, feeling and experiencing the worst, you see the real consequences of your failure beyond a mere "Game Over" screen ever would. In addition, these "failure" endings in some cases give you the "story pieces" that make the good option make sense.
Ending 1 has you side with the Templars, which go crazy and slaughter eveyone, showing Meredith was being corrupted by the red lyrium. Ending 2 has you side with the Mages, who go crazy because Orsino has been secretly helping Blood Mages. Ending 3 becomes available when you beat the game twice with each of these different options, gives you a third option that let's you warn Elthina that Meredith has become crazy and talk to Anders about Orsino's blood magic, giving you the resources you need to prevent the BOOM and have Elthina lead the Templars to take down the two leaders, making Aveline head of the Templars and Anders First Enchanter.
Modifié par Fast Jimmy, 15 novembre 2013 - 08:27 .
#110
Posté 15 novembre 2013 - 08:25
That is where I'm torn, actually. Every choice should have consequences. But what kind of consequences can you get for saving everyone?I feel C should have it's own consequences.
Maybe saving both the village and the keep might lead to losing two villages later in the game, due to, say, logistical problems. But then you might as well have restricted the initial choice to "A or B."
#111
Posté 15 novembre 2013 - 08:26
My hope - is that it is difficult, and comes with a personal cost to your character.
Modifié par Medhia Nox, 15 novembre 2013 - 08:27 .
#112
Posté 15 novembre 2013 - 08:28
We are talking about the scenario from the demo now, aren't we?There's an option to save them both, they said as much - and I'm very glad - I suppose the question is... how difficult is it to achieve that, and what did you have to sacrifice before or after to achieve it?
#113
Posté 15 novembre 2013 - 08:28
What if you have to choose pragmatic decisions earlier on where you had an earlier choice to save something that could help you militarilly compared to a Dalish camp? Or any variation of this where a previous difficult decision decides if you can save both here?Thomas Andresen wrote...
That is where I'm torn, actually. Every choice should have consequences. But what kind of consequences can you get for saving everyone?I feel C should have it's own consequences.
Maybe saving both the village and the keep might lead to losing two villages later in the game, due to, say, logistical problems. But then you might as well have restricted the initial choice to "A or B."
#114
Posté 15 novembre 2013 - 08:29
You know that expression Isabela makes when that bad poet is talking to her? I'm making it now.giving you the resources you need to prevent the BOOM and have Elthina lead the Templars to take down the two leaders, making Aveline head of the Templars and Anders First Enchanter.
#115
Posté 15 novembre 2013 - 08:33
Not having every event be a microcosm would be much preferred.
#116
Posté 15 novembre 2013 - 08:33
Xilizhra wrote...
You know that expression Isabela makes when that bad poet is talking to her? I'm making it now.giving you the resources you need to prevent the BOOM and have Elthina lead the Templars to take down the two leaders, making Aveline head of the Templars and Anders First Enchanter.
I'm not saying that's how DA2 should have ended, by any stretch. But by seeing the shirt hit the fan, and having seen the story hit the low points, no matter what, it makes the happy ending that would seem corny and cheesy seem earned and fit.
I'm no writer.
#117
Posté 15 novembre 2013 - 08:34
I agree. To a point.Because it is personal preference. I find divergent content and replayability huge values to my own personal tastes.
I believe, however, that any of the possible endings should be attainable on the first play-through, so long as you have to do multiple play-throughs to get the all of the endings.
#118
Posté 15 novembre 2013 - 08:38
"Try and escape from this hedge maze. We'll put an exit in after you reach all the dead ends."
#119
Posté 15 novembre 2013 - 08:43
Thomas Andresen wrote...
That is where I'm torn, actually. Every choice should have consequences. But what kind of consequences can you get for saving everyone?I feel C should have it's own consequences.
Maybe saving both the village and the keep might lead to losing two villages later in the game, due to, say, logistical problems. But then you might as well have restricted the initial choice to "A or B."
Mmm... I don't know the particular context of the scene in question aside from "Red Templar are attacking!" but let's go with a hypothetical.
Prior to this decision, you were presented to a village assumed to be filled with mage cultists. You're given three choices:
A. Leave the village be, you don't have time to go through each and every one of them to filter cultists.
B. Slaughter the village, you don't have time to go through and find who's innocent and who's not.
C. Spend time investigating who's a cultist, who isn't and dealing with them.
A and B results in less time being "wasted", you arrive to the keep and village which are under attack and you've got time to save both if you rush through and do it. C on the other hand took too long, you've arrived and both are on the verge of falling and you've only got time to save one.
Saving the village results in public sympathy for the deceased Inquisitors, the gratitude of the village but the nation's stability collapses and is left vulnerable. A new issue which you now have to deal with.
Saving the keep results in public chagrin for the Inquisition, why support the Inquisition if you can't protect the innocent? The region is stable and fortified but you've lost public support and the village was a source of supplies for the keep. A new issue which you now have to deal with.
Saving both leads to a "happier" alternative which you don't have to deal with the consequences of either. Thing is, you're forced to deal with the consequences of the choice prior to your arrival at the other village. What good is saving both if the Inquisition's famed for slaughtering innocents in a witch hunt? Etc.
#120
Posté 15 novembre 2013 - 08:48
Noted, but I personally prefer options to save everyone. Even if getting them is harder.Dave of Canada wrote...
Thomas Andresen wrote...
That is where I'm torn, actually. Every choice should have consequences. But what kind of consequences can you get for saving everyone?I feel C should have it's own consequences.
Maybe saving both the village and the keep might lead to losing two villages later in the game, due to, say, logistical problems. But then you might as well have restricted the initial choice to "A or B."
Mmm... I don't know the particular context of the scene in question aside from "Red Templar are attacking!" but let's go with a hypothetical.
Prior to this decision, you were presented to a village assumed to be filled with mage cultists. You're given three choices:
A. Leave the village be, you don't have time to go through each and every one of them to filter cultists.
B. Slaughter the village, you don't have time to go through and find who's innocent and who's not.
C. Spend time investigating who's a cultist, who isn't and dealing with them.
A and B results in less time being "wasted", you arrive to the keep and village which are under attack and you've got time to save both if you rush through and do it. C on the other hand took too long, you've arrived and both are on the verge of falling and you've only got time to save one.
Saving the village results in public sympathy for the deceased Inquisitors, the gratitude of the village but the nation's stability collapses and is left vulnerable. A new issue which you now have to deal with.
Saving the keep results in public chagrin for the Inquisition, why support the Inquisition if you can't protect the innocent? The region is stable and fortified but you've lost public support and the village was a source of supplies for the keep. A new issue which you now have to deal with.
Saving both leads to a "happier" alternative which you don't have to deal with the consequences of either. Thing is, you're forced to deal with the consequences of the choice prior to your arrival at the other village. What good is saving both if the Inquisition's famed for slaughtering innocents in a witch hunt? Etc.
#121
Posté 15 novembre 2013 - 08:52
I think that's what Dave is getting at though. Gameplay-wise, nothing is usually hard in the Dragon Age series. With Dragon Age: Awakening, I had more than double or triple the amount of money on my person than the actual amount you needed to fortify the keep. All of the resources you needed were just in the same places you had to visit. Nothing really needed to be sacrificed by you because it was pretty easy to do what was needed to save both the keep and the town.Xilizhra wrote...
Noted, but I personally prefer options to save everyone. Even if getting them is harder.Dave of Canada wrote...
Thomas Andresen wrote...
That is where I'm torn, actually. Every choice should have consequences. But what kind of consequences can you get for saving everyone?I feel C should have it's own consequences.
Maybe saving both the village and the keep might lead to losing two villages later in the game, due to, say, logistical problems. But then you might as well have restricted the initial choice to "A or B."
Mmm... I don't know the particular context of the scene in question aside from "Red Templar are attacking!" but let's go with a hypothetical.
Prior to this decision, you were presented to a village assumed to be filled with mage cultists. You're given three choices:
A. Leave the village be, you don't have time to go through each and every one of them to filter cultists.
B. Slaughter the village, you don't have time to go through and find who's innocent and who's not.
C. Spend time investigating who's a cultist, who isn't and dealing with them.
A and B results in less time being "wasted", you arrive to the keep and village which are under attack and you've got time to save both if you rush through and do it. C on the other hand took too long, you've arrived and both are on the verge of falling and you've only got time to save one.
Saving the village results in public sympathy for the deceased Inquisitors, the gratitude of the village but the nation's stability collapses and is left vulnerable. A new issue which you now have to deal with.
Saving the keep results in public chagrin for the Inquisition, why support the Inquisition if you can't protect the innocent? The region is stable and fortified but you've lost public support and the village was a source of supplies for the keep. A new issue which you now have to deal with.
Saving both leads to a "happier" alternative which you don't have to deal with the consequences of either. Thing is, you're forced to deal with the consequences of the choice prior to your arrival at the other village. What good is saving both if the Inquisition's famed for slaughtering innocents in a witch hunt? Etc.
#122
Posté 15 novembre 2013 - 08:53
Which I'm totally fine with, because I enjoy stories with better outcomes.I think that's what Dave is getting at though. Gameplay-wise, nothing is usually hard in the Dragon Age series. With Dragon Age: Awakening, I had more than double or triple the amount of money on my person than the actual amount you needed to fortify the keep. All of the resources you needed were just in the same places you had to visit. Nothing really needed to be sacrificed by you because it was pretty easy to do what was needed to save both the keep and the town.
#123
Posté 15 novembre 2013 - 09:05
Thomas Andresen wrote...
That is where I'm torn, actually. Every choice should have consequences. But what kind of consequences can you get for saving everyone?I feel C should have it's own consequences.
Maybe saving both the village and the keep might lead to losing two villages later in the game, due to, say, logistical problems. But then you might as well have restricted the initial choice to "A or B."
That's where I tend to want difficulty to come into play. I paid for C by making the battle far more difficult for me. If there is always going to be an equal penalty why not always take the easiest option?
A counter to the statement. You can't always save everyone. If you try hard enough some times you can.
Modifié par Inprea, 15 novembre 2013 - 09:08 .
#124
Posté 15 novembre 2013 - 09:11
Medhia Nox wrote...
@Angrywolves: There's an option to save them both, they said as much - and I'm very glad - I suppose the question is... how difficult is it to achieve that, and what did you have to sacrifice before or after to achieve it?
My hope - is that it is difficult, and comes with a personal cost to your character.
Hm by personal cost what do you have in mind? Are we talking about a loss in gold or a permenant reduction to stats?
I'm reminded of Jade Empire where if you lack a high enough persuasion skill you can still save a girl and her father but it brings about a permenant reduction to your spirit stat. I believe it was the happiest I've ever been to see my character gain a permenant debuff. I believe the wording was.
Each time you feel this hole in your spirit you know there is a little girl living happily and healthy because of you.
Or something like that.
#125
Posté 15 novembre 2013 - 09:17
So what you're saying is that sometimes we should be able to save everyone in DA:I and sometimes we shouldn't.Inprea wrote...
Thomas Andresen wrote...
That is where I'm torn, actually. Every choice should have consequences. But what kind of consequences can you get for saving everyone?I feel C should have it's own consequences.
Maybe saving both the village and the keep might lead to losing two villages later in the game, due to, say, logistical problems. But then you might as well have restricted the initial choice to "A or B."
That's where I tend to want difficulty to come into play. I paid for C by making the battle far more difficult for me. If there is always going to be an equal penalty why not always take the easiest option?
A counter to the statement. You can't always save everyone. If you try hard enough some times you can.





Retour en haut






