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Dear Bioware, why should I care about choice when I KNOW you will probably retcon them in the future?


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#651
In Exile

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AlanC9 wrote...
Well, it's not precisely incompetent decisions. As I read it, his problem is more like bad intel. If he had been correct about the Wardens being both dangerous to the kingdom and not particularly important for the war, his plan yould have made a lot more sense.


I'm not talking about that part. I'm talking about his return to Denerim. He literally did the most suspicious things, actively poisoned his political enemies, and actively drove away powerful politians on the fence through unbelievable antagonist. That's ignoring stuff like colaborating with obvious traitors. 

#652
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Fast Jimmy wrote...
But this is why Bioware would be better served by a canon from game to game, instead of an attempt at the Save Import. If they can't be trusted to give choices that can be properly followed up on, like you ascertain, then their only viable way to course correct inbetween games in a series would be to set a canon that let's them work off the choices they want to work off of, not be tied to every variance they included on a choice that they hadn't taken to the next logical conclusional step.


I'm not disagreeing on a set cannon. I'm just saying that for the DR, I wouldn't read too much into it because Bioware doesn't think ahead (or at least hasn't yet). 

#653
Sylvius the Mad

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In Exile wrote...

Bioware games tend to be relatively reactive to personality, which other RPGs (except maybe TW1-2/DXHR) simply refuse to do as a matter of design. Most games outright refuse to recognize that your character even has a personality. That's what I like about Bioware games. The choices are just a means to an end here. And frankly I think Bioware would be better off defining their style of RPG as about "defining who the protagonist is" versus "choosing what the world will be" since it'll avoid all this dissapointment about far-reaching consequences they never deliver on.

Except they're moving in the opposite direction.  DA2 and ME2 did a terrible job of letting the player define who the protagonist is.  Hawke and Shepard both took actions and spoke words without the player choosing them.

With DA2, that might just be a failure of the paraphrase system, but with ME2 that was strongly built into the design with the way the interrupts worked.  The dev-team even stated, explicitly, that the player wasn't intended to be able to choose Shepard's actions in those moments.

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Sylvius the Mad wrote...
Except they're moving in the opposite direction.  DA2 and ME2 did a terrible job of letting the player define who the protagonist is.  Hawke and Shepard both took actions and spoke words without the player choosing them.


I'd agree with you on ME3, if you had mentioned that game, but I disagree with you (in part) on ME2. I agree that DA2 had a problem with the paraphrase, because of how it simply did not match up with the written line in very important ways sometimes and created the same choice vs. effect problem DA:O and other silent PC RPGs have. 

With DA2, that might just be a failure of the paraphrase system, but with ME2 that was strongly built into the design with the way the interrupts worked.  The dev-team even stated, explicitly, that the player wasn't intended to be able to choose Shepard's actions in those moments 


The interrupt, though, is optional. I also found that the renegade ones worked quite well for me, character-definition wise. But then I don't find (or believe in) the degree of fidelity that you see as necessary to see a character as yours. 

An example is the mechanic in the Archangel mission. That Shepard fries him with the cattleprod isn't an issue for me - the intent for me was for Shepard to hurt the mechanic, that was clearly conveyed, so the interrupt worked fine. 

#655
Fast Jimmy

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Yet there were many instances where the interrupt is a complete unknown. You don't know if Shelhard is going to tell at someone, punch them or throw them out a window. I mean, would it kill them to add a thread of text to indicate what you would be doing?

#656
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Fast Jimmy wrote...

Yet there were many instances where the interrupt is a complete unknown. You don't know if Shelhard is going to tell at someone, punch them or throw them out a window. I mean, would it kill them to add a thread of text to indicate what you would be doing?


Don't get me wrong. I'm not saying the interrupts were good. Some - like the paragon interrupt with Tali - were just completely impossible to predict. I mean, a hug? 

But some were telegraphed well by situation and context and so I was comfortable firing it off with only the game as a cue and was not wrong. But absolutely I agree that Bioware should have given us more information. 

All I am saying is that they were (a) optional and avoidable and (B) sometimes (rarely) predictable.