Ieldra2 wrote...
The question is then: to which extent can you make the character yours? Ironically, the more story-driven a game is, the less ownership it allows.
That's completely false. The more open-world the game is, the less it's possible to have "ownership" over your character unless ownership means "complete fantasy that is impossible to display or express in game and that the game will never under any circumstances react to in any way".
Skyrim proves that there is a large market for more purist approaches to roleplaying, where you can not only create your character but also your stories by doing things in sequence, talking with NPCs, driven by something that's only meaningful to you and the motivation you put into your character.
Unless. for example, your motivation is to start a third rebellion that's not let by Ulfric. Or if you want to take over a city and annex it from Skyrim as a personal fiefdom. Or if your motivation is to just plain be funny.
Thus, we don't get to imagine our own backstory for the Bhaalspawn, we have a limited selection of backgrounds for Shepard or the Warden.
You don't get to have your own backstory for Skyrim either. You get to have a fantasy competely divorced from the reality of the game if you happen to make it it fit with "being arrested by the Imperials", but they're your railroaded into being a murdering, mercenary nomad.
If you want to tell a meaningful story, allowing the player less ownership of their character than in games like Skyrim is a necessity.
Again, I disagree. Head cannon is not ownership. People don't have "more ownership" over Shepard if they spend a lot of time basically creating scenes themselves like that happy-ending ME fan mod. That's what "ownership" is in the context of something like Skyrim, minus the months of work it takes to actually create game content.
If you don't let the player know about what their character will say if you choose X, then that means the player is not allowed comprehensive knowledge of the character's mind.
That logic is broken. It's broken because the game
never shows you in advance what
your next option is going to me. Let's take DA:O as an example. Suppose my Cousland is ambitious - she wants to be Queen of Ferelden in her own right. She's (a) found the literal remains of the Jesus-equivalent of her religion, i.e., the Thedas Holy Grail; (

she's an eloquent speaker who could sway an entire room full of nobels; © she's manipulated Alistair (Theiren) into think she loves him, a man who doesn't want to be King at all; and (d) she's saved multiple parts of Ferelden as a heroic GW. With all of that she has quite a legitimate claim to Crowning
herself Queen at the Landsmeet.
Maybe this plan works or it doesn't - but it DA:O it can't work without you basically letting Alistair penetrate you. How is that not breaking my character by taking away options from me?
How is it - when Wynne asks you what it means to you to be a GW - that you can't say "It means I was kindapped and forced to leave my parents to die by a sadistic old creep that forced me to drink darkspawn blood, and I'll burn this order to the ground once I save Ferelden?"
Why can't my dwarf commnoner just say Branka crowned
him King of Orzammar? Who's stopping him?
Agency over the workings of the character's mind, however, lies at the very heart of roleplaying, and if the game doesn't allow me to project myself into the character
DA:O didn't allow me to project myself into the character by keeping options away from me without even telling me in advance they exist. That's the same thing.