An quest to really test our beliefs
#1
Posté 28 janvier 2014 - 11:47
Any body else would like something like this?
#2
Posté 28 janvier 2014 - 11:54
#3
Posté 28 janvier 2014 - 11:59
Qistina wrote...
There should be "Helm of Clear See" inside the fade and so the Inquisitor can see through the lies....
That only accomplishes the absolute opposite of what the OP is suggesting.
Anyways, I like this idea. In DA:O and DA2 it was always abundantly clear demons were trying to trick you into some kind of self-destructive action. It would be nice to run into situations where you actually have to work out if there's anyone around you can trust etc.
#4
Posté 28 janvier 2014 - 12:05
I like my player agency and all that.
#5
Posté 28 janvier 2014 - 12:11
Edit:
Also, what TheRedVipress said.
Modifié par Ieldra2, 28 janvier 2014 - 12:13 .
#6
Posté 28 janvier 2014 - 01:45
One of the problems I have with situations like this is that dialog options often alert you to possible tricks by the NPC. Many times while questioning an NPC you might see the option "You're hiding something," or "What aren't you telling me?" Even if you don't pick that option, just by seeing it has planted the idea in your mind that the NPC might be hiding something.funmachine wrote...
Qistina wrote...
There should be "Helm of Clear See" inside the fade and so the Inquisitor can see through the lies....
That only accomplishes the absolute opposite of what the OP is suggesting.
Anyways, I like this idea. In DA:O and DA2 it was always abundantly clear demons were trying to trick you into some kind of self-destructive action. It would be nice to run into situations where you actually have to work out if there's anyone around you can trust etc.
Perhaps the player isn't very perceptive and wouldn't have even thought the NPC was lying if the dialog option hadn't been there in the first place. This is the case of the cRPG format showing its limitations. If this were Pen & Paper we wouldn't have these lines and so would have to intuit whether or not we thought the person was lying, rather than have it suggested by the dialog options.
So, while I do really like the OP's suggestion -- it's always irked me that our PC is somehow immune to the charms of the fade -- I would only want to see it implemented if it would be done in such a way as to not blatantly suggest, via dialog options, that the trick is there.
#7
Posté 28 janvier 2014 - 02:14
#8
Posté 28 janvier 2014 - 02:23
Br3ad wrote...
Who cares about what the player knows? This is about what the Player's Character knows. For people who talk about metagaming a lot, you sure like to use your own personal input from past experiences with everything.
Exactly.
It's even funnier (I find it anyway) When people complain about the 3rd choice for Connor. Even though the character has no idea it will work.
Modifié par Veruin, 28 janvier 2014 - 02:25 .
#9
Posté 28 janvier 2014 - 02:45
Qistina wrote...
it matters because of like DA:O if the character don't know being in the Fade, the game don't progress, since DA is narrative based, the character MUST know eventually.
Or they can be fooled by the illusions and stay there for eternity. Y'know, headcanon their story out and stop playing that save?
#10
Posté 28 janvier 2014 - 02:47
Br3ad wrote...
Who cares about what the player knows? This is about what the Player's Character knows. For people who talk about metagaming a lot, you sure like to use your own personal input from past experiences with everything.
Lots of over-the-top and obvious things from any RPG will equal the greatest mystery ever if you are RP'ing a cave man. Mages for example know quite a bit about the fade, and have survived at least one incursion there.
Even inquisitor of another class will probably learn more than he ever cared to about the fade.
This is not simply about player knowledge.
Modifié par TheRedVipress, 28 janvier 2014 - 02:47 .
#11
Posté 28 janvier 2014 - 02:48
Qistina wrote...
it matters because of like DA:O if the character don't know being in the Fade, the game don't progress, since DA is narrative based, the character MUST know eventually.
Unless the game is like Skyrim or Dark Souls....where the game progress not dependent on narrative
#12
Posté 28 janvier 2014 - 02:48
These complaints are about seeing optional dialogue, so yes it is.TheRedVipress wrote...
Br3ad wrote...
Who cares about what the player knows? This is about what the Player's Character knows. For people who talk about metagaming a lot, you sure like to use your own personal input from past experiences with everything.
Lots of over-the-top and obvious things from any RPG will equal the greatest mystery ever if you are RP'ing a cave man. Mages for example know quite a bit about the fade, and have survived at least one incursion there.
Even inquisitor of another class will probably learn more than he ever cared to about the fade.
This is not simply about player knowledge.
#13
Posté 28 janvier 2014 - 02:50
Qistina wrote...
In DA, if the warden stuck at Duncan, then what to do there? Nothing, you need to speak to Duncan again to progress the game
Or you stop playing that save as the player was fooled and doomed...
#14
Posté 28 janvier 2014 - 02:51
And? Is the story supposed to progress when you RP someone who wants to stay there? This is all about what you RP the character as knowing, and you can only blame yourself for wanting to make them not know anything. On a similar note, you can only blame yourself if you want them to know everything. And in Skyrim, the character does not know everything I know. For instance, I knew what a Dragonborn was before Oblivion even came out. Did my character, no. It's not the same.Qistina wrote...
no, it cannot be for DA, but it is ok for Skyrim
In DA, if the warden stuck at Duncan, then what to do there? Nothing, you need to speak to Duncan again to progress the game
But let say Skyrim have the Fade, you never know you are in the Fade, because the character awareness is your awareness, you may feel something is wrong, you yourself will try to find out what it is and get out
#15
Posté 28 janvier 2014 - 02:52
Br3ad wrote...
These complaints are about seeing optional dialogue, so yes it is.TheRedVipress wrote...
Br3ad wrote...
Who cares about what the player knows? This is about what the Player's Character knows. For people who talk about metagaming a lot, you sure like to use your own personal input from past experiences with everything.
Lots of over-the-top and obvious things from any RPG will equal the greatest mystery ever if you are RP'ing a cave man. Mages for example know quite a bit about the fade, and have survived at least one incursion there.
Even inquisitor of another class will probably learn more than he ever cared to about the fade.
This is not simply about player knowledge.
Maybe, but wouldn't you agree that something that may work even on the player is *potentialy* much more effective and interesting?
#16
Posté 28 janvier 2014 - 02:52
So, like you can't unhear what the lawyer said, you can't unsee a dialog option that puts suspicion in your mind where there had been none before. That is the key. If you had not previously been suspicious but are made so by the existence of the dialog option. You are forever altered at that point. You can make a conscious effort to disregard it, but the fact remains that it is now known to you that this character might be lying.
If you are implying that all of us have spoken out against metagaming, you are mistaken. I enjoy doing that after my first play and certainly don't care whether other people do it in their own game.Br3ad wrote...
Who cares about what the player knows? This is about what the Player's Character knows. For people who talk about metagaming a lot, you sure like to use your own personal input from past experiences with everything.
#17
Posté 28 janvier 2014 - 02:57
Because in life, people only except one way. It's a common thing to do when faced with dire consequences. Of course, we've never been told to kill a child because he was an abomination, so maybe I'm wrong.nightscrawl wrote...
Let me use an alternative example. You are on a jury and one of the lawyers says something interesting/important and the judge orders you to disregard it. Well the damage has been done hasn't it? You can't unhear what the lawyer said. You can disregard it. In fact I have come up with various RP reasons to disregard the dialog options for Connor, but the point remains that I have seen them there, and also that the NPCs repeatedly say things like "There has to be another way," during the scene.
I don't really see a problem with this, even though it's not the best example for the problem given. The games trying to give you a logical reason to not want to be in a place that will kill you. Finally, everyone doesn't look at every little eye twitch, so you can still RP the doomed soul.So, like you can't unhear what the lawyer said, you can't unsee a dialog option that puts suspicion in your mind where there had been none before. That is the key. If you had not previously been suspicious but are made so by the existence of the dialog option. You are forever altered at that point. You can make a conscious effort to disregard it, but the fact remains that it is now known to you that this character might be lying.
Talking to Qistina, who's made several threads on the topic.If you are implying that all of us have spoken out against metagaming, you are mistaken. I enjoy doing that after my first play and certainly don't care whether other people do it in their own game.Br3ad wrote...
Who cares about what the player knows? This is about what the Player's Character knows. For people who talk about metagaming a lot, you sure like to use your own personal input from past experiences with everything.
Modifié par Br3ad, 28 janvier 2014 - 02:57 .
#18
Posté 28 janvier 2014 - 03:00
Not really. I've never really cared about wat happens to my own impression of events, especially considring the fact that this is indeed a video game. I'm always suspicous. Finally, anything that does this would have to work on a very long time frame, and given what the Fade does to the body in such a time, it wouldn't be that effective, but the death might be interesting.TheRedVipress wrote...
Maybe, but wouldn't you agree that something that may work even on the player is *potentialy* much more effective and interesting?
#19
Posté 28 janvier 2014 - 03:01
Problem?Qistina wrote...
And? Is the story supposed to progress when you RP someone who wants to stay there? This is all about what you RP the character as knowing, and you can only blame yourself for wanting to make them not know anything. On a similar note, you can only blame yourself if you want them to know everything. And in Skyrim, the character does not know everything I know. For instance, I knew what a Dragonborn was before Oblivion even came out. Did my character, no. It's not the same.
But in Skyrim you and your character never know who is right, the Greybeard or the Blades, the Alak'r mercenaries or the Red Guard woman i forgot her name isn't it?
Not it's not. It is dependent on how you would logically make your character think. If you want to make your character think like you, which is weird because you hate this game so much so why are you playing it still, fine, but don't assume that this is the only way to play an Elder Scrolls game.That is dependent on you the player, not the character to decide who is lying.
No, once again, it's not.That is what i mean because in Skyrim the character awareness is your awareness, in DA the character and you are two different entities
#20
Posté 28 janvier 2014 - 03:06
#21
Posté 28 janvier 2014 - 03:06
Only the Faithful May Pass. Those who Question will fall from the path into damnation.
#22
Posté 28 janvier 2014 - 03:06
Qistina wrote...
No it cannot be in DA especially now because the main character is not you, in Skyrim, the character is your alter ego. You role play the character in Skyrim, you just playing a character in DA. Not the same
How can you play a character if there is no set character and you create your own?
#23
Posté 28 janvier 2014 - 03:09
TheRedVipress wrote...
Depends, I like the idea, but not if it means a "whatever-you-do-you-lose" situation.
I like my player agency and all that.
Agreed.
I'd like to know that my loss was due to my own stupidity and not a forced outcome to make the story go in the direction the dev's wanted. Unfortunately this doesn't seem to exist anymore in many games where it could easily be applied. I've lost track of how much time I've wasted using up potions, health and mana trying to beat down a boss only to find I was supposed to lose to the pr*ck to trigger the next cutscene.
Modifié par ames4u, 28 janvier 2014 - 03:09 .
#24
Guest_The Mad Hanar_*
Posté 28 janvier 2014 - 03:09
Guest_The Mad Hanar_*
#25
Posté 28 janvier 2014 - 03:09
Lolwut? This doesn't even make any sense, friend. Do you know what roleplay means? I'm honestly asking.Qistina wrote...
Br3ad wrote...
Not it's not. It is dependent on how you would logically make your character think. If you want to make your character think like you, which is weird because you hate this game so much so why are you playing it still, fine, but don't assume that this is the only way to play an Elder Scrolls game.
No it cannot be in DA especially now because the main character is not you, in Skyrim, the character is your alter ego. You role play the character in Skyrim, you just playing a character in DA. Not the same





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