leaguer of one wrote...
Nefla wrote...
leaguer of one wrote...
TheKomandorShepard wrote...
leaguer of one wrote...
agree with you but....
At times it's ok to assume when the person is "that "close to you...
In rpg worst thing is when game or devs assume in what way pc would respond when it should be completely up to player how pc reacts on certain events in think that dao did pretty much nice (not perfect) job doing that even if you romanced someone game never assumed that you had care about li you could but you didn't had to ,it had some consequences...
pretty much i hated when in daa my warden kneel before alistair/anora without simple giving dialogue option if my warden should do that or not it was moment screwing with my character...
Pretty much i don't like done protagonists like shepard like hawke who i control only partially when game assume what my pc would do so they felt rather as direct protagonist of shooter game than rpg...
So it's bad to assume that you and your character is going to be sad that a person they openly loved is dead?
It has to be taste fully done. There bad ways to do it like the case with the Warden and there good ways to do it like with Femshep cry of Thane's death.
It's not bad to assume someone would be sad if their loved one died, but it is bad to assume their reaction. Some people show grief plain and simple, crying and looking sad. Others show grief through anger or self destruction, some hide their feelings behind a mask of calm or humor, and still others are not capable of open emotion or sharing and they bottle everything up. I also think it's bad to decide what the player is sad about and to what extent, especially when the tragic event is poorly written, more boring or ridiculous than sad for most people, and very forced. How many people cried when that random kid died at the beginning of ME3? I didn't. It was a random NPC you see for 5 seconds, but the game decided that even completely evil, mass murdering Shepards were so distraught over one random kid that they had weird PTSD about it the entire game.
Things like dodging out of the way of an attack in a cutscene or asking "what do you mean?" are fine and dandy, but if I wanted the game to decide how my character acts, and feels then I would play a game with a fixed protagonist.
Which is why I said orginally that I agreed with him. But this is a digital rpg. It will inheritly have limits to what the player can do. It's a damn if you do , damn if you don't issue. Some times they have no choice but to assume beause of the limits of the medium. This does not have the freedoms of a pen and paper rog.
I feel that they actually never really have to assume. Again I bring up ME3's vent boy PTSD/angst/obsession. It weirded people out and frustrated them and I don't know of anyone that liked it. Even with the 3 choice restriction of DA2 you could give the player a choice of how to react, for example:
Your loved one is killed and you have 3 dialogue choices towards the killer
1)Why?! He was innocent...(makes PC cry or fall to their knees in despair)
2)You'll pay you bastard! (PC attacks in a rage)
3)I never liked him anyway (evil bastard choice)
With any of these choices you could headcannon the PC's motivation while being shown their emotion. There was a reaction choice very similar in DA2 when Grace and co. kidnap someone the choices were something like:
1)Please don't hurt them!
2)If one hair on their head is harmed I'll gut you like a pig!
3)Meh (the I never liked them anyway response)
Though obviously the situation isn't very weighty and is quickly resolved, I think the formula works.