The big problem with DA2 having Hawke has a failure hero is that I find it simply doesn't work with the genre.
Hmmm. I find I both agree and disagree with you on this. On the one hand, I think it very much
can work with the genre; on the other, I agree that in this case it did not quite do so, although with a few changes I think that it could have.
RPGs are about choice in consequences, if not in full, then in large part. Your actions and the reactions they have are a big part of why people play these games in the first place. You can play around with these expectations, of course, but they're here nonetheless. And DA2 was weak on that front; many events happened regardless of what you did and the only input you had was fighting your way to your scripted defeat and then choose if Hawke will be an angel, a clown or a psycopath in reaction.
To my mind, RPGs are most about roleplaying the character. So long as you can do that effectively, I count a game as a success in terms of being an RPG (I count DA II only as a partial success on that front, but that's nothing to do with the plot). However, choice and consequences can be and often are an important part of realising the character, and I think that DA II could have done with some more of them.
Now, that's not always a bad thing; making the PC fail can work. But making the PC fail as consistently as Hawke does kinda makes you wonder why the player should even bother making choices if they have so little impact. Act 3 in particular was so very bad about this. The first 2 were tolerable, Hawke got some victories and some defeats, but in the third act he could have stayed home and the story wouldn't have changed much, excpet from a few hundred extra bodies made in his wake.
Indeed. What I believe would have fixed this is almost always having the
possibility of success, but typically having it be extremely difficult. Failure or success, either one, is more meaningful if there was a chance of the other. Yes, some people would simply reload and cheat until they succeeded, but I say that they are free to play the game that way if that is what they enjoy. Doesn't change the experience for the rest of the people.
This kind of story would be fine in, say, a Deus Ex game or something; Human Revolution has the PC ultimately not accomplish that much but I still liked how it handled the choice. But in a full-blooded RPG (I myself consider action-RPG to be stuff like Diablo or Path of Exile, DA and Mass Effect dont belong there), telling the player their choices don't matter and **** will hit the fan no matter what kinda defeats the purpose of playing the game in the first place. Might as well play a FPS who hands you a gun but forbids you to shoot with it because ''it's so edgy, amirite?''.
Aye, again, with even the slim possibility of success I think this problem would've been solved. I do think some of the problem was framing the game as a story being told -- in that fashion, with the cutscenes coming before you actually act out the events in question, it would have taken a fair amount of finesse to pull off changing the outcome and switching tack for the cutscene on the other side of the action. I think it could've been done, probably, and if it had been successfully done I think it would've been the better for it.
Of course the game was also plagued with other problems, giving off a serious vibe of being woefully unfinished. But it almost seemed like Bioware tried to ''explain'' the lack of choices by claiming it was by design or something. Being forced to fight both Orsino and Mredith certainly was a black day as an RPG fan.
Yes. That one in particular was a problem. I only ever played with a character who sided with the Templars (the game had no replayability to me, for completely different reasons), but watching my brother play siding with the mages I did wonder why they did that. From what I saw then, the whole ending makes it seem like the mages really
are all abominations, which doesn't work well with how the rest of the game and indeed the previous game treated the issue.