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These reveals of character power...


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#1
Guest_Act of Velour_*

Guest_Act of Velour_*
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Does anyone else not like this whole idea of characters in pre-determined positions of power? With Cullen apparently being a chief military advisor, and with talk of Cassandra being an obligatory second-in-command, it's irking me a little bit.

 

Isn't this supposed to be our Inquisition, run the way we want it to be? If so, then why are external characters being placed in positions of power whether we approve or not? Will they be bossing us around through the game?


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#2
Allan Schumacher

Allan Schumacher
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You'll be spending more time giving them orders than the other way around.  A strong backing from characters, however, grants legitimacy to the Inquisition.  To start the game you're less known.  By the end of the game, that's less of a concern.

 

I suppose we could allow you to boot them from their positions.  I'm a big fan of fail cases, but I've learned a lot of people aren't really big fans.  Having people stop following you and whatnot in response and having the Inquisition fail (especially if you did it early) because you lose your ability to make people listen to you probably wouldn't be as well received (especially at the opportunity cost of creating that content at the expense of other content).


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#3
Allan Schumacher

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That's too bad. I always advocate failure to be an option. I mean a leader of an organization is supposed to manage and make sound decisions. If we can beat the game doing whatever then it diminishes the importance of listening to advise and being calculating. It's pretty much the reason that I don't like playing good characters. I don't feel that special when I save all the kittens without any ramifications ;p 
 

I think awakening had potential. You don't manage well, the people revolt and you are forced to put them down, or you lose Amaranthine/keep. The finale wasn't tied to this though so it didn't hinder your ability to beat the game but the scale was small as well. DAI seems to have a larger scale. I'd like to see a scenario where if I don't manage well I can't beat the game. I have a lot of ideas for a management simulation but I don't know how the game will be so no point in discussing it. :P

 

I wouldn't say our game is "do anything and you succeed" especially if it depends on what you mean by "succeed."  I think, for the most part, the idea of "you can do anything and get to the end of the game" is interesting (if expensive), and it's up to the player to decide if the consequences of the decisions the "anything" that they were doing was satisfactory.

 

But even back in the late 90s people were not happy with Fallout's timer, though it made perfect sense to me, and it was eventually patched out.  So I think it's trickier than it may seem to find a good balance.



#4
Allan Schumacher

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I figure that the choice to have static advisers that have a unique personality and arc was weighed against having player appointed advisers with a less developed narrative arc and Bioware opted for No.1. I suppose you could make a case for all twelve people to be a companion option, then appoint your advisers in the game, but I'm also going to assume that would be three parts nightmarishly volatile to one part payoff, in terms of making the content across all twelve options.

 

Pretty much this.  Our advisors have a good chunk of content associated with them.  If we were to allow the player to decide whom to place in these positions, it'd mean focusing more on breadth rather than depth, in the case of the advisors.  Breadth can sometimes be sufficient, but sometimes it means simply having loads of characters that ultimately are not that interesting.  If your game prizes characters, I don't think this is a good thing.


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#5
Allan Schumacher

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It means it is as I suspected - I can't pick my squad.

You can't pick the advisors.

 

And yeah, if this is a deal breaker type of event for you, I'd rather you know now then buy the game and feel jaded because of it.



#6
Allan Schumacher

Allan Schumacher
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Can we refuse to have them (not that I would want to loose out on the content)?

 

I'll preface this without knowing all the details/branches/decisions of our story, particularly beyond the earlier parts of the game.  I won't definitively state that the advisors will ALWAYS be there no matter what, because I don't know if that is true.

 

I wouldn't bank on turning them away when the Inquisition is just formed though.


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