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Can I at least be rude?


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#151
frylock23

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No, it's not that I'm wanting to remove the evil choices from people who want to play that way. I'm looking at it from a narrative perspective.

 

When they write the story, they start at point A and have to get to point B. Everything that happens in between has to lead from A to B in a believable fashion to a certain extent. The player has to be able to suspend their disbelief and go with it to that extent that the player also believes that whatever happens in between, the path can logically go from A to B. If you break that suspension of disbelief too much, you wind up with Mass Effect 3, or at least, you wind up with people who don't believe that what happened between A and B was plausible enough for them to go with the writers/developers of the game.

 

So, whatever the options are for you to choose and whatever your NPCs' reactions are, they have to be believable to a wind range of people otherwise you risk alienating too many people from the narrative of the game to the point where the story and the game will fail. That's why you aren't going to see GTA: Dragon Age ... because I suspect this narrative calls for us to somehow save the world from the Rift, and we can't do this alone. And if we have too many options that are too cruel or d*****baggy, it will make too many people wonder why our companions haven't just up and left us or why they're still in it risking their lives for us.

 

Aside from that, choose whatever options you like, kill whomever you want, and have a ball laughing at it. I could care less. Just don't expect that the options presented are going to be ones that will derail the narrative.


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#152
Vilegrim

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No, it's not that I'm wanting to remove the evil choices from people who want to play that way. I'm looking at it from a narrative perspective.

 

When they write the story, they start at point A and have to get to point B. Everything that happens in between has to lead from A to B in a believable fashion to a certain extent. The player has to be able to suspend their disbelief and go with it to that extent that the player also believes that whatever happens in between, the path can logically go from A to B. If you break that suspension of disbelief too much, you wind up with Mass Effect 3, or at least, you wind up with people who don't believe that what happened between A and B was plausible enough for them to go with the writers/developers of the game.

 

So, whatever the options are for you to choose and whatever your NPCs' reactions are, they have to be believable to a wind range of people otherwise you risk alienating too many people from the narrative of the game to the point where the story and the game will fail. That's why you aren't going to see GTA: Dragon Age ... because I suspect this narrative calls for us to somehow save the world from the Rift, and we can't do this alone. And if we have too many options that are too cruel or d*****baggy, it will make too many people wonder why our companions haven't just up and left us or why they're still in it risking their lives for us.

 

Aside from that, choose whatever options you like, kill whomever you want, and have a ball laughing at it. I could care less. Just don't expect that the options presented are going to be ones that will derail the narrative.

 

 

except this gives the impression that all even vaguely nasty options have been removed, which would be a slap in the face tbh.

 

 

"The thorns taught me the game. They let me understand what all those grim and serious men who’ve fought the Hundred War have yet to learn. You can only win the game when you understand that it is a game. Let a man play chess, and tell him that every pawn is his friend. Let him think both bishops holy. Let him remember happy days in the shadows of his castles. Let him love his queen. Watch him lose them all."
Jorg

 

 

Be useful or leave, you are a pawn, not my friend, not my companion, a piece to be played, remember that, and maybe you will survive what is to come, any other view, any other delusion will get you killed, and we will fail, so harden up, or I will harden you, if that fails I will discard you rather than risk you breaking and killing us all.   Oh, and I may kill you because that needs to happen, no warning, no remorse, and no hesitation.

 

THAT is what makes great military leaders, not coddling people, not being soft, not being 'kind' ask Zhukov how kind he was when he stormed Germany, or Gustavus Adolphus when he crushed Tilly at Breitenfeld, or Sherman during the March to the Sea, or Caesar in Gaul  You use people up because that is what they are for. People may come to love you for victory, but remember, you cannot love them back. /end sorta ic point making.



#153
tmp7704

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Do I have to rephrase a post 100 times till people understand what "impression" means? I'm discussing the demo, not the game.

I think people understand what impression means. They're just trying to tell you in turn that discussing these impressions is very much a waste of time, and getting vexed over tiny snippet of the demo --not even the actual game-- even more so.

#154
Gtdef

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I think people understand what impression means. They're just trying to tell you in turn that discussing these impressions is very much a waste of time, and getting vexed over tiny snippet of the demo --not even the actual game-- even more so.

 

Dude, we only have tiny snippets to discuss. What you are saying is countering any point to actually have a speculative gameplay discussion in the forum. Also this "thing" we are discussing here is pretty obvious. In my opinion the video totally lacks what I explained in my posts. It's not that it's there and it's not good enough. It's lacking. So the question is, is it representative of the game, or is it representative of the awesome graphics of frostbite engine and the game works differently. I didn't see the commentator address it. He didn't say something that explains it. So I have to guess that it is what it is.

 

For example he said that "if you put iron bull here he restricts enemy movement". He didn't really show it in depth, but it's nice to know cause the rest of the demo made combat look very boring.

 

I know I may seem like I'm overthinking this but I try to state in every post that I'm reserving judgement till I know more. On the other hand if this is representative I just don't want to play this character. For these 2 particular scenes I wouldn't even care if there was an autodialogue option cause I just don't care for them.



#155
tmp7704

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Dude, we only have tiny snippets to discuss. What you are saying is countering any point to actually have a speculative gameplay discussion in the forum.

Yes, at the moment it applies pretty much to any discussion which tries to extrapolate the tiniest bit of info into what the entire game is like. But... it doesn't make this particular thread any less silly, does it..?

I don't know, I guess I just have difficulty grasping why anyone would *want* to frustrate themselves in such manner, when they really don't have to.

#156
Gtdef

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Yes, at the moment it applies pretty much to any discussion which tries to extrapolate the tiniest bit of info into what the entire game is like. But... it doesn't make this particular thread any less silly, does it..?

I don't know, I guess I just have difficulty grasping why anyone would *want* to frustrate themselves in such manner, when they really don't have to.

 

Well, do you really believe that people in these discussions don't want to be here? :P

I enjoy this process. Just like I enjoy discussing other games, especially the multiplayer ones that I had success at and played at a high level. You think this is too much? Try be an active member in WoW pvp community ^^. 

 

To be honest sometimes I enjoy this more than actually playing the game. 



#157
Elhanan

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I am wondering if we can dismiss Advisors and Companions if we find them disagreeable. If they can quit if they disagree with the Inquisitor, it seems only fair.

#158
Sidney

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No, it's not that I'm wanting to remove the evil choices from people who want to play that way. I'm looking at it from a narrative perspective.

 

When they write the story, they start at point A and have to get to point B. Everything that happens in between has to lead from A to B in a believable fashion to a certain extent. The player has to be able to suspend their disbelief and go with it to that extent that the player also believes that whatever happens in between, the path can logically go from A to B. If you break that suspension of disbelief too much, you wind up with Mass Effect 3, or at least, you wind up with people who don't believe that what happened between A and B was plausible enough for them to go with the writers/developers of the game.

 

So, whatever the options are for you to choose and whatever your NPCs' reactions are, they have to be believable to a wind range of people otherwise you risk alienating too many people from the narrative of the game to the point where the story and the game will fail. That's why you aren't going to see GTA: Dragon Age ... because I suspect this narrative calls for us to somehow save the world from the Rift, and we can't do this alone. And if we have too many options that are too cruel or d*****baggy, it will make too many people wonder why our companions haven't just up and left us or why they're still in it risking their lives for us.

 

Aside from that, choose whatever options you like, kill whomever you want, and have a ball laughing at it. I could care less. Just don't expect that the options presented are going to be ones that will derail the narrative.

 

 

Bioware has always confused "evil"/"bad"/"ruthless" with being a d-bag though. Basically the entire renegade set of options in the ME series in the interpersonal department was being a jerk to your co-workers. Never understood why being "pragmatic" as my renegade sees it means I have to be a donkey to the people on the normandy. I don't expect that trend to change,



#159
Vilegrim

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I am wondering if we can dismiss Advisors and Companions if we find them disagreeable. If they can quit if they disagree with the Inquisitor, it seems only fair.

 

 

we can't get rid of Advisers, this has been made clear. 



#160
Lorien19

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Because,Leliana just broke a man's neck,while chained up,just with her thighs..It wouldn't be wise,to be rude to someone like her.

#161
Lorien19

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I am wondering if we can dismiss Advisors and Companions if we find them disagreeable. If they can quit if they disagree with the Inquisitor, it seems only fair.

We can actually dismiss companions(or enrage them ,to the point that they leave by themselves).Unless one of them,whom I suspect is Cassandra.
But advisers are not just advisers,they appear to be the pillars of the inquisition.
Assets almost as vital to the organisation,as the pc hims/herself.Since pretty much like Cassandra, they were there from the beginning.
So I don't think you can just kick them out.

#162
KainD

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Because,Leliana just broke a man's neck,while chained up,just with her thighs..It wouldn't be wise,to be rude to someone like her.

 

I could just leave her in chains.. 



#163
Guest_EntropicAngel_*

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Because,Leliana just broke a man's neck,while chained up,just with her thighs..It wouldn't be wise,to be rude to someone like her.

 

That scene annoys me. Is she actually breaking his neck? Are they actually trying to portray that? Because it looks to me like they're trying to portray her suffocating him, and I find the thought of suffocating someone from 5:00-8:00 o'clock ( think clockwise, from the back) of their neck to be amusing. You need to cut off air at the FRONT (and front sides) of the neck, not the back.

 

Wait, what?

 

 

But if they're actually trying to portray her breaking his neck, then maybe it's okay. Maybe.



#164
Nukekitten

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Suffocating someone takes a while, from what I hear. If you put pressure on the sides of the neck, (slightly towards the front, but not that far,) then you can restrict the blood flow to the brain, people grey out and faint fairly quickly then. Which I guess she might have been able to do from behind like that? Thighs aren't rigid tubes after all, and neither are necks for that matter.

Not that I've tried it, but it's not so far out there that I couldn't believe it.

#165
Lorien19

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That scene annoys me. Is she actually breaking his neck? Are they actually trying to portray that? Because it looks to me like they're trying to portray her suffocating him, and I find the thought of suffocating someone from 5:00-8:00 o'clock ( think clockwise, from the back) of their neck to be amusing. You need to cut off air at the FRONT (and front sides) of the neck, not the back.

Wait, what?


But if they're actually trying to portray her breaking his neck, then maybe it's okay. Maybe.

It's been a few days since I watched the demo,but I have the impression that she broke his neck.
Can't say for sure though...

#166
Guest_EntropicAngel_*

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Suffocating someone takes a while, from what I hear. If you put pressure on the sides of the neck, (slightly towards the front, but not that far,) then you can restrict the blood flow to the brain, people grey out and faint fairly quickly then. Which I guess she might have been able to do from behind like that? Thighs aren't rigid tubes after all, and neither are necks for that matter.

Not that I've tried it, but it's not so far out there that I couldn't believe it.

 

Well think about garrotes, and about the neck itself.

 

I want to provide a specific example, but don't want to present the opportunity for someone to hurt themselves. Suffice it to say, air is best cut off from the front directly, the larynx and all that jazz.

 

I'd have to watch the scene again, but it just seemed silly.