Those of you who like Sera now... You might want to do things differently than the demo.
#76
Posté 12 juillet 2014 - 04:04
- NoForgiveness et PCThug aiment ceci
#77
Posté 12 juillet 2014 - 04:05
You will be able to avoid it. But on a first playthrough, you'll have no idea when or how a death is coming or how to avoid it or even know it's coming.
I doubt that. Since that would shred any notion of meaningful choice to bits. Because if the player really has 'no idea,' everything would just turn into a dice roll. You might as well not even try, and play 'Eenie, meanie, miney, moe' since that's as good of a method as any to get the best outcome.
There would be no point in thinking at all. Just choose dialogue options and choices randomly.
#78
Posté 12 juillet 2014 - 04:05
Double post.
#79
Posté 12 juillet 2014 - 04:07
I can say from experience when knocked out either from a punch or falling you look pretty dead and your body goes limp, its why they check breathing and neck paulses when someone is out cold to confirm if they are dead or not.
-been knocked out once and knocked a person out when younger.-
- NoForgiveness aime ceci
#80
Posté 12 juillet 2014 - 04:07
I doubt that. Since that would shred any notion of meaningful choice to bits. Because if the player really has 'no idea,' everything would just turn into a dice roll. You might as well not even try, and play 'Eenie, meanie, miney, moe' since that's as good of a method as any to get the best outcome.
Welcome to real life commanding, where a choice results in a death that you didn't remotely see coming. That's what DAI is doing here, showing you what it's like to be a leader in a war where your companions aren't magically going to pull through everything.
- Bayonet Hipshot et Tevinter Rose aiment ceci
#81
Posté 12 juillet 2014 - 04:09
I can see your underwear...my eyes

- aaarcher86 et NoForgiveness aiment ceci
#82
Guest_Dobbysaurus_*
Posté 12 juillet 2014 - 04:10
Guest_Dobbysaurus_*
He has some nice definition on those thighs.
- aaarcher86 aime ceci
#83
Posté 12 juillet 2014 - 04:10
Welcome to Narrative Causality. Which you should read up on and learn about instead of shilling what you think is 'realism' (it really isn't.)
In real life, people can die for random and pointless reasons. We don't tell stories about random and pointless things. We tell stories about meaningful things.
- ForTheWynne, movieguyabw, Bayonet Hipshot et 2 autres aiment ceci
#84
Posté 12 juillet 2014 - 04:10
I doubt that. Since that would shred any notion of meaningful choice to bits. Because if the player really has 'no idea,' everything would just turn into a dice roll. You might as well not even try, and play 'Eenie, meanie, miney, moe' since that's as good of a method as any to get the best outcome.
There would be no point in thinking at all. Just choose dialogue options and choices randomly.
It's very possible (and I think likely) that the game will drop hints in dialogue or some other way to suggest that you may have a bad time if you select whatever choice.
#85
Posté 12 juillet 2014 - 04:13
It's very possible (and I think likely) that the game will drop hints in dialogue or some other way to suggest that you may have a bad time if you select whatever choice.
"if you take Sera when you should take a warrior.. your gonna have a bad time"
- Corephyfish, Kidd, Zjarcal et 2 autres aiment ceci
#86
Posté 12 juillet 2014 - 04:13
It's very possible (and I think likely) that the game will drop hints in dialogue or some other way to suggest that you may have a bad time if you select whatever choice.
Or this disaster could be the result of being shunted on to a failure path as a result of an earlier blunder by the Inquisitor.
#87
Posté 12 juillet 2014 - 04:13
Thinking about the right characters to bring along to a quest is important. It is story vital as well as thinking about their abilities, do they work together right. You can't send two healing mages to fight off a demon army
It's not random and it is completely controllable if you pick the right people. This mechanic will encourage people to not just take along their favorite character on every single mission, because if they are a bad match with the others, wrong choices are made, they're going to permanently die.
#88
Posté 12 juillet 2014 - 04:14
#89
Posté 12 juillet 2014 - 04:16
I am in the knocked out group. I still think that companion deaths from our choices is a major thing that Laidlaw would have simply been like "And here you see that your decisions can result in the death of a companion.
also until I hear from a developer that she's dead I am not going to believe she is.
- NoForgiveness aime ceci
#90
Posté 12 juillet 2014 - 04:18
Proof? I want a link, something to know you're not mistaken.
Even if, this scene has made me realize that this game is going to have the most mortal and vulnerable party of any Bioware game yet. And that terrifies and hypes me.
You want concrete proof to disprove your theory but you offer no concrete proof to support yours. Your proof is a view of a character from 2 images without knowing the full context. Could she be dead here? Yes. Could she just be unconscious? Yes. Trying to claim you are right and everyone else is wrong though without being open to any other possibility isn't fair.
- gangly369, Mirrman70, ForTheWynne et 5 autres aiment ceci
#91
Posté 12 juillet 2014 - 04:18
I really don't think BioWare would be that stupid.
If you have companions dying on missions, all that teaches players is to leave the characters they actually like at camp and only take companions they don't care about losing on missions.
It would mean getting the 'optimal' story means spending the bulk of the game around characters the player isn't fond it. In other words, to get the 'best' story, you have to have considerably less fun. Less enjoyable out of the experience. For a game with such a focus on the characters, such a thing would go a long way into making DA:I into a chore instead of entertainment.
And that is terrible, terrible design.
I think it would be great design personally. It means you can't see consequences coming and IMO, that's how it should be. Makes the story feel more grounded and believable. I think it's far more ridiculous you can dance around consequences because they give you all kinds of hints they're coming. That's not believable at all and not how life works. Yes, it's a video game and it doesn't need to work like life. I would prefer it though, especially in a continent that is in complete chaos where anything goes. It's far more darker like this.
As for Sera being dead/alive, it can be either way. People get knocked out with their eyes open all the time. If you watch MMA fights a blow to the head can make someone go limp, fall to the ground with their eyes wide open only for them to awake a minute later and not know where they're at or even realize they got dinged. It could also be a bug that her eyes are open there.
#92
Posté 12 juillet 2014 - 04:19
Thinking about the right characters to bring along to a quest is important. It is story vital as well as thinking about their abilities, do they work together right. You can't send two healing mages to fight off a demon army
It's not random and it is completely controllable if you pick the right people. This mechanic will encourage people to not just take along their favorite character on every single mission, because if they are a bad match with the others, wrong choices are made, they're going to permanently die.
Highly unlikely.
The player is not able to magically predict what kind of challenges they might encounter on a mission. So first of all, the narrative would actually have to make reasonably clear somehow the kind of people they should bring. Which sounds to me rather unlikely to work all that well.
Secondly, the mechanics have to be actually understandable. And as you can see on this very thread, we have several different people suggesting different combinations of what is supposedly the 'right' combination to not end up with a dead companion. Obviously, these mechanics are not going to be clear at all unless the player has addtional information. And thus, if there's no other information, such a system would simply be broken.
#93
Posté 12 juillet 2014 - 04:21
I think it would be great design personally. It means you can't see consequences coming and IMO, that's how it should be. Makes the story feel more grounded and believable. I think it's far more ridiculous you can dance around consequences because they give you all kinds of hints they're coming. That's not believable at all and not how life works.
Again, you don't have an understanding of the basic fundamentals of stories. We do not tell stories about pointless, random, and stupid things because real life can be pointless, random and stupid. We tell stories about meaningful things.
Narrative Causality.
- NoForgiveness aime ceci
#94
Posté 12 juillet 2014 - 04:21
Or this disaster could be the result of being shunted on to a failure path as a result of an earlier blunder by the Inquisitor.
Or that. Dragon Age has always dropped hints or outright put up red flags on metagaming level, like how Leandra pleads with Hawke to leave the sibling behind, and then blindsides you with Anders being mandatory for him/her to survive, should you defy her.
#95
Posté 12 juillet 2014 - 04:22
You want concrete proof to disprove your theory but you offer no concrete proof to support yours. Your proof is a view of a character from 2 images without knowing the full context. Could she be dead here? Yes. Could she just be unconscious? Yes. Trying to claim you are right and everyone else is wrong though without being open to any other possibility isn't fair.
She looked dead, she acted dead, the scenario could easily result in someone being dead, and another poster said a dev mentioned that party members can actually die in the Redcliffe section. So 2 posters have said opposite things, both apparently by a developer and neither posted proof. Seems equal to me.
#96
Posté 12 juillet 2014 - 04:23
Get outta here Bob.
It better be true because I want Cole deleted from my game.
That doesn't really make sense. You get the chance to remove Cole from your party probably when you first meet him. Why would you recruit him and keep him around in your Inquisition until a mission late in the game just to kill him?
#97
Posté 12 juillet 2014 - 04:23
While I don't believe Sera is dead here I do like the idea that companions can be killed early on in the game by something other than the player. It makes it more tense and really puts the player on their toes.
#98
Posté 12 juillet 2014 - 04:26
He has some nice definition on those thighs.
I was thinking the same thing. Don't know whether I should be impressed or appalled.
#99
Posté 12 juillet 2014 - 04:27
She looked dead, she acted dead, the scenario could easily result in someone being dead, and another poster said a dev mentioned that party members can actually die in the Redcliffe section. So 2 posters have said opposite things, both apparently by a developer and neither posted proof. Seems equal to me.
Looking and acting dead literally mean nothing(unless your head is gone or something). Eyes don't automatically close when someone is knocked out or faints or whatever. Nor do they stay open if a person dies. Also the body of an unconscious person is just as limp as a dead person.
#100
Posté 12 juillet 2014 - 04:28
Oh? How is she not dead? Are they making our enemies cartoon villains? Pitiful... She should have been torn to pieces if the enemies were smart, and evil, but apparently not





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