After watching the Dragon Age Keep, it kept me thinking if this game will offer balanced consequences.
https://www.youtube....h?v=3rNDZ0Ih3v0
I hope the game in terms of decisions is balanced.
ie) In Fallout 3 DLC if you choose to save the base you get to keep everyone alive and still enjoy the company of NPCs and take on missions. However if you decide to blow up the base, you kill everyone inside but within the rubble you find an exclusive powerful weapon that you couldn't get unless you blew up the base.
So either decision you earn some things that are exclusive in the choice. It feels more balanced this way. If one was more weighted than the others it just incites most players to choose the best outcome that guarantees the most experience or items rather than losing out on items. Thus players feeling the sense of regret through their playthrough if they chose wrong from missing out on the ego centric character.
With a long game like DA:I I can imagine a few playthroughs from players with time constraints.
Usually players pick one outcome, play through the game, if curiosity incites then they youtube a playthrough or video to see the alternative rather than play through the whole 40-80 hour adventure to reach that point, unless it affects multiple fractures in the game decision and not solely based on binary set of 1 or 2 options.
I'm hoping the consequences have merit in terms of emotional conveyance by the characters not just a simply a physical reward for doing good like given a good item for being good but discourages getting nothing for selecting a bad choice. That will deter one choice from being selected and quite often missed out.
The affects of choices should infringe and start to take hold and affect other scenarios in games, often giving constant reminder to the impact of the world.
ie) If Conner is possessed in DA: Origins and in DA:I we should see the affect of this drastically remind the player in DA:I and not just a one time quest that is shook off.
The other concern of DA: I I have is that since it's more open world I might be distracted more often infringing in the whole Skyrim notion. Unsure of where to go they are bombarded in all directions and get sidetracked easily rather than have a structured narrative follow through. For this game to succeed, I don't want to go through a major emotional quest line only to be distracted by a minor quest line and then all of a sudden the minor takes precedent over something more weighty because I feel compelled to 100% or satisfy my OCD of collecting all the herbs thus ruining my experience.
DA2 distracted me from enjoying the game personally. I focused myself too much in reading and following through a guide rather than playing because I was scared I would reach a point of no return in my game and miss out on collecting all the herbs necessary to get the achievement of collecting x items as I couldn't get them as the game prevented me from revisiting locations.
I want to be able to enjoy the game the first time without strategy guide focused. I don't want to be taken out of the game or experience because I missed out on something. I don't want to feel player regret down the road.
In Dark Souls, areas are revisable and coming back to those areas are quite often enough especially when doing PvE and PvP. Missed out areas, locations, and items are brilliance in discovery as there is a witty I didn't think of doing that realization. I'm not trying to compare games but I believe in terms of game design, convenience for the player is necessary to avoid player frustration at the broken game design and decisions made by the developers.





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