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Decisions being made for you (explained)


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#176
Guest_TrillClinton_*

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I think it should be more of an ogre appears equidistant between you and your siblings. You get to dive and push one out of the way, and then have an epic 1x1 fight with the ogre.

 

Sadly the sibling you didn't push out of the way gets tragically killed in a rock slide when the ogre lunges for you. 

 

Oh yes that is a far better idea. I support that.


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#177
PhroXenGold

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Frankly, I think having it be that early in the game would be the point, so you could continue to reset it until you got the one you want without creating a narratively jarring choice scene. I fervently despise the idea of random deaths later in the game, and having the ability to control that seed would be one of the few things I'd use a mod for.

 

There's no massive risk, there's just not a chance to say on-screen to the rest of your party "stay here and make sure the demon doesn't go berserk." That would have easily solved everything.

 

And what if the demon does go beserk? What if it raises the dead for another attack on the village? What then?



#178
9TailsFox

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It is one of the downsides to having cinematics. It restricts bioware's design. 

-The ogre should have appeared

-It should have put us in a combat situation right there.

-If one of our relatives died in combat is should have been perma.

 

This would have allowed the option to save both companions,lose them both or have a variation of the sorts.

No because.

1) 1 sibling must die because story.

2)If you mage well you mage story is about mage vs templar and what's why you care. And we have sibling rivalry story arc.

3)If you not mage you have Bethany she should be why you care.



#179
9TailsFox

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And what if the demon does go beserk? What if it raises the dead for another attack on the village? What then?

All companions I not take left at village.



#180
Xilizhra

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And what if the demon does go beserk? What if it raises the dead for another attack on the village? What then?

Then it turns out that Connor died while we were away and the trip would have been for nothing, but that's still not a loss compared to just killing Connor at the beginning anyway. Additionally, I don't think destroyed undead can be reanimated, and even if they could be, those can be burned; the demon couldn't raise another army out of nowhere.



#181
PhroXenGold

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All companions I not take left at village.

 

...and get killed by a rampaging abomination. Which, admittedly, whould be pretty cool. :P

 

Then it turns out that Connor died while we were away and the trip would have been for nothing, but that's still not a loss compared to just killing Connor at the beginning anyway. Additionally, I don't think destroyed undead can be reanimated, and even if they could be, those can be burned; the demon couldn't raise another army out of nowhere.

 

Fine, Connor is killed. That's exactly the kind of thing I'm after. You make a stupid choice - to spend several days trying to find the perfect solution that saves everyone - and you end up with a dead kid on your hands. Instead of you making a stupid choice and everything ending up happily ever after.


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#182
Xilizhra

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Fine, Connor is killed. That's exactly the kind of thing I'm after. You make a stupid choice - to spend several days trying to find the perfect solution that saves everyone - and you end up with a dead kid on your hands. Instead of you making a stupid choice and everything ending up happily ever after.

So the choice is between "kill Connor now" and "kill Connor after a pointless couple of loading screens" with no change? From where stems the fun?

 

In any case, it's by no means a stupid choice.



#183
PhroXenGold

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So the choice is between "kill Connor now" and "kill Connor after a pointless couple of loading screens" with no change? From where stems the fun?

 

In any case, it's by no means a stupid choice.

 

I wouldn't say there's much "fun" either way on that decision. On the otehr hand, making it end up with a dead Connor whatever happens makes it far more menaingful and immersive. It demonstrates that you are limited in what you can do. Which is a good thing. You're still just a man (or whatever race you are). It shows that not everythign has a happy ending, which is again realistic and immersive.

 

And, yes, it is a frikkin' stupid choice. You leave a known abomination of significant power (compare what Connor does to what your "average" abomination can do) so spend some considerable time chasing after a vague hope that might save one life. And all this while there is a goddamn Blight going on.


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#184
Xilizhra

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I wouldn't say there's much "fun" either way on that decision. On the otehr hand, making it end up with a dead Connor whatever happens makes it far more menaingful and immersive. It demonstrates that you are limited in what you can do. Which is a good thing. You're still just a man (or whatever race you are). It shows that not everythign has a happy ending, which is again realistic and immersive.

 

And, yes, it is a frikkin' stupid choice. You leave a known abomination of significant power (compare what Connor does to what your "average" abomination can do) so spend some considerable time chasing after a vague hope that might save one life. And all this while there is a goddamn Blight going on.

I don't often find it less immersive to be able to save people, personally. Especially since it's a far less impressive accomplishment than defeating the Blight; there's no point in pretending you're not a demigod when killing an actual god is the premise of the game.

 

And if you can leave your party behind to guard Connor, then it's by no means stupid.