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First, you have a very snaky condescending tone I do not appreciate – or appreciate myself to be associated with as a gamer. My point is I see lots of visual flash and no substance demonstrated whatsoever for DA3 to be labeled an RPG.
You’re moaning about *SPOILERS* only leaves me to think one of two things: it is because you expect the game to be weak in player agency, so any demonstration of role-playing player agency will cut into that shallow depth; or, on the more positive perspective, you do not understand the word’s meaning. I know what a spoiler is. A *SPOILER* is hours of detailed demonstration of how-to DPS. A *SPOILER* uses immersive-breaking call-outs to directly tell me how to best defeat the enemies I face in combat.. A *SPOILER* reveals skill trees and areas for visual explorations. A *SPOILER* reveals party member optimization. A *SPOILER* reveals magic items and new villains. A *SPOILER* reveals story (e,g, Leliana’s torture at Redcliff).
Out of all that, I would like one spoiler for player agency please.
Watching a cut scene of Leliana and hearing someone say off camera “your decisions caused this” is not demonstrated evidence of player agency. It is only hearsay of someone saying “your decisions caused this.” And it only shows nice artwork.
Let’s take, for example, a demonstration of the character Morrigan from GotY Dragon Age: Origins. And the trigger event - where the demonstration of one branch of player agency role-playing begins – Morrigan’s reading of Flemeth’s Grimoire. Evidently, the evidence is demonstrated that the player is in a very positive relationship with Morrigan, and that she has read her mother’s grimoire. The demo starts with the audience parachuted in and Morrigan approaches the player and gives her story.
This is like starting a map without knowing either the compass points or where on the paper to start drawing.
Only one line of answer is shown in the demonstration. The demonstration is about showing how player agency through response matters and affects the story. Morrigan says “X” to which player can respond with many things - but for the benefit of the demonstration only one line of answer will be shown. Yes, we have seen the dialogue wheel but this is going to go deeper than that image. It’s not a walk through to discover the right decision from all possible answers. However, it is a walk through to demonstrate the story impact from player agency.
In the demonstration, we view the point where Morrigan talks about killing Flemeth and needing the player’s assistance. Again, [emphasis] one decision to demonstrate player agency is revealed here not every answer. Maybe the demonstration arrives with the player’s answer “no.” Or maybe it is “yes.” The demonstration here is that whatever the player says, and there is a demonstrated path evident leading to this decision about Flemeth, will affect the story. There is a path of player agency demonstrated to be longer than a binary push button choice. It is demonstrated through watching it happen.
If the answer is yes, the demonstration can also showcase combat action, yet again. A no answer affects the story equally so a combat demonstration is not required in this demonstration of role-playing player agency. This is not even 5 minutes of video in the face of hours of all the *SPOILERS* I catalogue for you at the top under the heading of spoiler.
The demonstration ends with the game’s epilogue, where there is something written about the interaction of this dialogue with Morrigan. It reveals through demonstration the impact the decision made to the overall story. Was this the event that triggers Morrigan proposition to have the player’s child? So then, if the player agreed to Morrigan’s plan, the epilogue might read, for example:
after the battle, the Warden never did find Morrigan though there were rumours of their child. This being the only part of the longer episode made visible in the demonstration. It is the only part of the epilogue relevant to demonstrating player agency, all of which can be demonstrated/represented through one branch of a statistical tree.
The audience can scratch their collective head and wonder how one ties into the other. The demonstration does not need to reveal the actual dialogue inside the castle where Morrigan puts the proposition to the player. It does not need to show the relationship between the Warden and Morrigan from their first meeting in the Korcari Wilds to their final encounter to do this – and I am clearly not asking for this type of spoiler either.
I am asking to see a demonstration of one act of player agency that impacts the story in DA3. According to you, and others who share your view and like to condescend to us folks who enjoy RPGs, this is too much. I am saying this is THE important demonstration in a showcase of an RPG; not what clothes to wear, mounts to ride, DPS optimization, voice or not voiced player character, etc. Player agency is conspicuous for its absence in any demonstration of DA3 that promotes itself to be an RPG.
In place of such a demonstration of player agency I am seeing lots of pretty artwork and flash effects, to return to my reference about painting having nothing to do with RPGs.