While I think everyone would favor a game in which you can do everything you want and have every NPC react to your actions and have the world visibly change and have everything you have ever done result in completely unique endings, it doesn't seem like a very realistic expectation in a game series like this. You're talking about dealing with recurring NPCs and former PCs from two previous games (not to mention the novels), and new player characters of multiple races and genders, along with all-new companions with their own stories.Well, I suppose being led around by the nose and being given the illusions of choice, which affects little to nothing once that specific cut scene/conversation is over is fine. But for an RPG, the choices to have a persistent impact in the state of things outside of companion approval would actually be player agency, rather just an imitation of it. The companion quests are the only parts which have had any persistent impact, and even those is only in regards to how the companions react to the Inquisitor or each other. The world remains relatively static.
And I am not complaining that the various Andrasteans continue to believe what they will, but the complete lack of agency in affected how Skyhold is even run. And as for running off all your allies, that should be an option, even if very few people do that. But Woohoo! why expect more choices when I can just putting up with the sanctamonious preaching of random NPCs while being their "chosen one" /sarcasm.
And on top of that, you're also dealing with what looks to be a rather more complex overarching story (based on what happens towards the end of the game) that is going to take at least one or two (or even more) games to deal with. Those are a lot of balls to juggle, especially when you factor in past decisions players have made and their ongoing impact on the universe.
Some of this stuff obviously just involves cosmetic changes, but you could say that about a lot of choices you make in a lot of games. The Walking Dead (S1) was an emotional rollercoaster and had characters that I cared about, but for all the decisions you get to make and the different things you can say, it's pretty clear that the impact of every choice that you get to make is largely cosmetic. It all ends one way, and any impact on S2 is just a matter of some dialogue/actions chosen by the player that pretty much just acknowledge Lee and some past events. That being said, it was a great deal more enjoyable in terms of emotional impact compared to something like Wasteland 2 (an actual RPG) where I did have a certain amount of freedom to do whatever I wanted - kind of like what you view as the most gloriously exalted game in the universe, otherwise known as DA:O.
I played Wasteland 2 this year, and while I enjoyed it - and the obvious freedom to do anything I wanted like kill everyone in the entire Hollywood hub if I so desired it - it all ends the same way. I honestly felt nothing for any of the interchangeable companions - except maybe for Angela Deth. And as for that Hollywood thing? I accidentally turned the entire town against me and made them attack me - all because I decided to be proactive and take out Heidi - a person that everyone in town seemed to hate and complain about because she's basically the head of all criminal enterprises AND the corrupt "police" force.
Frankly, I'm surprised that they turned on me, rather than throwing confetti in celebration for me taking initiative like that. And I found it fairly illogical, especially with the drug trade, gambling, and slavery issues that I tried to solve in one fell swoop. Oh well! So great, I had the freedom to do that...and then the completely illogical response from everyone in town (including at least six people I'd helped who DIRECTLY complained about all this crap - yeah, they went hostile too).
And while you can choose between two towns (the Ag Center or Highpool) earlier on, that choice ultimately doesn't have much effect in the game - other than showing that one town/location is totally ruined and that the other is safe. While it's great that you can see what happened, as far as I can recall, it was essentially meaningless except for a few acknowledgments in dialogue and different NPCs being slightly PO'd by one decision or the other. You certainly do get different quests if you save one town over the other, but I couldn't be bothered to finish to finish my second playthrough due to major, major bugs (vis-a-vis Hollywood) even though the issues were later fixed.
I mean, it's not like you see the entirety of Arizona suddenly turn Edenic if you save Highpool or get to see well-fed citizens nomming on giant veggies thanks to the Ag Center if you save it. Only, only, in the epilogue did some of what I did (like saving the Ag Center or Highpool) really matter. I would say that the choice itself is probably roughly like aligning with the templars OR aligning with the mages in DA:I. Otherwise, it was mostly cosmetic because almost all your companions die at the end of the game - and you really don't have a choice about saving them. A few different NPCs might show up during the final mission, but they'll pretty much all get themselves killed during combat anyway, so it's kind of like, who cares?
Also, what was glaringly obvious is that one of my companions had a problem - a major problem - the kind of problem that screamed "this person is going to turn traitor on you because she has an artificial implant like those other people who went psycho when the AI decided to control them." I liked this companion somewhat for her utility (not like I had that much companion interaction, so it really wasn't about her personality), so I was like "hey, maybe we should stop and deal with this at some point?????" in my head. Unfortunately, this glaringly problematic issue was not addressed at all.
And you flat-out know or should have definite suspicions about what's happening fairly early on in the game when you get to the Temple of Titan. If logic ruled the day, you should've had the chance to do something about the obvious infiltrator inside the M.A.D. Monks' infirmary. The fact that you couldn't really address it (short of breaking in and killing all the monks) struck me as being illogical. The other reason I considered the companion with the implant to be a huge case of logic fail was because of a quest I did in Damonta (which you go to after the Temple) showed us exactly what happened to people with these artificial implants.
So hey, yeah, it's great having that freedom on one level if you're inclined to play a butcher, mass murderer, etc. However, even games like that clearly have issues vis-a-vis the reaction of the entirety of the Hollywood hub, the fact that the companion I knew had a problem was not addressed or dealt with in a logical manner, and the fact that most of the stuff was cosmetic, etc. While a game like DA:I might have a reduced level of that kind of agency, it also has a story and characters that I care about more - to the point that I am willing to make the trade-off of not having every NPC curling up into a ball and crying if I want to be a jerk to them, etc.
There are still plenty of other games where you can do that - hey, try Wasteland 2 if you want. I enjoyed it, and it was fun, especially because of the old-school combat...but did I love it like DA:I for all the freedom I had? Not really - I liked it, but it hasn't inspired any long-term devotion (and I was a backer of the game at a really high tier too - I think I spent $250 for a signed copy of the game...which I still haven't gotten yet *rolleyes*). Sure, I'd like for them to be able to do even more in terms of making choices matter and providing more choices in future DA games if there are any, but as for the current DA:I, I think there is player agency but just not to the extent that people like you want.
And while you may be able to reduce your party down to whatever number you like in DA:O, I think you're viewing the amount of agency you had in that game and its impact with rose-colored glasses - I mean, the game ends one way after all. It's just a matter of a few degrees of difference, depending on what choices you make. You might scream "I can turn Loghain into a Warden, hah!" but he's interchangeable with your PC or Alistair. It's cosmetic like many choices that we make really are. Choose between the elves and the werewolves, and tell me, how much of an impact did it really have in the end.
I think it's really just a matter of how well devs can execute giving you the illusion that your choices matter. Maybe in a situation with a totally fixed protagonist and a story that's pretty much already written for you vis-a-vis The Witcher games, maybe you can pull that off just a bit better to the extent that you can have very different content. I suspect it's much more difficult to pull of in something like the DA games with the multiple PC options and companions and a complex story that we really still don't know very much about (other than, at this point, probably having a sneaking suspicion that something major is in store for us down the line based on the ending and the post-credit cutscene).





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