Hydwn
http://forum.bioware...1#entry18276938
Such a fantastic post has gotten by without anyone noticing, let alone answering.
So let's get to it (rubs hands).
Quick: list all the things that picking Bhelen over Harrowmont changes practically in DAO. After the final cutscene, the dialogue of dwarves in Orzammar will change. There is a possible random encounter on the road, and other than that, one single dwarf outside Orzammar will mention it. You've decided the fate of a nation, and no one outside it will care. You'll get a different slideshow at the end, unnarrated and not particularly large. You certainly don't get a different army based on which choice you make.
Practically? Like no-nonsense, down-to-earth, visible and meaningful alterations? None.
However, there are changes for the sake of role-play:
- it does alter dialogue in Orzammar.
- it does alter the slideshow at the end (your 'unnarrated and not particularly large' criticism is inappropriate - it's as large as any other epilogue slide [which I believe is sufficient], and in a written form - I am happy to utilize my reading skill whenever I have the chance, instead of an unnecessary voice invading my ears)
- if you are a dwarf noble and chose Harrowmont, he declares the hero to be the heir of the House Aeducan
- if you are a dwarf commoner and Bhelen was killed, Rica's son will be the Aeducan heir and she herself is an ambassador, ready to tell you that you can return to Orzammar as a member of the warrior caste
- if you let Branka live, you also get different slides depending on who's the king: Bhelen wants to abuse the anvil, Branka refuses, resulting in a siege, in which her golems prove to be an inpenetrable defense/Harrowmont refuses to supply dwarves for the anvil and raids the surface for human or elven subjects - this fact comes to light and Ferelden is at war with Orzammar, which forces Harrowmont to close the city gates, further strengthening the isolation
The choice of Celene and Gaspard changes a lot of dialogue, and party reactions. Throw Briala in, and there's even more. Folks will comment on it frequently, and there are war table missions related to it. Ferelden certainly cares if you picked Gaspard, and didn't bother to make peace.
Sure, but it's for the sake of role-play only. What does it change practically? Nothing.
Origins has the easier job. It only needs to be reactive to one game. But it actually does a worse job of it DAI does reacting to three games. The elves don't care what you did to the dwarves, and Loghain won't use anything you did at Redcliffe against you.
Agreed - Origins has the easier job, since it's just one game. Then again, you cannot blame the game for that. As with ME trilogy, DA story through Origins and DA2 is a mere build up for the grand conclusion, where the players expect all the choices they have made to resonate profoundly. And it just never happens, neither in ME nor in DA. Bioware has written themselves into a corner, where there are too many variables, too many story threads and it is impossible to weave them all together and have a one, coherent game. It's hardly Origins fault. It's Bioware's, and in Inquisition it lies bare for anyone to see.
Now, after I finished Origins and saw the slides I was genuinely intrigued how it's (the path I've taken, the choices I've made) going to play out in the next game, in DA2. To my great disappointment, DA2 was set far from Ferelden and barely has any connection. Fair enough, let's wait for DA3 then. And yet again, I get another hero who has no connection to the dark spawn, no connection to my journey and adventures from Origins. Moreover, this hero has no connection to DA2. It's how Bioware tries to dodge the issue, to reduce the insane amount of variables they imposed on themselves - by shifting the action to a completely different individual, to a completely different problem. Thanks to this strategy, an abundance of possible paths are excluded from the get-go.
I do agree that there are traces of your previous playthroughs to be found - they are just meek and non-essential. Because of my choices Harrowmont was at war with Ferelden. It's a crucial event. It should shape the world.
Regarding elves - why would they care what have you done with the dwarves? They are far away from Orzammar, and have their own problems. They live in the wild. News do not travel there. As for Loghain and Redcliffe - how could he possibly know what has happened? The castle is shut tight and he has no informers there (he has a lone elf in the tavern, whom you can kill or intimidate with ease). Even if he somehow acquired information of what happened, Eamon would stand behind you and protect you, recognizing Loghain as the main threat. However, these are all speculations.
It's pretty hilarious Arl Eamon's reactions to your decisions because he needs to be on your side no matter what. "You killed my wife (or son) and you executed Alistair and saved Loghain, but oh well."
1) you saved his life
2) you saved his child's life by sacrificing his wife
3) you killed his child as he was possessed by a demon and there was no other way around it (at least, that would be the line of reasoning)
4) you killed Alistair because he hadn't give you a choice (if you wanted to spare Loghain)
5) you spared Loghain, as you want him to become a Warden and sacrifice himself to kill the archdemon, letting you live
You listed the most hardcore options - these are tough times and sacrifices have to be made.
What you faild to mention is that it's possible to save both Connor and Isolde, but only if you completed the circle quest first and sided with the mages (you dig this choice and how your previous actions influence the subsequent story and your choices?). It's possible to kill Loghain, and make Alistair a king. Eamon approves.
Seriously, you can be worse than Loghain in this story, and people who should care don't seem to. And they certainly don't notice what you've done in other places. For all the complaints that DA2 was completely episodic, nothing is as episodic as DAO. At least DA2 had reactivity from act to act.
No. You can't betray your king (effectively killing him) and the Wardens in a battle against the darkspawn that could have severly hindered their progress if he fought. Instead, he let the darkspawn raze everything in their path, failing to recognize them as the main threat. You can't do that. You save Ferelden.
I'm extremely curious what you mean by 'they certainly don't notice what you've done in other places'? What I've done? Killed elves, so the cursed warewolves can live? I'm a blood mage? What? Any of these does not matter. You save the entire country (and possibly the world) in the end. This end justifies the means.
If I had any doubt the game was keeping track of my choices, it was dispelled the first time I spoke to Leliana in my first playthrough, and she told me about her friend the hero of Ferelden who became queen, and the second time when her lover the hero of ferelden was her lover, and on an important mission. Or the third playthrough I just started where she rails against the hero for having killed her. Any lingering doubts are dispelled the instant you enter a cave in Crestwood.
A few lines of text. That's all we get.
And are you sure you are going to defend 'adaptive storytelling' by telling me Leliana has come back from the dead? I decapited her in Origins. There was no trace of her in DA2, and suddenly she was resurrected like she's some almighty entity that cannot die? - yeah, he killed me, but whatever, I'm here. I killed her myself. This is the epitome of poor storytelling, which shows a total lack of coherency, while displaying the full effect of how Bioware struggles to knit together the variables they themselves introduced. It's a classic shot in the foot. Let me transcript the very dialogue:
L: I used to believe I was chosen, just as some say you are. Once, I was sure I died. I did die. Who else but the Maker could have resurrected me? But if he didn't save me to help the divine, then why? Why am I still alive?
I: Wait. You died?
L: It was right there at the Temple of the Urn of Sacred Ashes. We found the Urn, proved the legends were true. But the hero of Ferelden corrupted them, and all I wanted at the moment was vengeance. It was a fight I couldn't win, but I didn't care. And the hero struck me down. I awoke later in agony. The Ashes were gone. I can't explain how I survived.
I: [response implying its impossible.]
L: Believe what you want. I'm still here. Ugh, enough wallowing. I should never have let you see me like this. Such weakness.
1) it's just a brief mention (as I said, few lines of dialogue)
2) I didn't just struck her down, it beheaded her. She woke up later in agony? Her head was in agony, or her body? They were separate objects the last I checked.
3) really appreciate that she cannot explain it
4) what weaknes? Girl, you endured death. I want you at my side during battle.
5) I killed Wynne as well, in the very same spot. Why hasn't she come back?
6) if the Maker is so generous, I'd prefer having Duncan at my side. He's a formidable ally and would help tremendously
7) the Maker brought her back, so she can spy for me? Ugh... thanks, I guess. It doesn't sound like a oh-so-weighty-divine mission that necessitates resurrection.
Then at the midpoint it does something DA2 tried to do and DAO didn't bother with - it branches the entire story, the nemesis, the future mission structure, and the future war table missions through a choice of mages versus templars. You might lament that the ending was the same, but everything up to that point is drastically altered. Drinking from the pool, having an old god baby in your playthrough, all of ti alters the mission structure.
Details. All you do here is throw hazy and meaningless references to how the entire game branches. You didn't say anything specific here.
You know which game truly branches? The Witcher 2. Based on your in-game choice, you receive an entire choice-specific chapter, unique to this playthrough. Can you say the same for DA:I?
This is tons more drastic than anything you'll see in DAO. The post-game will change based on your decisions, and it's someone else who gives the speech when the invasion of Denerim begins, but nothing else much changes in the assault on Denerim. Even on hard difficulties I don't experience any serious difference between an army of templars or an army of mages.
Again, what is more drastic? Specific examples, please, with how they affect the story and the missions.
The difference between the army of templars and the army of mages is that either templars help you, or mages. Logic?
It comes down to what you were expecting that you didn't see...? A fully rendered cutscene for each decision? DAO didn't have that, and DA2 didn't even have a slideshow. The resource cost would have been enormous. The storyline changes throughout and the slideshow changes, so what's the problem exactly?
DA:O did not have that and didn't have to in fact, as it's merely a beginning of a trilogy. DA:I is the conclusion of said trilogy. Do not confuse the two, they have entirely different objectives to fulfill.
For the third time, how the storyline changes exactly?
I'd like to add two cents here.
Have you tried playing as a quanari? A race with convictions and archetypes so alien and distant from what Ferelden or Orlais deems as normal, that it resulted in extremely tense clashes between the two cultures (remember DA2?). Go ahead, choose a quanari and see how the reactions of NPC and companions are affected. You would expect Cassandra to execute you on the spot, the first time you meet. No. She just hands your the keys to the most powerful organization in Thedas and is ready to follow your lead. No questions asked. Doesn't matter my people have fought many bloody wars with your kind.
That's where Origins shone. It had the titular origins, which immediately gave you a solid background for you character, and moreover, hold some weight through the entire game. Folk would refer to you depending on you race and origin, your dialogue choices would be race-specific (even if they didn't change squat practically), even the ending has a few paths made exclusively for particular races and origins. Sure, at the end of the day, it's an illusion of choice and something different (like the 'practically' question I tackled at the very beginning of this post), but from a role-playing standpoint origins were huge. They enabled you to really be a part of the world which adjusts and is mindful of your unique character.
The illusions of Origins hold firm, as it's just the first installment into the series, and the gameworld is much smaller - I believe the size matters here, since smaller chunks are easier to interweave. The vast world and the vast amount of variables (choices that has to resonate here) are puny foundation on which DA:I is built. You cannot hide something that grew so big behind mere illusions.
Only the Well of Sorrows matters in some way and can be deemed as meaningful (in terms of consequences, cause what's a choice worth without its consequences?).
In comparison, let's take a small, early game choice from Origins: city elf origin, you slay Arl's son (he's a rapist; deserves such fate) and later on, when you are a full-fledged Warden, you try to gather support for the Landsmeet. No dice. You try to convince the Landsmeet that Logain's plan to enslave elves was a bad idea. No dice. Because of you previous actions they perceive elves as blood-thirsty maniacs. This is a choice-and-consequence action, which is severely lacking in DA:I
Don't even get me started on the weak plot and a fail of a villain Cory is. Gotta go to work (sorry for any typos, don't have time to correct them).
Peace.