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"You can go if you wish." Really, Leliana? REALLY?


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#1
Regan_Cousland

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Near the start of the game, after Cassandra declares that she is reforming the "Inquisition of old", the Herald can ask:

"What if I refuse [to join the team]?"

To which Leliana replies: "You can go if you wish."

What a blatant LIE! There is no way that Cassandra would have allowed the one person in all of Thedas with the power to seal the Breach to just up and vanish, leaving the rest of the world to suffocate under a never-ending tidal wave of demons.

The only reason the writers can get away with putting this falsehood into Leliana's mouth is because they also remove the player's ability to choose to leave. Your dialogue options are:

1. "I want to help." (Join up with a smile.)

2. "This is rather strange." (Join up with a joke.)

3. "I agree. For now." (Join up with reservations.)

All of which lead to the same cheery outcome.

I think it would have been interesting (and more realistic) if option 3 had been: "I'm out of here!"

Choosing it could have started the story in a different, and darker, way. Instead of shaking hands with Cassandra and becoming a respected member of the council, you would instead be arrested by Cullen's men, and, following the intro cinematic, you'd restart the story back where you began the game: in a prison cell beneath the chantry.

You'd spend a moment staring impotently through the bars, and then Solas (or Varric, or both) would appear and attempt to convince you to do the right thing and help the Inquisition. If you refused to help yet again, Cassandra would become an instant rival, dragging you from your cell and acting as your chaperone for the first few hours of the game, treating you with the same scathing suspicion with which she treated Varric throughout Dragon Age 2.

Eventually you'd be able to make peace with her, but if you didn't, she'd passionately protest your appointment as Inquisitor.

(I suppose I'm simply stressing the importance of diversity of choice in a story-based RPG -- even if those different choices ultimately lead to the same destination. Having three dialogue options that are just three tonally different ways of saying the exact same thing is pretty uninspiring, and it hurts the illusion that you are your character, and that you're in charge of your own fate.)


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#2
katerinafm

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Yeah, that's all nice and all, but you have to remember that an option such as this is not just a matter of a few lines added like in older RPGs. You are talking about a bunch of extra animations, cutscenes, dialogue...for something that would result the player in the same place. If you wanted to play a character that would refuse to join the cause and wanted to literally leave then it's like you're saying you want to play a character that doesn't fit in the game.


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#3
Hazegurl

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OP, that actually would have been a good idea. To add to that, the IQ who refuses to help and leaves could be on a journey home where they encounter some of the companions in a different way. Which would get them more involved in the Inquisition, even when they don't want to, and eventually be lead back to Haven when the place is getting attacked. Other companions can be picked up only after officially joining.


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#4
KBomb

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Right. I remember in an early showing of the game Cassandra put a sword to your throat and people were livid that she would dare do such a thing to their character. Now that scene was taken out.

A lot of people here want their PC to be untouchable. So, scenes like this wont be happening.
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#5
Joseph Warrick

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The mark is killing you. That's the card the game should have played to not let you walk away. Help us because you agree or help us to help yourself. This is role playing.

The "we can't protect you" idea is less convincing (you can avoid people but not the mark) and offers less role playing leeway.

I think the OP's idea is overkill.
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#6
Aren

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You can go if you wish." Really, Leliana? REALLY?

No it's a joke


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#7
KBomb

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The mark is killing you. That's the card the game should have played to not let you walk away. Help us because you agree or help us to help yourself. This is role playing.

The "we can't protect you" idea is less convincing (you can avoid people but not the mark) and offers less role playing leeway.

I think the OP's idea is overkill.


It certainly leans toward overkill.

#8
Al Foley

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You forget the part where Leilianna basically says...or one of them now that I am thinking of it can't remember which... 'but if you go you will basically be hunted down and will not have our protection'.  

 

Inquisitor 'oh...now that I think about it.' 


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#9
Hazegurl

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Then they proceed to send you out into the field with only three people to watch your back as you risk your life closing rifts and battling through a civil war. lol!!


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#10
caradoc2000

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"You can check out anytime you like, but you can never leave"


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#11
Nimlowyn

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I think there is plenty of choice in the game; Mages/Templars, the Wardens, the Well, the Divine. Having what you describe sounds to me like it would mess up the pacing of the story, and be a whole lot of work (scripting, VAs, animation, etc) for little gain (returning to the very same point again). Why put in all that effort, taking away resources that could go to other parts of the story, for something that doesn't move the story forward?

 

You've got this crazy mark on your hand and are surrounded by forces that will subdue you if necessary to close the Breach. At that moment you can't decide your fate, no matter who you are. Check. Mate. 


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#12
Reznore57

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I tried to escape Haven but you can't...would have been fun to have a gameover screen saying you've been killed by a mob , some people still thinks you're responsible for the Divine death afterall.


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#13
In Exile

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This is like complaining that you can't abandon Ferelden in DA:O. At some point, you have to buy into the story. What DA:I does better than DA:O is that it tells you the pitch from the get-go: you're working with the Inquisition. 


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#14
xBloodWardenx

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At least you have the option to talk about how BS this all is with Varric. That was a nice little bonding moment between the inquisitor and Varric. You've got one person who agrees with you.  


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#15
Guest_Roly Voly_*

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I think it would have been interesting (and more realistic) if option 3 had been: "I'm out of here!"

 

ESC > Exit > Quit

 

Just like if your whole squad dies and you get the "Your Journey Ends" splash screen being the "fall" in "lead them or fall" as far as I am concerned if one is dead set on having a fail option.  If you refuse to see these options for what they are, that's your problem.  It isn't the game's fault nor the game's makers' fault if you lack the will to enforce this upon yourself if it is so important to you.


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#16
Neon Rising Winter

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This is like complaining that you can't abandon Ferelden in DA:O. At some point, you have to buy into the story. What DA:I does better than DA:O is that it tells you the pitch from the get-go: you're working with the Inquisition. 

Yes, this. We can argue over how much the protagonist should be allowed to rail at fate, but we all know they're going to cave in sooner or later. It's like DAO. Duncan arrives, makes you an offer, you have a brief opportunity to whinge, then off you trot. Gets the inevitable over quickly and doesn't gum up the game proper.


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#17
Killdren88

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I still wanted to actually have my Dailsh dragged kicking and screaming all the way to Ostagar. Would have been funny to see.


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#18
thats1evildude

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If there was ever a time for a Non-Standard Game Over, that would have been it.

 

"The Herald left and the Breach destroyed the world. What did you think was going to happen?"


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#19
Killdren88

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But yeah, why play if your just gonna refuse to play the main plot of the game? How would you feel if we had a Real life situation like this? The only person on Earth who can save us totally refuses to do so and just wants to go home?



#20
Korva

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ESC > Exit > Quit

 

Just like if your whole squad dies and you get the "Your Journey Ends" splash screen being the "fall" in "lead them or fall" as far as I am concerned if one is dead set on having a fail option.  If you refuse to see these options for what they are, that's your problem.  It isn't the game's fault nor the game's makers' fault if you lack the will to enforce this upon yourself if it is so important to you.

 

Agreed. People who want to run away from the main plot and their designated "hero" role in it are playing the wrong game. Why should Bioware waste who knows how many work-hours and resources on this instead of fleshing out the already too-short and too-thin story? If you don't want to play, don't play. If you want a game where you can do whatever you want, go for an open-world TES-style one.


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#21
Vilegrim

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Agreed. People who want to run away from the main plot and their designated "hero" role in it are playing the wrong game. Why should Bioware waste who knows how many work-hours and resources on this instead of fleshing out the already too-short and too-thin story? If you don't want to play, don't play. If you want a game where you can do whatever you want, go for an open-world TES-style one.


Then Bioware should not have gone open world, where walking away because the main questline doesn't interest you is an established trope (not sure what you would do without it, in this case, but for instance never bothering with the grey beards in Skyrim, or ignoring the gates in Oblivion, or rampaging off to war in GTA or Saints Row is well established by now.) Or they could have not had Lelianna say that, don't offer false choices.
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#22
Bigdoser

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Well yes you can but your character is not an idiot because soon as they leave the inquisition protection you would have been either 1. killed by an angry mob or 2. in chains to be put on trial for the divine's death which would most likely lead to execution. 


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#23
BabyPuncher

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OP, that actually would have been a good idea. To add to that, the IQ who refuses to help and leaves could be on a journey home where they encounter some of the companions in a different way. Which would get them more involved in the Inquisition, even when they don't want to, and eventually be lead back to Haven when the place is getting attacked. Other companions can be picked up only after officially joining.

 

It's a 'good idea' in a magical alternate universe where games can be conjured from thin air and don't require any work or resources to make.

 

But not this one.


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#24
DementedSheep

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Well they could have simply not had Leliana lie about it. You're the only one who can close the breach, if demons overrun the world you're going to be screwed as well and since they need the mark they are going to their damnedest to make you co-operate whatever it takes. Only a complete idiot would refuse at that point. They could also have had a non standard game over screen (like you have in Champions of the Just).


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#25
DementedSheep

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Then Bioware should not have gone open world, where walking away because the main questline doesn't interest you is an established trope (not sure what you would do without it, in this case, but for instance never bothering with the grey beards in Skyrim, or ignoring the gates in Oblivion, or rampaging off to war in GTA or Saints Row is well established by now.) Or they could have not had Lelianna say that, don't offer false choices.

It's not truly open world, its just has large zones with other stuff. Besides "other games with X do Y  " dose not mean they have to.


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