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The main campaign is too short


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#76
PhroXenGold

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No mistakes observed; simply those experienced by other Players making independent choices. I see plots and storied explanations that do make sense; no need to force much of anything.

Only view a difference of opinion over the use of imagination in a cRPG.

 

OK, to go back to an example I used earlier, explain why the Warden blood magic ritual doesn't happen if I decide to go exploring despite the fact that I've been told it's happening pretty much immediately.



#77
PhroXenGold

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I think BioWare should stop telling stories that contain urgency. That solves all of this.

 

I certainly think they should cut down on the amount of urgency. There should be times when you don't have immediate pressures on you. But at the same time, having some occasions with urgency is good for the story. It implies that the plot isn't just dependant on you - that the other players have agency of their own and can take actions of their own. 



#78
Elhanan

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* Wardens appear to stop and follow their own agendas (See Crestwood).
* Though the Warden's are being misled by a false Calling, not all react in the same fashion.
* Assemblies take coordination; not all Warden's travel together.
* Darkspawn appearing creates delays.
* When one arrives, it does seem to be in time. Right call made either way.

#79
PhroXenGold

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What evidence are you given in game for any of those?



#80
Elhanan

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Events in Crestwood, meeting Stroud, Blackwall, Hawke, Warden relics found in various locations, etc.

But this is leading nowhere. Either way is acceptable.

#81
AlanC9

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I certainly think they should cut down on the amount of urgency. There should be times when you don't have immediate pressures on you. But at the same time, having some occasions with urgency is good for the story. It implies that the plot isn't just dependant on you - that the other players have agency of their own and can take actions of their own.


Presumably the ratio of urgent to non-urgent content would depend on the specific plot. Or rather, the plot should be written around the intended ratio.

Morrowind's plot, for example, handles this issue pretty well. The main plot in general isn't very urgent since Dagoth Ur looks to be decades away from finishing Akulakhan. There are two points in the main quest which should have some urgency. One is the period between being recognized as the Nerevarine and Vivec calling the Ordinators off. They can be pests; even dangerous at times -- though given the ease of disengaging from combat in Morrowind it's hard to be truly threatened, but if that's a problem it's a problem with the basic game design, not the plot. Corprus disease could have been threatening, but it isn't because the disease doesn't seem to actually progress; I'd have handled that part of the design differently.

#82
Felis Menari

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Here I was about to say "What'chu talkin' about? It took me over one hunnard hours...". but then I was like "Oh wait, they meant how much game time the primary story arc takes to complete.". Yeah, I'd have to agree with you there. Once I got to Wicked Hearts I did everything else in the game that I could before coming back to it. So, I didn't have a good grasp of how long the story took to complete from start to finish.