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Why is DAI a failure?


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#401
IanPolaris

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Security sucks. This is pretty clear throughout Inquisition. Even Inquisition agents were able to sneak into Redcliffe to ambush Alexius.

 

Peace talks at Orlesian Palace? Spies everywhere, mercenaries brought in, people being killed while people are dancing, and possibly a successful assassination of the monarch. This is a peace talk among factions that are currently at war.

 

Servants are easily ignored, and the elf and dwarf is a servant at the Conclave. The human is a neutral member and the Qunari is part of security.

 

I think Cory had agents around that could easily sneak people in, and Cory has been shown to go into a (tainted) person and walk around without needing to be his glorious, half-giant self.

 

Why they chose the Temple? Maybe symbolism? Safely away from populated areas that could get stressed out having a bunch of rebels and rogues everywhere?

 

Exactly.  Security sucks which means that an information blackout for any length of time would have been impossible.  That means the Divine wasn't in peril for very long before all hell (quite literally) blew up, and that almost surely means the Divine met the wardens in either her quarters and/or private office....and we know that wherever she met them, our PC had relatively unrestricted access...enough to accidentally walk in at the right place at the right time.....AND we know that our PC was completely suprised by what he or she saw there as well (which meant it happened extremely fast).


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#402
IanPolaris

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I would imagine it was also a fairly neutral location.  

 

It's quite literally holy ground.  Even the Tevinter Imperium would respect it as such.  Perfect neutral site.



#403
Elhanan

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None of this is inconsistant or even disagrees with either my 'head canon' or the notion that the PC had to have had access to either the Divine's private quarters and/or her private offices.  It would NOT be some out of the way dungeon simply because in a place (rennovated or not) so full of dignitaries (and HOSTILE dignitaries at that) and thus would be full of their staff and SECURITY/BODYGUARDS that it is simply unrealistic in the extreme that the Divine would be able to be taken to such an out of the way location for ANY length of time without it becoming generally known not just at the Temple but the (very nearby) village of Haven as well.
 
If you are going to criticize me, at least do so accurately.


Please tell me where I insisted that it was anywhere besides the Temple of Sacred Ashes. There were also quarters there if I recall correctly, as well as multiples points of entry. And I am not the one having a problem with details, as again, they are not required to explain this catastrophe.

And I quote: "If you are going to criticize me, at least do so accurately."

#404
IanPolaris

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Please tell me where I insisted that it was anywhere besides the Temple of Sacred Ashes. There were also quarters there if I recall correctly, as well as multiples points of entry. And I am not the one having a problem with details, as again, they are not required to explain this catastrophe.

And I quote: "If you are going to criticize me, at least do so accurately."

 

You were claiming that I wasn't being accurate with my strong reasonlng that what happened had to have happened in either the private quarters or office of the divine yet your evidene for that was lacking and thus was an inaccurate criticism.   You were the one claming that I "should read the lore".  I did.  Nothing in there contradicts what I posted so the onus is on you.


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#405
IanPolaris

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Please tell me where I insisted that it was anywhere besides the Temple of Sacred Ashes. There were also quarters there if I recall correctly, as well as multiples points of entry. And I am not the one having a problem with details, as again, they are not required to explain this catastrophe.

And I quote: "If you are going to criticize me, at least do so accurately."

 

 

One other note.  Actually at least of the details ARE required to explain the catastrophe or at least the way it was presented so you are incorrect there as well.  We need to know why the Divine wasn't missed, how it happened, why our PC happened to be at the right place at the right time, and much more.  At the very least these important questions and answered need to be at least sketched out and deserve much better treatment than 'headcanon'.


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#406
Dean_the_Young

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Sorry, was a bit unclear. I mean that even though Cailan was a character we briefly met and would have no reason to have an attachment to (I love the non-human dialogue options "You're not my king, human lord scum!") he was still an identifiable individual with whom we had interacted. So when you see a person you've interacted with, however briefly, treated to such inhumane bodily desecration, it has an emotional impact to me. Whereas the majority of deaths and carnage I experienced in DAI were of nameless people I had never interacted with, or at best learned about from their journals. (Apparently it's in fashion to carry a journal and write about how horrible life is when you're fleeing from your home with nothing but the clothes on your back) So I unfortunately became hardened to seeing so many bodies as I roamed the zones. Reading someone's journal does nowhere near as much for me as actually having interacted with that person.

 

So the mummy bodies in the ToSA were just...weird bodies to me rather than people who had been at the Conclave. The one exception I can think of off the top of my head is when we find the bloodied teddy bear in the Exalted Plains. THAT is powerful and upsetting, without needing a journal to provide backstory. (And the Solas dialogue about a Fade memory of a circle of dwarf bodies surrounding a child, but that's dialogue rather than environmental)

 

TL;DR: show not tell is highlighted for me where DAI relies WAY too much on text to provide a meaningful connection to the world. These journals could have been written hundreds of years ago or yesterday, they carry the same emotional weight to me. It's detached from our characters and is one of the major reasons why the zones feel so static to me.

 

Another way to put this, if I understand you right-

 

Show off named characters first, then kill them and threaten them for dramatic effect.

 

Which is fair enough. Named faces matter more to players than anonymous people- this is old news. And for all the character drama and emotional trevails in DAI- Cassandra's fears with the Seekers, Cullen's lyrium addiction, Dorian's father confrontation- there's remarkably little threat to them- no foe we can't reasonably be sure of beating with PC-enabled ease. Except, perhaps, Flemeth- who's a special case all around- powerful, ambiguous, and seemingly unkillable.



#407
Elhanan

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You were claiming that I wasn't being accurate with my strong reasonlng that what happened had to have happened in either the private quarters or office of the divine yet your evidene for that was lacking and thus was an inaccurate criticism.   You were the one claming that I "should read the lore".  I did.  Nothing in there contradicts what I posted so the onus is on you.


Strong? The head canon simply interferes with what was presented. You can make up some backstory if you desire, but allow the actual content it's place. And the imagined details are completely unneeded to sympathize with the murder of those in attendance.

#408
IanPolaris

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Strong? The head canon simply interferes with what was presented. You can make up some backstory if you desire, but allow the actual content it's place. And the imagined details are completely unneeded to sympathize with the murder of those in attendance.

 

I am.  What I said was a direct line logical conclusion from the FACTS as presented in the game.  It's not just head-canon [refering to the fact that the incident w/the Divine had to have taken place either in her private quarters or private office].  My speculation about a particular explaination for a Dalish mage is of course head canon and I identified it as so.  That is also beside the point.    The POINT is that it would have been so much better for us not to have to guess about these critical details in the early game and it would have greatly enhanced the buy in potential especially for a new player.  Thus I think it's fair to call this a weakness of DAI.


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#409
Elhanan

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I am.  What I said was a direct line logical conclusion from the FACTS as presented in the game.  It's not just head-canon [refering to the fact that the incident w/the Divine had to have taken place either in her private quarters or private office].  My speculation about a particular explaination for a Dalish mage is of course head canon and I identified it as so.  That is also beside the point.    The POINT is that it would have been so much better for us not to have to guess about these critical details in the early game and it would have greatly enhanced the buy in potential especially for a new player.  Thus I think it's fair to call this a weakness of DAI.


Since this is the first complaint I have seen concerning the exact location and kidnapping of the Divine - a character we never meet - the weakness seem to be in the idea that it is required.

#410
IanPolaris

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Since this is the first complaint I have seen concerning the exact location and kidnapping of the Divine - a character we never meet - the weakness seem to be in the idea that it is required.

 

Sigh.  Point.  Missing it.  In of itself the specific location of the Divine is not important.  However, the implications of where the Divine had to be very much ARE important and need to be SHOWN and not TOLD.  This is not a new complaint.  My take is merely a new wrinkle on it.


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#411
vbibbi

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Another way to put this, if I understand you right-

 

Show off named characters first, then kill them and threaten them for dramatic effect.

 

Which is fair enough. Named faces matter more to players than anonymous people- this is old news. And for all the character drama and emotional trevails in DAI- Cassandra's fears with the Seekers, Cullen's lyrium addiction, Dorian's father confrontation- there's remarkably little threat to them- no foe we can't reasonably be sure of beating with PC-enabled ease. Except, perhaps, Flemeth- who's a special case all around- powerful, ambiguous, and seemingly unkillable.

Yes, exactly...even though that makes me sound so cold :( :mellow: I did have emotional investment in the companion quests, now that you mention them, but like you said, there were clear "correct" choices in them so the emotion was more "aww I'm sorry. Here, I chose option B, now it's all better" rather than "this is an awful situation and I'll do what I can to help, but even that won't be enough"

 

Though another thing DA 4 should add from DA 2 is more then one major character quest.  I would have loved in Inquisition had we gotten three cutscene heavy character quests that told an ongoing story instead of the one we got.  Probably wuld have made those characters feel even better if, say the awesome scenes in Dorian's quest and Cole's quest, felt like they had been built up from something rather then just an isolated incident.  

 

Yes, this would be so great. I will say that the companion content wasn't bad at all, and there was always something to discuss after one of the main quests. But I really enjoyed DA2's companion content and structure. The companion codices in Trespasser made me really nostalgic for the DA2 updates in each act.

 

I think the reason that I'm not overly concerned with it is that I don't necessarily feel like I personally have to have a visceral emotional response to an event like the Conclave or Bethany/Carver getting mauled by an ogre so long as my character has a reason to be torn up over it.  We as the player don't get to experience the Conclave, but the Inquisitor as a character did so I don't have a problem with extrapolating why he might be saddened to hear that it blew up if I for some reason need more than the fact that hundreds of people were murdered.  I agree that my acceptance of that likely has at least something to do with my willingness to indulge in headcanon (a term which I hate), though I don't think that's bad or that I'm tacitly endorsing awful writing.

 

Of course I would have a more powerful reaction to being present while a person is executed than I would get from simply hearing about the same event on the news, but there would still be an emotional reaction in either scenario.  That's all that I meant to convey.  The fact that we aren't personally invested in a tragedy would certainly lessen the magnitude of our emotional response, but the thing that we were responding to would still be tragic and there would still be a response.  

 

We might not be expected to grieve over Alderaan, but man do I find myself getting wistful sometimes when I'm wandering around the planet in TOR.  No one would ever accuse me of being stoic.  :)

 

Yes, we as players should be able to roleplay and insert ourselves into the character's role to experience the grief of our sibling dying in front of us. Unfortunately, I am not a strong enough roleplayer that I can easily do so without the game better providing an emotional connection. I need the game to provide the emotional connection to fully immerse myself in the situation, and that's what I'm used to with Bioware games of the past. That's what I personally did not experience with DAI


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#412
Gondann

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You're kidding right?  DAI was the best game I've ever played hands down.


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#413
Al Foley

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You're kidding right?  DAI was the best game I've ever played hands down.

Odd to see someone share that opinion.  Seems we are the only two in exisitance. :P


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#414
Andraste_Reborn

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I think it's third on my personal list, but there's little shame in losing to Baldur's Gate 2 and Grim Fandango.



#415
Nefla

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I think the reason that I'm not overly concerned with it is that I don't necessarily feel like I personally have to have a visceral emotional response to an event like the Conclave or Bethany/Carver getting mauled by an ogre so long as my character has a reason to be torn up over it.  We as the player don't get to experience the Conclave, but the Inquisitor as a character did so I don't have a problem with extrapolating why he might be saddened to hear that it blew up if I for some reason need more than the fact that hundreds of people were murdered.  I agree that my acceptance of that likely has at least something to do with my willingness to indulge in headcanon (a term which I hate), though I don't think that's bad or that I'm tacitly endorsing awful writing.

 

Of course I would have a more powerful reaction to being present while a person is executed than I would get from simply hearing about the same event on the news, but there would still be an emotional reaction in either scenario.  That's all that I meant to convey.  The fact that we aren't personally invested in a tragedy would certainly lessen the magnitude of our emotional response, but the thing that we were responding to would still be tragic and there would still be a response.  

 

We might not be expected to grieve over Alderaan, but man do I find myself getting wistful sometimes when I'm wandering around the planet in TOR.  No one would ever accuse me of being stoic.  :)

I don't want to simply receive and absorb information, I want a visceral reaction and an emotional connection.

 

Well sure, of course they could have chosen to write a different story. But it seems this is more to do with you just hating the amnesia trope, rather than anything Bioware did.

 

And I don't want to start the game with a whole bunch of meaningless exposition like you just suggested. I don't care about listening to some random old lady I don't know giving piece talks to a bunch of strangers.

 

I don't want my first conversation to be talking to a random NPC I will never see again about peace talks I have had no involvement in, when it could be Cassandra threatening to kill me.

I don't want my first quest to be "get wine" when it could be "stop the breach".

It's not just the amnesia trope, it's the special snowflake chosen one who is the only one capable of saving the world, the ancient evil out to destroy the world and so on. There were a few moments I liked in the overall plot but mostly I hated it. In my opinion the game should have been about the mage/templar war that was set up in DA2 and not another generic "save the world from an ancient evil."

 

Instead our first quest is "climb a hill, fight some monsters." If the peace talks and the Divine are so boring and unimportant, why use it at all? Why hold it up as important? Why bring back the divine later and expect us to care about her? For me, Cassandra threatening to kill me and then 5 minutes later accepting me as trustworthy and from then on following my commands as her leader (even though I didn't do anything to earn it) is incredibly boring and illogical. The parade of cameos as I climb a hill fighting generic monsters I don't care about were boring to me. Pointless action and explosions do nothing for me.


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#416
Elhanan

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Sigh.  Point.  Missing it.  In of itself the specific location of the Divine is not important.  However, the implications of where the Divine had to be very much ARE important and need to be SHOWN and not TOLD.  This is not a new complaint.  My take is merely a new wrinkle on it.


And I disagree. No such information is required.

If what Solas says during the game is true, the Fade reflects the emotional truth of that specific spirit's memory. The exact details are still unknown, the memories recovered are simply those of the Inq; not of the Divine, attendants, or persecutors. The Truth is still out there, so to speak....

No such information is needed to sympathize, empathize, etc., especially when what is shown is subjective anyway,

#417
vbibbi

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I don't want to simply receive and absorb information, I want a visceral reaction and an emotional connection.

 

It's not just the amnesia trope, it's the special snowflake chosen one who is the only one capable of saving the world, the ancient evil out to destroy the world and so on. There were a few moments I liked in the overall plot but mostly I hated it. In my opinion the game should have been about the mage/templar war that was set up in DA2 and not another generic "save the world from an ancient evil."

 

Instead our first quest is "climb a hill, fight some monsters." If the peace talks and the Divine are so boring and unimportant, why use it at all? Why hold it up as important? Why bring back the divine later and expect us to care about her? For me, Cassandra threatening to kill me and then 5 minutes later accepting me as trustworthy and from then on following my commands as her leader (even though I didn't do anything to earn it) is incredibly boring and illogical. The parade of cameos as I climb a hill fighting generic monsters I don't care about were boring to me. Pointless action and explosions do nothing for me.

 

So much of the plot frustrates me. Mage-Templar war? Not resolved so much as it fizzles out, and the issues which sparked the conflict are relegated to the background and not fully addressed except in epilogue slides. It's a method to not have to directly deal with the issues of social conflict, personal rights, more complex issues than "defeat an ancient magister."

 

Orlesian civil war. I read TME so luckily I had more background knowledge than players who hadn't read it. But the book raises so many questions and issues which I assumed would be handled in the game, which were then completely ignored. The ending of the book has the three parties go off on their own, yet there is no real reason provided in the game why they are now all amenable to peace talks. There is almost no mention of Briala's eluvian network, which is an enormous narrative dropped thread considering the importance of eluvians in the game. We don't encounter Orlesian citizens who have opinions on who is the best candidate for the throne. We have identical looking troops in the Exalted Plains occupying forts who have no dialogue about their candidates.

 

And we have Michel and Imshael, which is an entirely wasted opportunity. They were both fleshed out in the book but aren't meaningful in the game.

 

In the end, I felt like nothing was properly resolved, the issues at the beginning of the game were just declared over. Maybe the difference for me is that all of the plot critical zones are locked out once we finish the quest, so we can't go back to the Winter Palace and see what our choices have affected, or see the Wardens rebuilding or the abandoned fortress if they're exiled.


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#418
Elhanan

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I don't want to simply receive and absorb information, I want a visceral reaction and an emotional connection.
 
It's not just the amnesia trope, it's the special snowflake chosen one who is the only one capable of saving the world, the ancient evil out to destroy the world and so on. There were a few moments I liked in the overall plot but mostly I hated it. In my opinion the game should have been about the mage/templar war that was set up in DA2 and not another generic "save the world from an ancient evil."
 
Instead our first quest is "climb a hill, fight some monsters." If the peace talks and the Divine are so boring and unimportant, why use it at all? Why hold it up as important? Why bring back the divine later and expect us to care about her? For me, Cassandra threatening to kill me and then 5 minutes later accepting me as trustworthy and from then on following my commands as her leader (even though I didn't do anything to earn it) is incredibly boring and illogical. The parade of cameos as I climb a hill fighting generic monsters I don't care about were boring to me. Pointless action and explosions do nothing for me.


Anyone handling the Orb would have gained the Anchor, and would also eventually perish from it if not for the intervention from another. Not so special; neither is the Ancient Evil it would seem. Cory is a powerful Darkspawn Magister, but he's no Dread Wolf; not even a Mythal.

First quest is to seal the Breach; the monsters are collateral content. Peace talks are apparently generally boring, but the implications are huge. The Divine's actions for those years made the Inquisition's work a lot easier, if one cares about such things. Cassandra heard a voice she knows as belonging to the Divine speak from the Fade, and eliminate the PC as a suspect. Might stop some others in their tracks, too.

Seems others do care about said cameos; may be a factor as to why these Players purchased the game. Have to wonder if they mean nothing, why some others bother with the title being informed of it beforehand.

#419
Abyss108

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I don't want to simply receive and absorb information, I want a visceral reaction and an emotional connection.

 

It's not just the amnesia trope, it's the special snowflake chosen one who is the only one capable of saving the world, the ancient evil out to destroy the world and so on. There were a few moments I liked in the overall plot but mostly I hated it. In my opinion the game should have been about the mage/templar war that was set up in DA2 and not another generic "save the world from an ancient evil."

 

Instead our first quest is "climb a hill, fight some monsters." If the peace talks and the Divine are so boring and unimportant, why use it at all? Why hold it up as important? Why bring back the divine later and expect us to care about her? For me, Cassandra threatening to kill me and then 5 minutes later accepting me as trustworthy and from then on following my commands as her leader (even though I didn't do anything to earn it) is incredibly boring and illogical. The parade of cameos as I climb a hill fighting generic monsters I don't care about were boring to me. Pointless action and explosions do nothing for me.

 

And yet Origins was the most generic "save the world from ancient evil" plot there ever was. As least Cory was a character (not a great one), and not just a big evil dragon. And I much prefer the having the Mark as an excuse for why people turn to you, rather than in Origins, where everyone just immediately turns to you for absolutely no reason and acts like you're the most special person in the world who can solve all of their problems and lead all the armies from every race in the country.

 

I agree the plot should have been about the Mage/Templar war. They set that expectation up in the previous games, and it sucks it went no where. 

 

The game never expected you to care about the Divine. I don't know where you ever got that idea from. You meet her in the fade later and she helps you get your memories back, but you are not asked to care about her. And Cassandra follows you because she thinks her God sent you. You can talk to her about this, and it's an interesting conflict for characters that are not Andrastian.

 

I actually have no idea what you are talking about when you say "cameos". Every character you meet is important to the plot and stays around for the rest of the game.

 

The first quest isn't "climb a hill and fight monsters", it's "climb and hill and fight monsters in order to stop your own hand from killing you, and convince a very important character that you didn't blow up the conclave so she doesn't execute you". It's a plot that has very important personal stakes for both your characters, and what you do there sets up your character as the Herald, aka affects the rest of the game.


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#420
vbibbi

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The game doesn't make you care about the Divine, but IMO it SHOULD have. If we don't care about the Divine, seeing her appearance in the Fade is less impactful. When I first played, I was honestly confused why all of the characters thought it was her. I mean, isn't it common knowledge that souls are supposed to pass through the Fade to go to the Maker? Any entity we met in the Fade we would have automatically assumed was a spirit and not a person.

 

BUT if we had already met the Divine before the Conclave and knew what she was like as a person, then seeing her in the Fade acting exactly the same as she had in life would have lent room for doubt. Could it be that this person who closely resembles someone in my past is actually that person, who had enough strength of will to wait in the Fade to guide me? As it exists in game, it seems like everyone is holding the idiot ball when they assume this is Justinia based on no evidence.


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#421
Al Foley

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The game doesn't make you care about the Divine, but IMO it SHOULD have. If we don't care about the Divine, seeing her appearance in the Fade is less impactful. When I first played, I was honestly confused why all of the characters thought it was her. I mean, isn't it common knowledge that souls are supposed to pass through the Fade to go to the Maker? Any entity we met in the Fade we would have automatically assumed was a spirit and not a person.

 

BUT if we had already met the Divine before the Conclave and knew what she was like as a person, then seeing her in the Fade acting exactly the same as she had in life would have lent room for doubt. Could it be that this person who closely resembles someone in my past is actually that person, who had enough strength of will to wait in the Fade to guide me? As it exists in game, it seems like everyone is holding the idiot ball when they assume this is Justinia based on no evidence.

I didn't think they assumed it was her but hoped it was.  The conversation seemed to lean towards the 'its a demon!' end of the spectrum yet everyone wanted it to be her so bad.  Speaking about the fade sequence though.  I don't know part of my confusion here about the not caring about the Divine is...well the whole Fade sequence when we found out what happened to her.  I got emotional.  Maybe it was the Grey Warden involvement, maybe I'm just easy, but I certainly cared.  :P


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#422
vbibbi

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I didn't think they assumed it was her but hoped it was.  The conversation seemed to lean towards the 'its a demon!' end of the spectrum yet everyone wanted it to be her so bad.  Speaking about the fade sequence though.  I don't know part of my confusion here about the not caring about the Divine is...well the whole Fade sequence when we found out what happened to her.  I got emotional.  Maybe it was the Grey Warden involvement, maybe I'm just easy, but I certainly cared.   :P

 

I did care a bit at the end when the spirit asked us to apologize for Leliana, and Leli's reaction after. That was emotional. Not to beat a dead horse, but for me it would have been even MORE emotional if I had also know human Justinia prior to the Fade.

 

To make an extreme example, for all the Herald knows, Justinia could have acted like Vivienne in real life and been a political schemer. We could assume the spirit is just trying to emulate what it believes a Divine would act like, since spirits have an imperfect understanding of the world (cough Justice cough).

 

ETA: overall, though, I did enjoy the Fade conversation with her, that was well written.


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#423
Elhanan

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The game doesn't make you care about the Divine, but IMO it SHOULD have. If we don't care about the Divine, seeing her appearance in the Fade is less impactful. When I first played, I was honestly confused why all of the characters thought it was her. I mean, isn't it common knowledge that souls are supposed to pass through the Fade to go to the Maker? Any entity we met in the Fade we would have automatically assumed was a spirit and not a person.
 
BUT if we had already met the Divine before the Conclave and knew what she was like as a person, then seeing her in the Fade acting exactly the same as she had in life would have lent room for doubt. Could it be that this person who closely resembles someone in my past is actually that person, who had enough strength of will to wait in the Fade to guide me? As it exists in game, it seems like everyone is holding the idiot ball when they assume this is Justinia based on no evidence.


All the talks with Cassandra, Leliana, Mother Giselle, and others prior to the scene in the Fade are windows in which the Player can understand a bit of the character of the Divine. This appears to be purposely done, and is not required at the start of the game, but is helpful before entering the Fade.
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#424
Al Foley

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I did care a bit at the end when the spirit asked us to apologize for Leliana, and Leli's reaction after. That was emotional. Not to beat a dead horse, but for me it would have been even MORE emotional if I had also know human Justinia prior to the Fade.

 

To make an extreme example, for all the Herald knows, Justinia could have acted like Vivienne in real life and been a political schemer. We could assume the spirit is just trying to emulate what it believes a Divine would act like, since spirits have an imperfect understanding of the world (cough Justice cough).

 

ETA: overall, though, I did enjoy the Fade conversation with her, that was well written.

I agree but I do see the reasons why the Devs ultimately went with the story they did and the beginning they did.  I do get the feeling they did not want to reveal Corypheus that early. 



#425
vbibbi

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I agree but I do see the reasons why the Devs ultimately went with the story they did and the beginning they did.  I do get the feeling they did not want to reveal Corypheus that early. 

Oh definitely, I don't mind hiding Cory's identity for a while. We could have still met Justinia without revealing the flashback of the explosion, we would just meet her at a separate instance at the Conclave.

 

 

Random tangent, but a thought just occurred. What could have been cool is if the Conclave had us doing a series of tasks to help people, including the Grey Wardens. Somehow, the PC is responsible for securing a private audience with the Wardens and the Divine. So we inadvertently ARE partially responsible for her death by allowing Cory access to her. That would help explain how the Wardens got her alone, and why we were in the vicinity. We would find this out in the Fade memories, and could then roleplay feigning ignorance about this revelation or come clean to Cassandra and admit that we had a part to play in the explosion. Of course, I'm sure this could be seen as character assassination to people, or railroading the player into a negative outcome, like Anders and the chantry.


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