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Don't kill key companions


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#101
straykat

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The consequences are in your (and your character's) reaction to those events, which then further alters the narrative by causing you to make different choices.

 

There are choices in the game where the game acknowledges different options.  But it doesn't acknowledge motives, and that's important - because it can't know the motives.  If a character - Wynne, for example - advocates a specific course of action, and you don't listen to her because you think she's a massive hypocrite (because Blood Magic), that can change your action.  And if that action is acknowledged by the game, then the game is (indirectly) acknowledging all of that headcanoned content.

 

Can you admit it could be done a helluva lot better at least? Because some games do this. Bioware isn't all that intricate. I think Blood Mage Wynne is just shallow.. there for gameplay. It also has no narrative element coaxing her into that choice..where she at least seems more autonomous. It's just the player, treating her like a gameplay asset.



#102
Sylvius the Mad

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Can you admit it could be done a helluva lot better at least? Because some games do this. Bioware isn't all that intricate. I think Blood Mage Wynne is just shallow.. there for gameplay. It also has no narrative element coaxing her into that choice..where she at least seems more autonomous. It's just the player, treating her like a gameplay asset.

She is a gameplay asset. She's a character in the party. The roleplaying is the most important part of the gameplay.

I would like it much less if there was a scripted event that could lead to Wynne becoming a blood mage. That would make me a far less active particiant.

#103
o Ventus

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Were we playing the same Mass Effect games?!

 

Because Ashley is basically a xenophobist who reforms through working with the members of your team. Kaidan's story mainly focused on how he had issues with his Biotic powers, because he has an older form of Biotic hardware and a (former) ******* trainer.

 

So...how in the name of all f*cks are they the same?!

 

I agree with your main point, in spirit. But personally, I feel it can sometimes make games more compelling if you're forced to choose a certain character over another.

 

I believe that statement was made more in the context of the outcome, rather than the actual character. Ashley and Kaidan both end up s**t-talking you on Horizon in ME2, they both end up intensely mistrusting you in ME3, they're both made Spectres, etc. In that sense, they are similar to the point of being literally interchangeable.



#104
JeffZero

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I'm fingers-crossed for at least one big "one of these companions must die" moments, plus a scripted auto-death.

 

I'm merciless, yo.


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#105
themikefest

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I'm fingers-crossed for at least one big "one of these companions must die" moments, plus a scripted auto-death.

 

I'm merciless, yo.

Merciless? Have you done a playthrough like this? :devil:


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#106
Battlebloodmage

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I'm fingers-crossed for at least one big "one of these companions must die" moments, plus a scripted auto-death.

 

I'm merciless, yo.

Well, if it's a scripted death, I'd actually like to see how it turns out. What I'm against is an optional death which then make the subsequent appearances less relevant, no personality, or have a stand in for the dead character. If they were to have companions to die, plan it in advance instead of copping out in subsequent games.


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#107
Sylvius the Mad

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I'm fingers-crossed for at least one big "one of these companions must die" moments, plus a scripted auto-death.

 

I'm merciless, yo.

I dislike the "one of these companions must die" moments, but not because a companion must die - it's because the other is guaranteed to survive.

 

I suggest that Virmire would have been better if we had been permitted to try to save both, even though attempting to do so would result in both dying.

 

I further assert that whether either died should have been resolved through our actions outside of dialogue.  Even if we choose to save one, it should be possible to fail to save that one.


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#108
Stakrin

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I am surprised that I disagree. But I think seeing the little differences in Ashley and Kaidan made me realize they actually go on to do their own thing a bit, but the other has to die.

#109
Youknow

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She is a gameplay asset. She's a character in the party. The roleplaying is the most important part of the gameplay.

I would like it much less if there was a scripted event that could lead to Wynne becoming a blood mage. That would make me a far less active particiant.

But Wynne also isn't "you." So it doesn't really work as well here, because you should be roleplaying your characters, not established ones in the continuity.  Especially when your character doesn't have the ability to call her out on her hypothetical hypocrisy. That's exactly what a RPG should allow you to do. Either that, or the game designers should have disabled the ability for the player to make Wynne a Blood Mage. That would work even better for Wynne's character. Wynne for all intents and purpose would be another "player," so it really doesn't make much sense to do things with Wynne and doesn't establish more roleplaying by doing that, but less, because that means that the game simply doesn't acknowledge the possibility of blood mage Wynne. 

 

It'd have been better if they had made only the PC to be able to be a blood mage to be honest if they were going this route. This is probably why they did that in DA:2 with disabling second specializations for non-PC characters because it makes them seem more like their own character at that point -- which is what party members are supposed to be like -- other characters/players in the campaign. It's kind of like in Dragon Age 2, if you argue with Anders a lot as a mage, he would yell at you in frustration that you should be more understanding because you are a mage, this helps with the role playing experience because the game is respecting the fact that your character is 1) A mage 2) Arguing against Anders' pro-mage claims 3) Goes far enough to side with the templars. 

 

I get what you're saying here, but it only works in independent campaigns. It doesn't work when you have sequels that specifically do things that work against established player canon. Using the blood mage Wynne, it would like if the next game basically said "Wynne has never used blood magic ever." And all of the DA:O companions agreed with this statement. It'd feel like the game was disrespecting the fact that you made Wynne a blood mage. 

 

As for it being a narrative or not? It IS a narrative. Completed or not.  It's a plot that you have influence on. This is a common element in visual novels for instance, it's definitely a story, but you get choices throughout the game to affect how the story goes. Same thing here. 

 

What was done with Leliana, keeping the original point in mind, would be like if you rescued Ashley at Virmire, and the game always said that Kaidan lived. It begs the question of "why have this even able to happen if you're not going to respect what the player did later on down the line?" RPG sequels are basically the equivalent to having pen and paper sessions that take place in the same universe but as a different campaign. Thus, any decisions that a player made in them should still exist in that universe. I don't think your point is ill made, I think it's just not being used in a case where it can rightly apply. 


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#110
JeffZero

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I dislike the "one of these companions must die" moments, but not because a companion must die - it's because the other is guaranteed to survive.

 

I suggest that Virmire would have been better if we had been permitted to try to save both, even though attempting to do so would result in both dying.

 

I further assert that whether either died should have been resolved through our actions outside of dialogue.  Even if we choose to save one, it should be possible to fail to save that one.

 

That would have been fantastic.


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#111
o Ventus

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@topic: if they are *key* companions, then they won't die.

 

If a key companion can die, then by definition they aren't a key companion.


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#112
straykat

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She is a gameplay asset. She's a character in the party. The roleplaying is the most important part of the gameplay.

I would like it much less if there was a scripted event that could lead to Wynne becoming a blood mage. That would make me a far less active particiant.

 

You'd still be active as your own character. That's still true to pnp experiences.

 

it seems you want a puppet stage or something, where you play god. You could still call it "roleplaying", but you'd be playing all kinds of characters.  I'd prefer the writers/DM to operate in their own role.



#113
Sylvius the Mad

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it seems you want a puppet stage or something, where you play god.

Yes.  I play the whole party.  I play all the characters at once.



#114
Sylvius the Mad

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But Wynne also isn't "you."

None of the characters are me, not even the characters I create.  I'm the player.  I don't exist within the game world.  I can't even interact with it directly.

 

The characters can.

So it doesn't really work as well here, because you should be roleplaying your characters, not established ones in the continuity.

In a party-based game, I expect to roleplay the entire party.  I'm clearly expected to do that some of the time, as I can control them in combat and tell then what skills to learn and what equipment to use and even whether to become blood mages.  All of those things are roleplaying events.

Especially when your character doesn't have the ability to call her out on her hypothetical hypocrisy.

Not on camera.  And that's assuming that the other character even notices or cares.  The other party members don't seem to notice or care either.  Isn't that interesting?

That's exactly what a RPG should allow you to do.

Yes, but that limitation exists in every aspect of a CRPG.  There's always something you might want to say or do but can't because they haven't modelled that in the game.  So, if you want to do something the game doesn't allow, your only options are to turn off the game and just imagine the subsequent events - this is how a DAO Warden can run away to Orlais (this is also how I dealt with the entire third act of DA2) - or you need to headcanon that interaction as having taken place off-screen.  

 

We know that some things happen off-screen.  Eating, for example.  Setting up camp.  If I'm already roleplaying Wynne, I can roleplay conversations involving her off-screen.

Either that, or the game designers should have disabled the ability for the player to make Wynne a Blood Mage. That would work even better for Wynne's character. Wynne for all intents and purpose would be another "player," so it really doesn't make much sense to do things with Wynne and doesn't establish more roleplaying by doing that, but less, because that means that the game simply doesn't acknowledge the possibility of blood mage Wynne.

Then we shouldn't be able to control Wynne at all.  She should be fully autonomous, acting on her own in combat and selecting her own equipment.  Like a follower in Skyrim.

 

There's no reason to draw the line where you're drawing it.  I suggest we should pick one extreme or the other.

It'd have been better if they had made only the PC to be able to be a blood mage to be honest if they were going this route. This is probably why they did that in DA:2 with disabling second specializations for non-PC characters because it makes them seem more like their own character at that point -- which is what party members are supposed to be like -- other characters/players in the campaign. It's kind of like in Dragon Age 2, if you argue with Anders a lot as a mage, he would yell at you in frustration that you should be more understanding because you are a mage, this helps with the role playing experience because the game is respecting the fact that your character is 1) A mage 2) Arguing against Anders' pro-mage claims 3) Goes far enough to side with the templars.

I think you're over-simplifying the Wynne thing.  She could learn the specialization (and gain the stat bonuses) without ever learning or using the actual abilities in the tree.  That could be evidence that she's studied blood magic (because she opposes it so, and desires to understand her foes) without having used it.

 

 

Having this level of control over the companions allows the companions to be much more interesting.

 

You're also equating the player with the player's character.  That the player controls a character doesn't make that character any less his own character.  It just allows the player to make that self be different playthrough to playthrough.  In fact, I argue that this already happens anyway, given the NPC's fixed reactions to different protagonists.  The only way the companions would react exactly the same way to a different event is if the companions are themselves different.

 

The DA2 example has advantages, yes, but it ties us to a very narrow range of behaviours and opinions.  What if I approve of Anders's pro-mage opinions, but I think he's being reckless by talking openly about them?

I get what you're saying here, but it only works in independent campaigns. It doesn't work when you have sequels that specifically do things that work against established player canon. Using the blood mage Wynne, it would like if the next game basically said "Wynne has never used blood magic ever." And all of the DA:O companions agreed with this statement. It'd feel like the game was disrespecting the fact that you made Wynne a blood mage.

1. I don't think it does at all.  It means that the DAO companions won't acknowledge her blood magic.  Why is that?  I find that an interesting question.

 

2. It wouldn't matter anyway, since you're not playing the Warden in the next game, and your next character has no idea what actually happened.  Unless you break character to worry about it, you'd never even notice.

 

3. I don't think we need continuity across games.  I think not having it would really free up the writers to offer divergent paths without having to worry about how to accommodate them in subsequent games.

As for it being a narrative or not? It IS a narrative. Completed or not.  It's a plot that you have influence on. This is a common element in visual novels for instance, it's definitely a story, but you get choices throughout the game to affect how the story goes. Same thing here.

Visual novels have almost nothing in common with roleplaying games.  I think a CRPG should strive to emulate the gameplay experience of a tabletop RPG, but without the need for other players.

What was done with Leliana, keeping the original point in mind, would be like if you rescued Ashley at Virmire, and the game always said that Kaidan lived. It begs the question of "why have this even able to happen if you're not going to respect what the player did later on down the line?" RPG sequels are basically the equivalent to having pen and paper sessions that take place in the same universe but as a different campaign. Thus, any decisions that a player made in them should still exist in that universe. I don't think your point is ill made, I think it's just not being used in a case where it can rightly apply.

It would make my character wonder why people thought Kaidan lived.  And if Kaidan actually appeared, my character would wonder who he was (if confident that Kaidan had died - this new guy is clearly an impostor) or wonder how he survived.

 

All this confusion and uncertainty opens up new roleplaying opportunities.


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#115
Dabrikishaw

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She is a gameplay asset. She's a character in the party. The roleplaying is the most important part of the gameplay.

I would like it much less if there was a scripted event that could lead to Wynne becoming a blood mage. That would make me a far less active particiant.

Blood Mage Wynne is pretty damn great gameplay-wise, so I echo this sentiment. Out party members don't stop being our party members, so the player really should have as much control over customizing them as possible in order to tailor the way we as players like to play.



#116
KaiserShep

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Yes.  I play the whole party.  I play all the characters at once.

 

 

Well, yes, and no. It really depends on how much autonomy the writers put into companions at key points of the game. They may do things you don't want them to do, because what you choose for the PC may clash with how the character is written. Like, imagine if your PC is off on some adventure with 3 of the companions, and you choose to, say, raid someone's house in a small village, and one or more of your companions refuses to help you and just up and leaves, full stop with no way to convince that character to go along with your mischief. Or you have someone like Isabela. There's no roleplaying the whole party during the last quest of Act 2, because her departure is without warning. 



#117
Ahglock

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Maybe Bioware should just let  George R. R. Martin write the script for Andromeda 

 

Why so it can remain poorly writtren, but this time with just piles of shock value in an attempt to hide the suck?



#118
KaiserShep

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Why so it can remain poorly writtren, but this time with just piles of shock value in an attempt to hide the suck?

 

I was thinking more along the lines of the dragon or scifi equivalent being the only character I can honestly continue to root for until it eventually dies. 



#119
Sylvius the Mad

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Well, yes, and no. It really depends on how much autonomy the writers put into companions at key points of the game. They may do things you don't want them to do, because what you choose for the PC may clash with how the character is written. Like, imagine if your PC is off on some adventure with 3 of the companions, and you choose to, say, raid someone's house in a small village, and one or more of your companions refuses to help you and just up and leaves, full stop with no way to convince that character to go along with your mischief. Or you have someone like Isabela. There's no roleplaying the whole party during the last quest of Act 2, because her departure is without warning.

One of the many reasons I dislike DA2. I couldn't stand how Isabela kept disappearing when I needed her.

And then, if I built other characters to be part of a team that included Isabela, losing her suddenly made everyone else less good, as well.
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#120
Seraphim24

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Killing supporting or types of characters in any media does feel cheap a lot of the time, like this strange atmospheric pressure and need to make sure your experience is riddled with angst and drama.



#121
Gothfather

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Yuck. I can't think of any other action then Bioware refusing to kill key companions that would make the story more infantile. There should be zero possibility for a perfect ending. We should feel loss, we should lose companions. The Suicide mission was less of a strong story moment because it could be done perfectly and was very easy to do so because the mechanics are so obvious in hindsight.

 

Why are gamers afraid of loss in games? This is a mature title, shouldn't it be able to explore loss? Loss is what defines so much about ourselves why should games shy away from something that is so fundamental to the human condition?



#122
Helios969

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Maybe Bioware should just let  George R. R. Martin write the script for Andromeda 

Mass Effect: Andromeda coming in 2018...2019...2020



#123
WittyUsername

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Personally, I agree but for only the stand-ins making everything too inconsequential. I don't mind them not dying. But Iaso don't mind them dying.Mordin died? It's okay, you got Padok! Don't get me wrong, I like Padok and all, but it feels like it cheapens the individuality of certain characters, they may have the same goal and make the same level of progress, it's kinda makes death of those characters pointless.

 

Wreav, it'd been something if we could actually see the effects of his leadership. How bad of a leader he is, where as Wrex could shown to have made stronger headway in rebuilding society. But really all we see is that Wreav is more short tempered.

 

Additionally, I feel that something like suicide mission, being as big as it was and had so many potentials for death, should have been saved for the 3rd game. In a different idea of how ME3 could have played out, the final push against the Reapers should have been the level that got Suicide Mission, rather than the Collector Base.



#124
Battlebloodmage

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@topic: if they are *key* companions, then they won't die.

 

If a key companion can die, then by definition they aren't a key companion.

Thanks, mom.



#125
MattFini

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At least don't make it so all key companions CAN die before the final game. 

 

It was a bummer for all of us ME2 fans that we couldn't have a single ME2 squadmate as a team member in ME3. 


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