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Take 2 - Dumb Ideas for a Dual PC Storyline in DA4


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#1
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Beginning:

 

Sorry … this is going to be one heck of a wall of text.  :(

 

Allow me to first preface this by saying that to me this is a side project, nothing more, that was spawned from the creativity that Dragon Age: Inquisition and its predecessors sparked with their storytelling, characters and world.  This is a distraction that I’ve been toying with when I need a break from the bundles of homework consuming my normal day to day.  A bundle of ideas that represent a composite of not only what I would like to see from the next installment of the Dragon Age franchise and elements that I truly appreciated in the previous games that I feel should be revisited and refined for the next.  Lastly, and it is important to say this, this is an attempt to find a way for two protagonists to work in what is essentially a “choose your own adventure” game series, because there is so much potential that I believe can be achieved from such a system … if such a system could be made to work.  Trespasser served to enhance Inquisition in such a way that for the first time in the world of Thedas I truly do want to see a PC return as playable for one more game, yet at the same time the prospect of finally visiting Tevinter is too much of an enticement to abandon the idea of getting to explore that new setting with a new PC. 

 

If Solas returns as an Antagonist then it should be the Inquisitor that gets to deal with him.  If the Inquisitor gets to deal with him, then they should be playable.  If they are playable, then they should be allowed enough time within the game to allow for returning players to redefine who they are as a character and at the same time give new players the time to choose who they are for the first time.  If we are indeed going to Tevinter, then that setting and players would benefit the most from a PC that is involved in that world.  A new PC has the ability to link a player to a setting far more efficiently than a returning PC who's not a local ever could and the ability to create a character from scratch in a setting is where so much of the charm of a Dragon Age comes from.  They both have a huge amount of potential for storytelling and both have strengths and weaknesses in creating those stories and I honestly feel it would be a bit of shame to have to sacrifice one for the other.  So this is my desperate attempt to rationalize in my head how to create a situation that would warrant both, by creating a game that is “relatively” balanced between two protagonists and their two corresponding stories that slowly but surely intertwine as the game progresses.

 

Opinions are appreciated.  Critiques are always cool, especially if their constructive and it would be fun to spitball ideas ... so go for it.  That is part of what these types of forums are for after all!  :D I'll be adding the occasional updates as they come to me.


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#2
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Story Basics:

 

The basic architecture of the story is a strange hodge-podge combination of the better aspects of Dragon Age: Origins and Dragon Age 2.  Like with Origins the game will center around two core conflicts.  Origins had the Warden dealing with the Darkspawn and finding a way to stop the Archdemon, while simultaneously conflicting with Loghain and the political situations in Fereldon, DA4 will be dealing with Solas and finding a way to stop him, while simultaneously conflicting with the social inequality and political situations (AKA Slave Rebellion and Reform) in Tevinter.  The only difference is those two conflicts are split between the two PC’s rather than being dealt with by only one, with each PC dealing with the one they are more related and gradually being dragged into the conflicts of the other.  Like with DA2 the story will be split up into 3 or 4 acts that will serve to keep the game organized and to facilitate the player having to switch.


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#3
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Inquisitor PC:

 

The Inquisitor's story revolves around going undercover, with Dorian serving as the method to do so.  As masquerading as one of that Pavus household's slaves the character has an easy access point to Tevinter and it would allow players a chance to experience Tevinter high society and the perspectives that are intrinsic to it; while admittedly from a high-society slave's perspective. Personal letters from LI's left behind and the Inquisition (if it still exists) could be addressed to Dorian without suspicion from Solas’ agents due to his previous affiliations within the Inquisition’s inner circle and his still active friendships with many of its members.Namely it would be unusual for him not to continue to receive reports from his contacts in Southern Thedas.  These letters would be unvoiced, but they could include a dialogue wheel to allow for chosen responses from the Player in return letters.  As for the Inquisitor's big in game decisions, they should adhere closely to the premise "The greater a hero you are to the people of Tevinter, the higher the risk is of being found out by Solas' network".  The Inquisitor is there in Tevinter to pursue Solas and keeping a low profile should be inherent to its success. Impactful decisions should therefore revolve around this (and change the ending slightly dependent on you decisions).  Do you save a town from destruction and risk being revealed, or do you abstain? Do you take responsibility or credit for an action you have taken, or do you shift the gratitude/blame to someone higher on the command chain (you are now a slave after all).  4 voice actors would be required for the Inquisitor’s return.


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#4
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Tevinter PC:

 

The New PC regardless of their selected Origin story should eventually find themselves at the bottom rung of Tevinter slave society, either through betrayal, bad luck, or through a mistake of their own.  Including those intrinsic bonuses that come from playing a new PC, the addition of the Inquisitor as a returning PC allows for the new Tevinter PC an advantage that has thus far been denied all those that came before it … access to an insider’s perspective on the setting; as the Inquisitor PC (an outsider) can serve as an outlet for setting an exposition that the player needs, but a Tevinter native should really already know.  That being said, to fully exploit this opportunity for an insider PC their race options should be more restricted, limited to either Human, Elf and maybe Dwarf “?” (I understand there is a rather large Dwarven Embassy in Tevinter so its’ certainly possible).  As for story the New-PC should revolve around the slave rebellion story-line and will allow the players (in contrast to the Inquisitor) to get a perspective of the lowest levels of slavery in Tevinter. They shouldn't be the leader of this movement, but rather that role should go to Calpernia who is the most avid (potentially living) proponent of Radical change for Tevinter society that we've met so far (even if she was part of a radical world ending cult before).  Their early game Antagonist should be Dorian (not as a villain, but as a member of the ruling caste and one who has competing goals). The New PC will eventually serve as one of Calpernia's adviser and a chief enforcer, with their decisions revolving around: who should your movement ally with, how dirty or fair your politics should be, and ultimately in the end "helping" in the creation/recreation of Tevinter as a whole.  2 voice actors (good ones) are advisable for this PC.


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#5
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Followers:

 

Setting of Tevinter as it is I don't have a lot on this section atm outside of a few limited suggestions as to how followers and LI's should be approached in regards to Dual-PC DA4.  Like all previous games there shall be a total of 9 Companions and running with the Dual PC theme they shall be split into two groups.  The new PC requires the most attention and the most opportunity for lovin, the Inquisitor on the other hand simply needs a lot less of both and considering the deep-cover narrative that is intended for the Inquisitor in this scenario a small close-knit group would be more effective.  As such the Inquisitor gets 3 (1 of each class respectively) and Tevinter PC gets 6 (2 of each class).  Companion Specializations are based off of the Tevinter PC's specialization list (which is posted below).

 

Returning Character follower Suggestions:

 

Inquisitor:  Scout Harding (Tempest Rogue)

 

Tevinter:  Felassan (Rift Mage/Dreamer Mage), Fenris, maybe Shale?


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#6
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Love Interests:

 

Love interests will borrow heavily from DA:I in terms of mechanics.  Like DA:I there should be 8 spread across a number of genders/races/sexual preferences.  Like DA:I followers and non-followers should be available for romance.  And despite my better judgment, since this is intended as a stand-alone game as much as it is meant to be the next part of the Dragon Age franchise ... as such to give new players a chance to better define their Inquisitor, both characters deserve the chance of Love Interests (though again to varying amounts).  Inquisitor should have a total of 3 (2 Companions, 1 Non-Companion) which are only accessible if the Inquisitor didn't have a LI in DA:I (which will be the default) or if they were Solas/Dorian romances for obvious reasons.  As stated before previous Inquisitor LI's outside of Dorian and Solas will be handled with a letter dialogue wheel system (you're not intending to be away for very long so these should serve as temporary comforts). Tevinter PC on the other hand gets 5 (4 companion, 1 non-companion).  It's there world, the Inquisitor is just a visitor there, as such it would make more sense for there to be more LI's available for the Tevinter PC as the people of Tevinter would be naturally more inclined to be drawn to the one who is saving their home.

 

Returning Character Love Interest Suggestions:

 

Inquisitor: Scout Harding, Dorian (if romanced to the Inquisitor, or not romanced to Bull)

 

Tevinter: Calpernia (depending on how the comics progress).

 


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#7
Medhia_Nox

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As a person that thinks the future of cRPGs should be full parties of protagonists I support this.

 

Playing the Inquisitor in an administrative role and only using him/her for roleplay for example.... while also having a main character to be the typical merc. superpower - would be an excellent start toward that so I support it.

 

Each part could shape the next.

 

Example:  You play the Inquisitor.  You're asked if you should research the new elven ruins or excavate a thaig containing interesting information about the Titans. You pick Titans.  Finn (from Witch Hunt) and Dagna offer to go on these missions.  Finn is better at elven ruins... Dagna at dwarven... but you can send either.  You decide to send Finn for whatever reason.  Finn asks what you hope him to accomplish.  Your options are 1)  Set up a base camp for dwarves to potentially colonize while you excavate.  2)  Strip the place of all potential valuables and scuttle the caverns.  You pick strip and scuttle.

 

SO... then it cuts to your "in the field" main character.  Finn shows up in the forward camp, explains briefly that the Inqusitor wants you to go to the dwarven thaig and strip and scuttle the place.

 

BUT, you decide to either 1) change your mind or 2) it would be interesting to play a conflict of interest between your two characters. 

 

So, you tell Finn that you're going to set up a forward camp.   You head in, Finn and two other companions along for the ride.  You set up a forward camp, but maybe Finn offers moments where he can salvage some extra supplies to make the Inquisitor happy.  Maybe Finn constantly reminds you how this isn't what the Inquisitor wanted.  Or, maybe for whatever reason, Finn isn't loyal to the Inquisitor and says that he agrees with your in the field character.

 

I think it could be brilliant and should be tried for a true evolution of cRPGs.  A complex web of character interaction is what these future games really require. Not just me having conversations with NPCs which is, for me, the worst form of "roleplay" in a cRPG (that it is the predominant form of current RP in a cRPG doesn't matter to me).

 

So... I support you OP.


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#8
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@ Media_Nox

 

Exactly!  Dual PC done well could be amazing and your version is the other good route they could go with for it, if they didn't want two combat PCs (which is pretty much my idea lol).  An advisory role for the Inquisitor (or ex-Inquisitor in my case) could work really well, especially if Bioware has the gumption to try that level of inter-character communication.  My version tends to try to put it off the two PC's talking to each-other directly as much as humanly possible for as long as possible lol! :3.

 

Though if they did go this route might I suggest that the Inquisitor not just get stuck in Southern Thedas?  It would remove them way too much from what is going on (assuming we're actually in Tevinter for DA4) and I really don't trust Bioware not to overuse the Dorian Communication Crystal if they did keep the Quizzy in Skyhold.  He's a far too dynamic and charismatic character to be turned into a simple cell phone, and the further away the Inquisitor is to the action the higher the chance of their communications being intercepted by enemy agents if they don't use the crystal. ^_^  


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#9
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Man I should be working on HW LOL, but whatever ... quick ideas on classes if both PCs end up getting combat.

 

Classes:

 

This is again simply a suggestion in regards to how classes can work for a Dual-PC storyline - specifically in regards to class specialization.  Standard non-talent or character based talent trees will be the same.

 

Mage Specializations:

 

 - Necromancer (Both PCs have access)

 - Knight-Enchanter  (Both PCs have access)

 - Blood Mage (Tevinter PC Only)

 - Rift Mage (Inquisitor PC Only ... considering the difficulty in learning it)

 

Warrior Specializations:

 

 - Champion (Both PCs have access)

 - Reaver (Both PCs have access)

 - Spirit Warrior (Tevinter PC Only ... thank you Snowy Ninja for this suggestion, it is a better option than Berserker :D).

 - Templar (Inquisitor PC Only ... for obvious reasons)

 

Rogue Specializations:

 

 - Assassin (Both PCs have access)

 - Tempest (Both PCs have access)

 - Duelist (Tevinter PC Only)

 - Artificer (Inquisitor PC Only)

 

PC Specializations:

 

Side note: These are meant to be universally usable by the PCs of any class, though perhaps better for some specializations than others.  So buff, crowd control, stuns, interrupts and mobility should be how the moves are centered around for both.

 

 - Mage Hunter (Tevinter Only, because this needs to happen.  Especially with the prospect of playing a Mage, Mage Hunter sounding awesome).

 - Architect (Inquisitor Only, based around techniques and improvements to the Inquisitor's prosthetic, whatever it may be).


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#10
Addictress

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YES
ALL THE YES
BIOWARE ARE YOU LISTENING???
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#11
Toasted Llama

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Tales from the Borderlands worked with 2 protagonists whose relationship and interaction is entirely up to the player, so 2 protagonists is entirely possible.

 

However, I am quite wary of the scope of this idea; it would require a significant amount of optional routes/optional dialogue. The more options the player has, the shorter the game has to become, unfortunately.


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#12
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Tales from the Borderlands worked with 2 protagonists whose relationship and interaction is entirely up to the player, so 2 protagonists is entirely possible.

 

However, I am quite wary of the scope of this idea; it would require a significant amount of optional routes/optional dialogue. The more options the player has, the shorter the game has to become, unfortunately.

Yeah I'm concerned about it as well.   :(  For fun I'm messing with a basic story architecture, but I haven't really touched on important decision all that much yet (honestly I know so little about Tevinter and its factions/people first hand its making it difficult to center "Choices" around the setting).

 

Edit: The only solution I can think of is using a mixture of "gravitas" in regards to player choice.  In DA:I every decision was massive, but that was partially as a result of there being so few quests.  Bioware had to make the most out of what little was there.  If were doing Dual-PCs were going to need simply a larger main story to facilitate them both.  Big decisions can still happen, but small decisions should happen too, with one PC will feeling the aftereffects/side-effects of those decisions made by the other PC.  Some of these effects can be direct, or downright counter intuitive to the other PCs agenda and goals ... others can just show up as something passive, mentioned in passing by an NPC.



#13
Toasted Llama

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Yeah I'm concerned about it as well.   :(  For fun I'm messing with a basic story architecture atm, but I havn't really touched important decision ideas all that much yet (honestly because I know so little about Tevinter and its factions/people first hand its making it difficult to think of ideas pertaining to those).  Many options may need to be "smaller" or "fewer" if we want a full game out of Dual-PCs.  Big decisions can be made, but only if they don't effect the other PC to some great capacity (essentially containing those decisions "mostly" to a single PC's story-line).

 

The downside of course with smaller or fewer choices would be risking that the choices become insignificant. It has been a major complaint with Bioware games (and other player-choice driven games) for ages now.

 

If only there was a toolkit/creationkit/modkit/devkit available of Frostbite/DA:I, you could've actually tried making a prototype. Or maybe a large group of modder's could've possibly built it. There's some impressive fan-made quests available for Skyrim. You could go as big as you'd want; no restrictions on finances, maybe only on the amount of volunteers.

Maybe if you're feeling extremely adventurous you could try and tackle the DA:O toolkit, try and build something in there.

 

Oh well, who knows, DA:I sold good as far as EA is concerned, so maybe Bioware will get a bigger budget for the next installment. They also should be comfortable with the frostbite engine by now, so they've got more time and resources to spend on other things.


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#14
mgagne

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...

 

Opinions are appreciated.  Critiques are always cool, especially if their constructive and it would be fun to spitball ideas ... so go for it.  That is part of what these types of forums are for after all!  :D I'll be adding the occasional updates as they come to me.

 

 

Interesting exercise CardButton.  If I may interject.

 

 

While I agree the Inquisitor could have an active role to play in DA4 I do not believe it is feasible for his role to be on par with the new protag.  First of all it is more than likely that the Inquisitor has lost his/her title and privileges by either disbanding or, if leashed to the Chantry, been replaced.  I don't think whoever is sitting on the Sunburst Throne would (Vivienne) or could (Leliana/Cassandra) keep such a charismatic larger-than-life figure as head of what remains a cohesive army.  And besides, the first rule of engagement against Solas is secrecy - which means the Inqui has to vacate Skyhold and vanish.  The Traitor has to be kept constantly guessing: "where is s/he?!?

 

Secondly Dorian is no longer a free agent having a fabulous time in quaint Southern Thedas.  He's now (5-10 years after DAI) the head of House Pavus and one of the leaders of the Reformist faction in the Senate.  This means he, his friends, allies and household will all be under constant scrutiny - and not only by all the rival magisters who murdered his father - but also by the Traitor who cannot ignore the relationship between our favorite Tevinter and the Inquisitor (friend or lover).  This in turn means our old protag (PC1) cannot go anywhere near Dorian or allow anything to trace a link between both of them.  That is where the new protag (PC2) comes into play - as a go between - a communication channel between PC1 and Dorian. 

 

Of course the above presumes nothing *else* interferes in the hunt for the Traitor but that would make for poor storytelling.  I like the idea of a slave rebellion (brewing for a long time and come to a head following the events in the South) (and) used as a smokescreen by the Egg to pursue his own research for more orbs.  However this also precludes PC1 to pass as a slave since the rebellion will be crawling with Fen'Harel's agents.

 

I see PC2 being given loose instructions to form a self contained cell able to operate widely in the field.  Since Arlathan was located on the eastern borders of Tevinter there must be a number of exit points for the Eluvian network all over the north - and Solas controls all of it.  He is clever enough to recruit individuals to serve him without knowing they're doing so.  That's when a returning Fenris could come in (no Felassan please - he's dead!), join as a companion and potentially betray PC2 and the cell unknowingly.

 

Where is PC1 I hear you ask?  There is one place that needs investigating and where Fen'Harel is not likely to have very many agents:  Weisshaupt in the Anderfels.  Whether or not Hawke survived (I left him in the Fade in my own canon) the situation with the Grey Wardens is troubling.  That's where I would hide PC1.  In other words he would have his own 'main quest' - or a very elaborate side-quest if you prefer.  In the grand scheme the GW will be needed sooner than later.

 

Think of this configuration as a change in point of view, like in a novel, with the events in both POV being synchronized to carry us towards the end game.  Naturally structuring the next game that way would require that choices be made.  You could not expect to have both POV with a full complement of companions.  As a matter of fact I would go as far as dispensing with the LI altogether.

 

As for the end game itself.  Well it all depends on what the meta-arc is: the hunt for and fight against Solas?  Or something else like a Qunari invasion or that slave rebellion, or the beginning of a new Blight?


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#15
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@ mgagne

 

Indeed! :D

 

It was always my intent for the Inquisitor to get away from the Inquisition if they returned.  Regardless if they had disbanded or retained the Inquisition under Chantry rule, the Inquisitor themselves is now free to range without too much inhibition.  Assuredly the decision will have some effect on the Inquisitor's side of things, but since they shall be placed within Tevinter the effects will be less pronounced (probably additional tidbits of information given to the Inquisitor through Dorian or Harding at the increased risk of being discovered).  The principle was indeed a deep-cover mission, which means the less people that know the better ... playing as a Paavos family slave was simply an easy in for the Quizzy. Though I suppose this facet of the plot working depends solely on how many slaves the Paavos family already actually has.  If they have only 2, then no dice the Inquisitor would be found immediately, if they have like 10 then its doubtful a new addition would be noticed.

 

As for the amount of time allocated to the Inquisitor (returning PC) in regards to story time, I went with a relatively even spread (probably more like a 45 to 55 percent split, with the extra going to the new PC if nothing else because of the origin and new Companions) primarily for the sake of the new players.  I personally would like a chance to define the character when they not shackled to the title of "Inquisitor", but new players NEED the chance to define them entirely from scratch or risk the threat of the Inquisitor's character becoming nothing more than superfluous and irritating distraction from the actual hero of the game (The Tevinter PC).  Which is also why I planned for limited "new" love interest options for New Players if they so choose to have them.  :)

 

As for PC 2 (Mr or Mrs Tevinter) ... your right there is a lot to flexibility to be had with them. ^_^  

 

I was basing the structure of the Slave Rebellion centric New PC because I was trying to keep the interaction between the Quizzy PC and Tevinter PC to a minimum until the final act, which is why I hesitated at making the new PC an Inquisitor Agent.  I did put a lot of thought that plot point and actually still am if I'm being honest.  Ultimately, I only decided against it because I have this fear that too much communication between two player controlled characters, too early, could get really ungainly and awkward if not done right.  Either if done too much or if both of them are not given enough time to be defined enough individually before they start interacting, it could prove disastrous for new players.  Its like if you were role-playing two separate characters in the same DnD game.  I've done that before and have no problem with it personally, but there are times when your gonna have to talk to yourself.  Which can get weird LOL!  Plus, there is a lot that could be done with such a rich setting like Tevinter, so having the New PC focus on their own Story (Slave Rebellion/Tevinter Reform arc) "could" potentially give them a bit more Autonomy than they would get if they were working for the Inquisitor.

 

Thank you btw, this is exactly what I was hoping for with this thread!  I loved your ideas and keep em coming, I'll try to go back and adjust a bit to see if I can get some of em to work!  :lol:



#16
Heimdall

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Slave revolt? I'm pretty sure that conflict will be the Qunari invasion.

The only way I really think this will work is if the two are very uneven. I've previously mentioned an 80% 20% split. The Inquisitor would also probably be strictly non-combat.

#17
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Slave revolt? I'm pretty sure that conflict will be the Qunari invasion.

The only way I really think this will work is if the two are very uneven. I've previously mentioned an 80% 20% split. The Inquisitor would also probably be strictly non-combat.

If your going that route, especially if your keeping the Inquisitor locked in Southern Thedas ... you might as well not even have the Inquisitors return.  That sort of "cameo" appearance, even if it's controllable, would remove the Inquisitor so much from what is going on that new players will quickly get irritated with it (hell I'm a returning player and I would get irritated with it).  They don't know who this "Inquisitor" is, they will never be given the chance to define who they are themselves, and therefore they do not know why (or get to appreciate the reason) the story keeps cutting away to them when they are not an active component of whats going on.   :(

 

The point of this exercise and thread was to figure out a viable method/reason for the Inquisitor to return AND to keep them relevant and accessible enough so new players can also enjoy their presence, while also still allowing them create and play a new PC.  Which means that the time must devoted enough to each, to allow for that sort of investment in both.   ;)



#18
mgagne

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Well another possibility would be to have the ex Inquisitor appear only during the interludes between the 'chapters'; think of it as going to the war table in DAI - where PC1 would be with Harding, Dorian or his friend Maeve - and even Calpernia if we have the choice of aligning with her.  But his cover could be easily blown that way.  Where would he hide?  In one of House Pavus' residences?  There are too many elves in Tevinter.  Something just occurred to me though that would compromise the whole 'secrecy' aspect: Solas' dream-walking abilities.  It's been stated several times that he can locate and observe those he knows in the Fade...  How do you go around that?  He most certainly could locate the Inquisitor, especially if she was his lover.



#19
Heimdall

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If your going that route, especially if your keeping the Inquisitor locked in Southern Thedas ... you might as well not even have the Inquisitors return. That sort of "cameo" appearance, even if it's controllable, would remove the Inquisitor so much from what is going on that new players will quickly get irritated with it (hell I'm a returning player and I would get irritated with it). They don't know who this "Inquisitor" is, they will never be given the chance to define who they are themselves, and therefore they do not know why (or get to appreciate the reason) the story keeps cutting away to them when they are not an active component of whats going on. :(

The point of this exercise and thread was to figure out a viable method/reason for the Inquisitor to return AND to keep them relevant and accessible enough so new players can also enjoy their presence, while also still allowing them create and play a new PC. Which means that the time must devoted enough to each, to allow for that sort of investment in both. ;)

i disagree that such a difference would be a problem, rather the Inquisitor could be used to explore alternative gameplay styles, think puzzles and infiltration missions, dialogue heavy story segments, a wartable-like interface allowing them to make decisions that will affect the new PC's world and gameplay. The point is that the Inquisitor and the new PC will have highly distinct and different gameplay sequences.

I'm not sure how you get "won't be an active component in what is going on" from a non-combat role.
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#20
CronoDragoon

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i disagree that such a difference would be a problem, rather the Inquisitor could be used to explore alternative gameplay styles, think puzzles and infiltration missions, dialogue heavy story segments, a wartable-like interface allowing them to make decisions that will affect the new PC's world and gameplay. The point is that the Inquisitor and the new PC will have highly distinct and different gameplay sequences.

I'm not sure how you get "won't be an active component in what is going on" from a non-combat role.


The problem with something like the OP's suggestion or even this is that you're kind of sacrificing the new PC's development at the alter of the Inquisitor. I'd prefer the new PC handle combat sequences AND everything you mentioned above. The more time I can inhabit the new PC, the more I can bring their character into focus.

Personally, I don't like the idea of the Inquisitor being playable at all. I also don't agree that you need them to be in order for them to take out Solas; that kind of thing can be adeptly handled in cutscenes, so long as there is an additional story threat that the new PC can deal with through gameplay (but this would be the case whether the Inquisitor was playable or not).

#21
greenbrownblue

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Inquisitor PC:

 

The Inquisitor's story revolves around going undercover, with Dorian serving as the method to do so.  As masquerading as one of that Paavos household's slaves the character has an easy access point to Tevinter and it would allow players a chance to experience Tevinter high society and the perspectives that are intrinsic to it; while admittedly from a high-society slave's perspective. Personal letters from LI's left behind and the Inquisition (if it still exists) could be addressed to Dorian without suspicion from Solas’ agents due to his previous affiliations within the Inquisition’s inner circle and his still active friendships with many of its members.Namely it would be unusual for him not to continue to receive reports from his contacts in Southern Thedas.  These letters would be unvoiced, but they could include a dialogue wheel to allow for chosen responses from the Player in return letters.  As for the Inquisitor's big in game decisions, they should adhere closely to the premise "The greater a hero you are to the people of Tevinter, the higher the risk is of being found out by Solas' network".  The Inquisitor is there in Tevinter to pursue Solas and keeping a low profile should be inherent to its success. Impactful decisions should therefore revolve around this (and change the ending slightly dependent on you decisions).  Do you save a town from destruction and risk being revealed, or do you abstain? Do you take responsibility or credit for an action you have taken, or do you shift the gratitude/blame to someone higher on the command chain (you are now a slave after all).  4 voice actors would be required for the Inquisitor’s return.

I just want to play the Inquis again. Inquis is a nobody in tevinter. Nobody will recognize him/her and the new companions will be ppl who Solas does not know. So Solas' friend (inquis) will be the one who is responsible to convince Solas to giv up on his mad plan and the new companions will be making sure that 

 

Tevinter PC:

 

The New PC regardless of their selected Origin story should eventually find themselves at the bottom rung of Tevinter slave society, either through betrayal, bad luck, or through a mistake of their own.  Including those intrinsic bonuses that come from playing a new PC, the addition of the Inquisitor as a returning PC allows for the new Tevinter PC an advantage that has thus far been denied all those that came before it … access to an insider’s perspective on the setting; as the Inquisitor PC (an outsider) can serve as an outlet for setting an exposition that the player needs, but a Tevinter native should really already know.  That being said, to fully exploit this opportunity for an insider PC their race options should be more restricted, limited to either Human, Elf and maybe Dwarf “?” (I understand there is a rather large Shaperate in Tevinter so its’ certainly possible).  As for story the New-PC should revolve around the slave rebellion story-line and will allow the players (in contrast to the Inquisitor) to get a perspective of the lowest levels of slavery in Tevinter. They shouldn't be the leader of this movement, but rather that role should go to Calpernia who is the most avid (potentially living) proponent of Radical change for Tevinter society that we've met so far (even if she was part of a radical world ending cult before).  Their early game Antagonist should be Dorian (not as a villain, but as a member of the ruling caste and one who has competing goals). The New PC will eventually serve as one of Calpernia's adviser and a chief enforcer, with their decisions revolving around: who should your movement ally with, how dirty or fair your politics should be, and ultimately in the end "helping" in the creation/recreation of Tevinter as a whole.  2 voice actors (good ones) are advisable for this PC.

Hum, I am kinda tired of starting from the bottom...



#22
Heimdall

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The problem with something like the OP's suggestion or even this is that you're kind of sacrificing the new PC's development at the alter of the Inquisitor. I'd prefer the new PC handle combat sequences AND everything you mentioned above. The more time I can inhabit the new PC, the more I can bring their character into focus.

Personally, I don't like the idea of the Inquisitor being playable at all. I also don't agree that you need them to be in order for them to take out Solas; that kind of thing can be adeptly handled in cutscenes, so long as there is an additional story threat that the new PC can deal with through gameplay (but this would be the case whether the Inquisitor was playable or not).

That's why I mentioned the 80-20 split, I agree that the new PC needs to take priority.
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#23
CardButton

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Guys please this I really don't want this thread to turn into another "I want/don't want the Inquisitor Back and PC for DA4)"  Whether they get to return at all is completely irrelevant.  What this thread specifically meant to do was theory-craft ways in which a Dual-PC story could work mechanically (and even narratively) in DA4.   ^_^  Its a challenge, like trying to create a choose your own adventure game where a single player plays two characters.

 

If you wish to start up the argument again as to why "You want or don't wan't the Inquisitors" return please re-start up one of the previous half a dozen threads that were specifically made for that topic, this is not intended for that and I humbly request you post them there.  If you have good ideas in regards to how you believe would best facilitate a Dual-PC storyline theoretically, then throw em on here that's what its for.   :D

 

@ Heimdall - My version of what I want to see in a Dual PC storyline is a balanced game between both PCs and that includes combat, yours if you would like to craft it and throw it up here could be a completely different narration (that's half the fun and I encourage it).  The reason I thought the "wont be an active component" is that with such a minor role (AKA 20 percent) unless your placing the Inquisitor in Tevinter as well, then they are so far removed from what is going on (either doing puzzles or diplomacy) that they will only prove to frustrate the narrative ... especially if the come in at the end of the game and "Steal the Solas Kill" as it were.

 

I fear that with such a minor amount of devotion to them story-wize there presence will only exist for the sake of the returning fans, and like with Hawke in DA:I it will create a situation where new fans will never really get to define who the character is.  I knew who Hawke was because I played DA2, but I can only imagine how confused new players were when he showed up.  As as I post more of my thought Ill continue along this train of thought.  :lol:



#24
Dai Grepher

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I had an idea where Solas activates a spell that shrouds him in a wolf skin made of shadow and magic. Archer arrows and magic bolts just bounce right off it. Solas kills them all. The Inquisitor arrives and observes all this. They approach each other and Solas tells the Inquisitor that he won't be able to pass through his cloak to harm him, as it is made from the energy of spirits and the Fade itself. There are some exchanges of magic, the cloak works as described. Then when the Dread Wolf goes in for a strike on the Inquisitor's left side, the Inquisitor dodges, forms a Stone Fist claw on his left arm, and shreds through the cloak. Solas looks back at the Inquisitor and down at his cloak, now losing form where it was torn, revealing Solas' regular elvhen armor underneath, now gouged as well.

 

"Wrong again... old friend," said the Inquisitor, holding his Stone Fist arm out authoritatively.

 

"You've turned a handicap into a strength. Impressive..." Solas replied with a smirk. "...but futile!" he shouted as the two engaged once more.


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#25
Heimdall

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Guys please this I really don't want this thread to turn into another "I want/don't want the Inquisitor Back and PC for DA4)"  Whether they get to return at all is completely irrelevant.  What this thread specifically meant to do was theory-craft ways in which a Dual-PC story could work mechanically (and even narratively) in DA4.   ^_^  Its a challenge, like trying to create a choose your own adventure game where a single player plays two characters.

 

If you wish to start up the argument again as to why "You want or don't wan't the Inquisitors" return please re-start up one of the previous half a dozen threads that were specifically made for that topic, this is not intended for that and I humbly request you post them there.  If you have good ideas in regards to how you believe would best facilitate a Dual-PC storyline theoretically, then throw em on here that's what its for.   :D

 

@ Heimdall - My version of what I want to see in a Dual PC storyline is a balanced game between both PCs and that includes combat, yours if you would like to craft it and throw it up here could be a completely different narration (that's half the fun and I encourage it).  The reason I thought the "wont be an active component" is that with such a minor role (AKA 20 percent) unless your placing the Inquisitor in Tevinter as well, then they are so far removed from what is going on (either doing puzzles or diplomacy) that they will only prove to frustrate the narrative ... especially if the come in at the end of the game and "Steal the Solas Kill" as it were.

 

I fear that with such a minor amount of devotion to them story-wize there presence will only exist for the sake of the returning fans, and like with Hawke in DA:I it will create a situation where new fans will never really get to define who the character is.  I knew who Hawke was because I played DA2, but I can only imagine how confused new players were when he showed up.  As as I post more of my thought Ill continue along this train of thought.  :lol:

On the contrary, I think the Inquisitor could be used to explore a different narrative angle, probably looking directly into the Solas plot.  You're making a lot of assumptions about what the Inquisitor's storyline would entail.


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