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Character's Backstory Shouldn't Be Already Defined Much...AT ALL!


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#126
Xerxes52

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After completing your character creation, you wake up falling out of a breeding tank, fully grown, with all your training imprinted into your mind. You are the ultimate blank slate character.

 

You hear a booming, mechanical voice: "YOU ARE PATHFINDER 0521. I AM ANDROMEDA COLONIZATION AI POSEIDON, AND I AM YOUR GOD."

 

:devil:


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#127
Ibn_Shisha

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Lolololol-best-gif.jpg

 

You're awful. Like, truly bad.

So was 'Fourth Edition'.  My group keeps it old school with 2E.



#128
Riven326

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After completing your character creation, you wake up falling out of a breeding tank, fully grown, with all your training imprinted into your mind. You are the ultimate blank slate character.

 

You hear a booming, mechanical voice: "YOU ARE PATHFINDER 0521. I AM ANDROMEDA COLONIZATION AI POSEIDON, AND I AM YOUR GOD."

 

:devil:

This is better than anything Bioware could ever hope to come up with.



#129
AlanC9

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In fairness, the issue with DAII was not its writing. In fact, the writing for the game was largely phenomenal. The problem was the gameplay was horribly inferior to DAO.


Boss fights aside, what was wrong with the gameplay?

#130
Revan Reborn

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Boss fights aside, what was wrong with the gameplay?

It was a simplistic, superficial, casualized version of what DAO was to appease console gamers. Not to mention, a variety of features (lack of environments, no companion gear customization, etc.) were either removed from the previous game or severely reduced. In fairness, due to its short development window, a lot of content was cut from the game. My point was, irrespective of what was a good story, the actual game was terrible.



#131
JohnstonMR

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In fact leave it as bland as Bruce Wayne's personality. That is how our character's backstory should be none-existent.

 

Here is why. I replayed FO4 and tried to play as female for change because I'm female myself and of course I'm going to relate to female more...however once more I chose male. Why? Simply because I don't want to be someone's housewife, widow and crying mother for rest of game....in fact I have same problem as male, it just ruins every headcanon I might have had!

 

"Ummm...you could RP?" Yes but it is almost impossible. How. Lets say I want to RP character that is gay, yes I could get story in my head how he/she only got married and got kid for appearances and ~yada yada~ once vault is over I'm free...or should be to do whatever the heck I want and make story I want. However again impossible. Everything about you goes being father/mother to some brat you don't give a damn about and your entire story revolves about that. So impossible to close your eyes and "lets pretend" I never was married and had kid in game because of it.

In another words I hate everything about FO4 protagonist's backstory and how much it is forced on you trough entire game. How every headcanon you had can go straight to hell. It would have been better if wife/husband were some kind of relatives and whoever we don't play...then the brat is theirs (headcanon could be their husband/wife died during war or something and now you are helping them out), it would be way better because it wouldn't screw anyone's headcanon for their character in here!

 

This is why I don't want anything like this to be for ME:A character. In fact nothing even like what we had in previous ME games. No special backstory about them. No family. No nothing. Just give us player with basic info(their last name, that they are serving/commanding -something), in another words gives us everything that is present about character and leave their past blank as possible...in another words just leave their "special past" to us.

 

Why do you assume that someone who got married because "that's what you do" would not give a crap about their kid?  It sounds more like your own dislike of the concept of children is to blame, not the backstory of the character.  

 

Do you complain when the primary character in a novel has a backstory you don't like?  Because, look--today's games are more like novels than they are like the old style games.  


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#132
Drakoriz

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blank characters are horrible for a Story driver style game.

 

 

Open world rpg maybe, but when u have a story not having a background make ur character horrible.



#133
Riven326

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It was a simplistic, superficial, casualized version of what DAO was to appease console gamers. Not to mention, a variety of features (lack of environments, no companion gear customization, etc.) were either removed from the previous game or severely reduced. In fairness, due to its short development window, a lot of content was cut from the game. My point was, irrespective of what was a good story, the actual game was terrible.

All of the things you just listed can be attributed or directly linked to the short dev cycle.



#134
Revan Reborn

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All of the things you just listed can be attributed or directly linked to the short dev cycle.

I'm aware, which is why I'm arguing DAII was a horrible game with a great story.



#135
Riven326

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I'm aware, which is why I'm arguing DAII was a horrible game with a great story.

You're saying that the problems are a result of trying to make the game appeal to console gamers. All of the evidence is to the contrary; most console gamers didn't like the changes they made in DA2 and it sold less than the first game as a result. Keep in mind that Origins sold the most copies on consoles.



#136
Revan Reborn

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You're saying that the problems are a result of trying to make the game appeal to console gamers. All of the evidence is to the contrary; most console gamers didn't like the changes they made in DA2 and it sold less than the first game as a result. Keep in mind that Origins sold the most copies on consoles.

The combat definitely was made to appeal to console gamers. Ask BioWare. DAO was originally a PC-only game that EA changed at the last minute to multiplatform. DAO was horrible on consoles (I owned it on the Xbox 360) and DAII was an attempt at making the franchise more appealing with a controller. The gameplay was absolutely horrible on PC.



#137
Riven326

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The combat definitely was made to appeal to console gamers. Ask BioWare. DAO was originally a PC-only game that EA changed at the last minute to multiplatform. DAO was horrible on consoles (I owned it on the Xbox 360) and DAII was an attempt at making the franchise more appealing with a controller. The gameplay was absolutely horrible on PC.

Ask Bioware? Really? The combat was sped up and was more flashy. I would say that the change was made based on the criticism of Origins' combat and Bioware swung it to opposite end of the spectrum because that's what they so often do. If they really wanted to appeal to console gamers they would have left it alone or made it God of War.

 

It makes sense that they would try to make it more appealing with a controller since the majority of Origins' sales were on the console platform. I can't speak for the PC version of DA2 as I've never played it. But you could probably make the case that it was a lousy PC port. It certainly comes across better than saying it was dumbed down for console peasants. Not that I'm really discrediting that train of thought, I often feel the same way. But we have to look at the facts here rather than how we feel.



#138
Revan Reborn

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Ask Bioware? Really? The combat was sped up and was more flashy. I would say that the change was made based on the criticism of Origins' combat and Bioware swung it to opposite end of the spectrum because that's what they so often do. If they really wanted to appeal to console gamers they would have left it alone or made it God of War.

 

It makes sense that they would try to make it more appealing with a controller since the majority of Origins' sales were on the console platform. I can't speak for the PC version of DA2 as I've never played it. But you could probably make the case that it was a lousy PC port. It certainly comes across better than saying it was dumbed down for console peasants. Not that I'm really discrediting the train of thought, I often feel the same way. But we have to look at the facts here rather than how we feel.

DAII scrapped the tactical party-based combat built for PC in favor of an action-packed combat system meant for controllers. Feel free to look at literally any video or interview about why DAII went with its new combat system. It was entirely meant to be accessible on consoles. Don't take my word for it. This is common knowledge.

 

I have DAII on PC, so I can definitely speak for it. The game is incredibly awkward with a mouse and keyboard. The combat was simplified and sped up, so it's more of an aimless button mash lacking any meaningful substance. This isn't about how I feel at all. BioWare wanted to make Dragon Age more appealing on consoles and wanted the combat to reflect that. I'll see if I can find an interview for you.

 

EDIT: The video partially addresses the change to a faster combat system. It definitely was in response to consoles. Go to around the 2:20 mark.

 

http://www.gameinfor...awke&GroupKeys=



#139
AlanC9

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It was a simplistic, superficial, casualized version of what DAO was to appease console gamers.

I dunno. I don't see this myself, possibly because I never had any respect for DA:Os combat system in the first place. I thought both games were pretty simple. If anything, DA2 requires more thought since you have to build strategy ard character abilities around synergies, instead of just unloading your most powerful abilities on sight. I also didn't see any problem with KB/M, but I've never really understood how anyone can stand controllers for anything.

As for faster, what's wrong with faster? I wish Bio had stuck with faster for DAI.

I also liked DA2 in general more than you did, but I suspect that's mostly about non-gameplay stuff.

#140
Revan Reborn

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I dunno. I don't see this myself, possibly because I never had any respect for DA:Os combat system in the first place. I thought both games were pretty simple. If anything, DA2 requires more thought since you have to build strategy ard character abilities around synergies, instead of just unloading your most powerful abilities on sight. I also didn't see any problem with KB/M, but I've never really understood how anyone can stand controllers for anything.

As for faster, what's wrong with faster? I wish Bio had stuck with faster for DAI.

I also liked DA2 in general more than you did, but I suspect that's mostly about non-gameplay stuff.

I never claimed DAO had "amazing combat." It just had a tactical experience suited for the PC, which is why it wasn't popular on consoles. DAII was an attempt at making combat more responsive and a better fitting on consoles. I don't care that it's faster, it just didn't work well on mouse and keyboard. It was clearly made for a controller.

 

I actually enjoyed DAII a lot. I thought the story was phenomenal. It was the gameplay that was terrible.



#141
Andrew Lucas

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As a console player, Revan is right. DA2 played a lot better than DAO on X360, it was a hell lot more intuitive, and I can only imagine how painful it was to play such button smashing game on PC.

I recently bought a new laptop, and I got all Bioware games except DA2 and DAI cause One. And I gotta say, modding the #&%@ out of DAO is reviving that first gameplay experience to me.

*goes on the Hunt for ME mods*

#142
Mdizzletr0n

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I played (and still play occasionally) DAO on 360 and I don't have any problem with it. I actually like it's gameplay more than I did DA2. DAI too but for other reasons.

#143
Hair Serious Business

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Why do you assume that someone who got married because "that's what you do" would not give a crap about their kid?  It sounds more like your own dislike of the concept of children is to blame, not the backstory of the character.  

 

Do you complain when the primary character in a novel has a backstory you don't like?  Because, look--today's games are more like novels than they are like the old style games.  

 

Because that someone happens to be player(Me)!

Because game I'm supposed to be playing is supposed to be RPG!

Because in RPG in where I'm supposed to RP and in where I happen to bring "Me" as PC I'm playing.....doesn't give a crap about some future Nazi kid and soon to be dead husband/wife in here!

 

In another words don't invert my words to some of your own meaning.



#144
Cainhurst Crow

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You're right, OP, bioware should go back to the good old days of Dragon Age Origins, where you were forced into 1 of 6 origins and had little choice when it came to your actions in them, such as not being able to avoid capture in the elf origin, having to care about your parents in the human noble origin, having to help jowan in the mage origin, etc, etc. Did I say origins? I meant KOTOR, that story where you were just a normal person who was really the fleshed out leader of the bad guy forces all along. Or Baulder's Gate, where you have to be a child of Bhaal.

 

Honestly, I felt like Inquisition hit a nice spot when it came to defining my character. Throughout the game, as you talk about your character and their views and backstory, you can shape it with what opinions you pick. I played a qunari, and I could choose how my mercenary company functioned, if it was welcome band of misfits or a harsh group who treated me as a weapon more then a person. You can choose your views on the qun, or your relationship you had with your parents.

 

To me, I like a game that demonstrates the more subtle aspects of a character, but maintain some sort of overall structure. I'm a magic using tal-vashoth in Inquisiton, but what it means to me to be a tal-vashoth or a mage, is left up to me.

 

I much prefer it to the so called "blank slate" because its just boring to do. If I wanted to rp, I'd post on a forum about the game where I could have true and honest total control of my character, every action, every power, every line of dialouge, and every single action down to body language. To me, it doesn't make sense to roleplay unless you have that level of control. Everything else is being along for a good ride and picking the route as you go.

 

Then again, that's just me.


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#145
malloc

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It is possible to create a system that reacts to your in game decisions easily but the only way to have a system that reacts to your motives is to have actions that reflect your motives. I say action because selecting dialog or killing an Npc in a silent rpg could reflect the same motives according to how they are interpreted by the player.

In the case of sylvuis, it would be an extremely complex system to implement. The problem sylvy has is, his ideas are usually more valid from a tabletop standpoint. In a table top system, there is no finite game resource. What does this mean? The actions to reflect sylvy's motives would have to be carefully crafted or they would include a larger volume of dialog to attempt to reflect his motive. "Best 1/15." I will give an example of VTMB vs Planetscape Torment. VTMB has good dialog of different emotional ranges and motivations, Planetscape Torment has superior dialog but the dialog also had the element of volume. Each choice brought a vast array of ways to responding to a situation.

#146
Hair Serious Business

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After completing your character creation, you wake up falling out of a breeding tank, fully grown, with all your training imprinted into your mind. You are the ultimate blank slate character.

 

You hear a booming, mechanical voice: "YOU ARE PATHFINDER 0521. I AM ANDROMEDA COLONIZATION AI POSEIDON, AND I AM YOUR GOD."

 

:devil:

 

You! Report to BW and work on ME:A story ASAP soldier.

...and oh almost forgot...

24319941.jpg



#147
malloc

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Also, what is the basis of creating a fully fledged origin story when it adds little to the full experience?

No special skills carry over, about 2 lines of dialog, outcome is usually the same, etc

#148
Hair Serious Business

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Also, what is the basis of creating a fully fledged origin story when it adds little to the full experience?

No special skills carry over, about 2 lines of dialog, outcome is usually the same, etc

 

This helped remind me how much I hated being none-human in DA:I.

 

When you are elf, you need some swamp witch to tell you story of your own culture because apparently you don't know. When you are dwarf little underling of yours by name Bianca makes threat on someone who is supposed to be from feared ruling family of Carta in here and when you are Qunari you are no Qunari at all. They all simply felt like huge cosmetic slap on human in here. I was truly disappointed by this  :?


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#149
Sylvius the Mad

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They also introduced a dialogue wheel ewww.

Which was modded out almost immediately.

#150
Sylvius the Mad

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Also, what is the basis of creating a fully fledged origin story when it adds little to the full experience?

No special skills carry over, about 2 lines of dialog, outcome is usually the same, etc

It added enormously to the experience. It informed my character's choices throughout the game.

I can think of few larger effects.

Obviously, a blank slate would be even better.