Someone pointed out in a review of Trespasser that it would have been a lot more interesting a journey of discovery if we didn't already know Solas' identity from the cinematic at the end of the main game. Really Trespasser was our PC catching up with information we already knew at least so far as revealing who Solas really is.
Oh... you know I completely forgot about the DAI post-credit stinger. You're right, I completely agree.
Let's just take someone like myself whose Inquisitor considered Solas a friend and was surprised when he suddenly disappeared at the end of the game. It's kind of weird, and you wonder about it, perhaps you have concern and think that Solas was more affected by the destruction of the orb than he initially let on. But that's it.
Then you, the player, see the post-credit stinger and go, "OMG! O_O!!" And then the speculation beings: What did he do to Flemeth/Mythal? Was he ever genuine? What are his plans? And on and on.
Then news of the Trespasser DLC comes out and suggestions that we will see Solas again and get questions answered. But these are not the same questions that our Inquisitor has because our Inquisitor did not see that cutscene.
It's all very meta and I don't like it.
Imagine how much of a surprise it would have been to see Solas suddenly there at the end?
My first exposure to this type of device was at the end of the second Matrix movie. I had read online that you needed to hang around until the credits were over, so I did, and it was a fun thing that hyped up excitement for the next film. The same applies to all of those Marvel movies, perhaps even more so because many of those contain cameos of characters from the other films.
But films are passive, and games, especially RPGs, are active. I can see this type of device being used in, say, a Zelda game, because you are playing a fixed character (Link) and you don't make actual choices; you simply use Link as a vehicle for experiencing the story, rather than your own character that drives the story.
I seem to recall that PW or someone was saying how in the future they plan on having more of these cut scenes telling the story but I do hope not. It really spoils the immersion in your character. If my character can't discover more about their antagonist through their own experiences, then I don't want to either.
This is the main reason why I don't feel that reading The Masked Empire is important for my Inquisitor to make a decision. I know other players feel differently, but I enjoyed the decision as it was.
That was really one of the main drawbacks of their divergent plotlines in that one route showed you far more about Corypheus than the other did. An easy way to have remedied that was to have the visit to his lair occurring no matter which path you took.
Yepper, completely agree.
To be honest I would have rather they had settled on one character being the Vessel (Calpurnia made so much more sense than Samson) and seeing both sides of the story concerning his lieutenants, so the choice between mages or Templars only impacted on which rebel group we recruited to help us and which of their respective recruiters we ended up judging, plus a few war table missions. The Venatori were still active even if we went with the Hushed Whispers route and the Red Templars were still active if we went with Champions of the Just, so why not involve both the lieutenants in the whole story?
I understand why they did it. Too often the writers and devs are criticized for not allowing our choices to be significant, to have a change that we can see and experience. It seems to me that the mage/templar choice was their way of showing us that they can do that for us. It may not be great world-changing difference, but enough to give a different flavor to each playthrough. You can tell how effective it was from the continual threads arguing over which is the best path.
Where cinematic cuts scenes advancing the story could be helpful would be if they want to show battle scenes between Tevinter and the Qun in which we are not involved. As someone suggested above, this could be used as a flashback device when someone is recounting about their experiences to the PC. Likewise, if the person has actually witnessed some action of Solas or his interaction with a group of people, then the cut scene could be a valid way of showing this instead of them simply recounting it verbally. An alternative would be the PC interacting with an item or having a dream that allows them to see events that they otherwise couldn't. The important thing is there is some way to link it back to the PC, so there is a legitimate reason we have seen it in character and this is then taken into account as part of the knowledge on which they base conversations and decisions.
I like all of these! Lol... it's so rare that we agree on everything. 