There is one thing I respect and even admire about the DA writers, is that they ''get it" when comes down to creating complex choices. The decesions you make are not easy, they exmine different concepts of what it means to be moral and some of your choices have unintended consquences. Let me pat the DA writers on the back and say, THEY ARE NAILING IT.
OK enough belly rubbing, now for some criticism. I realize DAA is just an expansion and not sequeal, ie DAA is not to DAO what ME1 is to ME2, but its hard to get pass that my dead PC is back alive and kinda sort of the hero of Ferelden but kinda sort of not the same character that died killing the Archdemon.
I think the DA writers see this. I think what happen was the bosses saw a good market reception for the game and wanted expansion that imported the same PC character. Then the writers had to find a way to do it but their just was no way to do it without creating some laughable dues ex machina, so they ignored it.
Now the obvious answer in my mind is if you going to have game driven by a continuous story line, the writers and the bosses need to plan ahead. They need to have an idea how many sequals and how many expansions they want and THEN they need to OUTLINE the story over these planned releases.
This not just a DA problem, ME suffers from the same lack of planning ie pressing the reset button on the franchise by killing Shepard off in the begining. This is understandable, Bioware is creating a new way to make and sell games, so there will be a learning curve, I just hope they reconize that there is a learning curve.
Who should I blame for the not so seamless transition from DAO to DAA
Débuté par
jasonontko
, mars 25 2010 01:46
#1
Posté 25 mars 2010 - 01:46





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