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∯ Oh Loredy...
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Post by gervaise21 on Feb 9, 2021 19:42:47 GMT
I’m under the impression that the LoF are less of an organized group and more of a guild of lone adventurers that mostly operate independently of one another. That's the impression I formed too. The only time they get together is to share stories across a pint and show off their souvenirs. Occasionally, they might come as pair or ask another of their guild to assist with a quest but there is no overall leadership or even code of practice so far as I can tell. Each person decides for themselves if the job/quest/adventure is to their taste. I have to admit that does allow for a degree of latitude over how someone could play a LoF and their motivations could vary from altruistic to completely selfish self-interest. So whether the PC was an LoF or we recruited one as part of our team, they would not come with the backing of a powerful organisation, just the possibility that other LoF we encounter might help a fellow Lord if they recognised them as such.
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guest@proboards.com
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Post by Deleted on Feb 9, 2021 21:14:16 GMT
Thanks for taking the time. I'm going to file most of what you said away for now since it covers a lot more ground than the thread intended The first thing you said is obviously the epic fail point for the game. It's always a sad thing for me to hear a gamer giving up on a game in frustration and/or disappointment. Fortunately for us, it also has to do in part with the 'Beginnings, Backgrounds, and Origins' the thread was founded on. 5 or 6 hours in means you got to what point, exactly (I'm a slow player in my own estimation so I'm not going to make a guess)? I will venture that you didn't get to the 'reveal' moment for Corypheus so villan disappointment (which I share, BTW) wasn't part of the equation. To be honest: I can't say exactly to what point I got. It's been years since I've played DA:I and that chapter is closed. What I can remember are things I got emotional about in a positive or in a negative way. But I'm afraid I can't say much more. The transition between my active and my passive experience was almost seamless, at least in my memory. There is no special dialogue or a special event that I could blame for my decision to give up on this game. It's rather a conglomerate of many many many pictures, sounds and emotions that led me to my personal conclusion - one, that I already mentioned in my previous posting.
To put this positively, I could say that a good opening includes a strong connection to the protagoist - not by customizing his/her outfit only, but by throwing him/her into a setting that is rich and vibrant on the one hand, but also one that I can relate to. Starting as a protagonist with a magic hand and fighting back this recurring blight is just the opposite of what I can relate to. It's an abstract danger, it's too much.
Giving your protagonist purpose and a (very) personal mission might also be useful. No save the world-crap. This is lazy. It is ridiculous. It is something I described earlier as "childish", because to me it It works on the same principleas a fairy tale. So, give him/her reasonable goals to work towards. And allow me to believe that he/she might not be able to do this job. I like the idea of tragic endings - knowing full well that I am alone in this opinion.
Last but not least: complement it with good soundtrack.
Please feel free to contribute to this list.
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theascendent
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
PSN: The Ascendent
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theascendent
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
The Ascendent
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Post by theascendent on Feb 10, 2021 0:01:32 GMT
Do you think we can select a 'tag' that defines our character's background and specialisation? In Divinity Original Sin 2 in character creator we picked two character tags that helped define who/what our protagonist was. I am seeing this feature more and more in CRPG's, the new Pathfinder game has it as well, from what I have seen in the Beta. All our characters start in the same place just our road too it differs. It also allows exclusive dialogue choices, similar in a sense to the racial dialogue options in Inquisition just more detailed.
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Post by colfoley on Feb 10, 2021 0:11:12 GMT
Do you think we can select a 'tag' that defines our character's background and specialisation? In Divinity Original Sin 2 in character creator we picked two character tags that helped define who/what our protagonist was. I am seeing this feature more and more in CRPG's, the new Pathfinder game has it as well, from what I have seen in the Beta. All our characters start in the same place just our road too it differs. It also allows exclusive dialogue choices, similar in a sense to the racial dialogue options in Inquisition just more detailed. If I understand you right this would be a preference and they could go in that direction.
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catcher
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Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by catcher on Feb 10, 2021 3:01:49 GMT
To be honest: I can't say exactly to what point I got. It's been years since I've played DA:I and that chapter is closed. What I can remember are things I got emotional about in a positive or in a negative way. But I'm afraid I can't say much more. The transition between my active and my passive experience was almost seamless, at least in my memory. There is no special dialogue or a special event that I could blame for my decision to give up on this game. It's rather a conglomerate of many many many pictures, sounds and emotions that led me to my personal conclusion - one, that I already mentioned in my previous posting. Fair enough. DA:I is fresh to me so I kind of wondered. I would hope that just one thing wouldn't make you want to quit so I understand there's several all linked together and are just more blurred with your other interactions (watching the videos and listening to the dialogue). To put this positively, I could say that a good opening includes a strong connection to the protagoist - not by customizing his/her outfit only, but by throwing him/her into a setting that is rich and vibrant on the one hand, but also one that I can relate to. Starting as a protagonist with a magic hand and fighting back this recurring blight is just the opposite of what I can relate to. It's an abstract danger, it's too much. Well at least we know there is no magic hand or prophecy in DA4. Giving your protagonist purpose and a (very) personal mission might also be useful. No save the world-crap. This is lazy. It is ridiculous. It is something I described earlier as "childish", because to me it It works on the same principleas a fairy tale. So, give him/her reasonable goals to work towards. And allow me to believe that he/she might not be able to do this job. I like the idea of tragic endings - knowing full well that I am alone in this opinion. OK, we're down on that one after a fashion since Solas almost certainly seems to be planning an 'end of the world' thing. There's still some ways Bioware can make this more personal to the Protagonist. take a peek over on my Villains thread for a couple of thoughts I had there. Also, you are not alone in wanting Bioware to experiment with possible quest failure. I'll get together a Modest Proposal on that sometime in the future but there's a list (War/Mission Table, Romances, Combat, Companions, and now Failure on that list so far ). Last but not least: complement it with good soundtrack.
Please feel free to contribute to this list. Funny, I found the soundtrack quite serviceable and the tavern songs delightful, but I'm old and easily amused. As you saw above, I have a list but I'll try to stop spamming up this thread.
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