our_lady_of_darkness
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Post by our_lady_of_darkness on Oct 3, 2016 11:50:02 GMT
Ridiculously happy? I don't think I've ever been ridiculously happy in my life, so I'll just go for interested, cautiously interested, with a hint of intrigued Just hope I won't be forced to care about a character I don't care about at all just because they're my family. Still, that's often the case with family members, I guess ;-)
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Post by opuspace on Oct 3, 2016 18:41:14 GMT
Meh, I don't really care to have defined relationships set up already for the PC. A family already implies an intimacy the player won't necessarily feel in the first place. I didn't feel anything for the kid in ME3 (the whole situation was just too weird to believe that kid was real) and I dislike having the script try to imply I should feel something about a character. If they do it like DA I you get to chose what you feel. If it was like DAI, I'd be ok with that. I'm not hating it since I don't know how it will play out. But I do carry resentments from ME3 over what happened with certain teammates like Liara where there was no variation in how Shepard might feel towards them.
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Post by themikefest on Oct 3, 2016 18:44:22 GMT
If it was like DAI, I'd be ok with that. I'm not hating it since I don't know how it will play out. But I do carry resentments from ME3 over what happened with certain teammates like Liara where there was no variation in how Shepard might feel towards them. yep. Hopefully that will change in the new game.
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Post by aionis on Oct 4, 2016 8:49:04 GMT
As long as the customization and looks actually are cohesive with my character I won't mind it. Could be fun.
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Post by Natashina on Oct 4, 2016 9:13:19 GMT
Hmm, I guess you could say that I'm cautiously optimistic. I think the dynamic could be a lot fun and it could add to the story. However, I'm very leery. Aside from DA2, families in BioWare games generally don't do very well. Sadly, sometimes BW writers fall into the fantasy trap of creating families in order to create "painful drama" later on. I don't want the twist to be that Papa Ryder is some sort of villian. Nor do I want to kill off siblings on something as arbitrary as my class selection.
Now, having a standoff with Papa Ryder ala Wrex on Virmire could be interesting, but I don't want to be forced to kill the character. Or worse, have Papa Ryder redeem himself via suicide, something that's happened at least three times in the ME:T.
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Post by KaiserShep on Oct 4, 2016 18:57:23 GMT
DA2's class restriction is easily the biggest offender. I would totally roll a mage Hawke with Bethany alive, if the game didn't insist on giving us a warrior option before getting Aveline. But yeah, I hope that the family exists primarily as a way to build our character on an interpersonal level and not drama feels daddy died for our plots.
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Post by Tarkus on Oct 12, 2016 6:01:38 GMT
Not really. I say this because of how poorly I thought the Hawke family was done: one sibling is unceremoniously killed off for no real reason in the tutorial area before we even have a chance to connect with Carver/Bethany, then the surviving sibling only sticks around for Act 1 before being killed off/carted to the Gallows or Wardens and we can't even visit them at the Gallows, then Leandra is killed off too (Hawke really should've warned his/her mom about the killer).
When it came down to it I felt Hawke had more of a familial attachment to Varric and Aveline, surprisingly I did feel like Hawke and Gamlen were family but he was the only one who came off that way for me since he didn't die or disappear.
I do hope that the Ryder family gets alot of interaction between one another, as much as a companion if not more, and that the sibling isn't killed off or separated from the Player Ryder (likewise for any other living member of Ryder's family).
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Post by Ieldra on Oct 12, 2016 10:20:59 GMT
I'm generally not too fond of family stuff in stories in visual media because it's all too often used as a source of cheap drama, as if the fact that someone is family automatically makes you care about them.
Having said that, DA2 did its family stuff reasonably well, except for the forced death (I wanted the Hawke mage sisters to be a thing, damn it). Anyway, I appreciate family if it is used to ground your character in the fictional world. My main characters tend to feel more real if there's some background to them that links them to aspects of the world I don't have to imagine for myself, and a character's familial background is one of the possible aspects. It needn't become part of the story (as it didn't in DAI), but if it does, I don't want any soap opera.
Apart from that, I'd rather prefer my SF to challenge traditional social structures rather than to unreflectedly presume they'll stay the same, but I guess I can't expect that much open-mindedness from Bioware. In things like this, they've always been annoyingly traditionalist.
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Post by Ahriman on Oct 12, 2016 11:22:10 GMT
Apart from that, I'd rather prefer my SF to challenge traditional social structures rather than to unreflectedly presume they'll stay the same, but I guess I can't expect that much open-mindedness from Bioware. In things like this, they've always been annoyingly traditionalist. What do you mean by that?
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Post by Ieldra on Oct 12, 2016 12:53:09 GMT
Apart from that, I'd rather prefer my SF to challenge traditional social structures rather than to unreflectedly presume they'll stay the same, but I guess I can't expect that much open-mindedness from Bioware. In things like this, they've always been annoyingly traditionalist. What do you mean by that? Is it not obvious? At the core of the SF genre is the idea that technology changes the future, and it explores those changes in the form of stories that are, in the best cases, enjoyable as well as intellectually stimulating. I've always found it odd that in most works of SF, the social structure appears to be immune to such change. People still live in families like they do today, and social hierarchies are very similar to what we have today. I would rather like to see SF explore the effects of technologies that have the capability to make changes in the way we relate to other people. What will society be like if genetic engineering becomes viable and cheap, if communication technology enables things like gestalt minds, if VR technology enables geographically remote relationships every bit as intense as any close relationship we have today, if procreation technology makes it possible that you can't automatically assume that someone even has a natural mother, even less a father, if genetic engineering makes it likely that your siblings are genetically as different from you as any other individual (what will that do to the incest taboo?), if hyper-mobility makes long-term relationships unfeasible, if cheap resources and automation made it possible to build and run a large factory with 0.1% of the capital and human resources it would need today, and so on. Also with regard to the thread topic, what does it even mean to be a sibling if those technologies become ubiquitous? If we don't grow up in families any more because that's just inefficient? Would I regard as siblings those who I grew up with as closely as if it had been a family, regardless of whether it actually was one? If we aren't bound together by genetic inheritance any more, what will take its place as the glue of a society's smallest unit after the individual, whatever that may be? How diverse can a society become if how we relate to each other is no longer limited by resources, and how efficient we are in turning resources into offspring is no longer a group's primary survival trait? Those are questions I'd like to see explored. Instead, most current SF, including Bioware's, appears to be even more conservative than RL. Maybe it's because most people are social conservatives (well, at least, social conservatives from my point of view, which I admit is somewhat radical), maybe it's because of a lack of imagination, but you really have to search if you want to find SF that's interesting in this. I haven't made a study of this, but it is my impression that SF was more socially imaginative and open-minded several decades ago.
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Post by Ahriman on Oct 12, 2016 17:08:05 GMT
What do you mean by that? Is it not obvious? At the core of the SF genre is the idea that technology changes the future, and it explores those changes in the form of stories that are, in the best cases, enjoyable as well as intellectually stimulating. I've always found it odd that in most works of SF, the social structure appears to be immune to such change. People still live in families like they do today, and social hierarchies are very similar to what we have today. I would rather like to see SF explore the effects of technologies that have the capability to make changes in the way we relate to other people. What will society be like if genetic engineering becomes viable and cheap, if communication technology enables things like gestalt minds, if VR technology enables geographically remote relationships every bit as intense as any close relationship we have today, if procreation technology makes it possible that you can't automatically assume that someone even has a natural mother, even less a father, if genetic engineering makes it likely that your siblings are genetically as different from you as any other individual (what will that do to the incest taboo?), if hyper-mobility makes long-term relationships unfeasible, if cheap resources and automation made it possible to build and run a large factory with 0.1% of the capital and human resources it would need today, and so on. Also with regard to the thread topic, what does it even mean to be a sibling if those technologies become ubiquitous? If we don't grow up in families any more because that's just inefficient? Would I regard as siblings those who I grew up with as closely as if it had been a family, regardless of whether it actually was one? If we aren't bound together by genetic inheritance any more, what will take its place as the glue of a society's smallest unit after the individual, whatever that may be? How diverse can a society become if how we relate to each other is no longer limited by resources, and how efficient we are in turning resources into offspring is no longer a group's primary survival trait? Those are questions I'd like to see explored. Instead, most current SF, including Bioware's, appears to be even more conservative than RL. Maybe it's because most people are social conservatives (well, at least, social conservatives from my point of view, which I admit is somewhat radical), maybe it's because of a lack of imagination, but you really have to search if you want to find SF that's interesting in this. I haven't made a study of this, but it is my impression that SF was more socially imaginative and open-minded several decades ago. I got what you mean, but in ME lore chances of something like this happening are practically zero. We had something like this with Miranda, but she was illegal and unique experiment. In the end writers don't want to risk and tend to create relatable society for their protagonists.
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Post by Deleted on Oct 13, 2016 20:38:38 GMT
What do you mean by that? Is it not obvious? At the core of the SF genre is the idea that technology changes the future, and it explores those changes in the form of stories that are, in the best cases, enjoyable as well as intellectually stimulating. I've always found it odd that in most works of SF, the social structure appears to be immune to such change. People still live in families like they do today, and social hierarchies are very similar to what we have today. I would rather like to see SF explore the effects of technologies that have the capability to make changes in the way we relate to other people. What will society be like if genetic engineering becomes viable and cheap, if communication technology enables things like gestalt minds, if VR technology enables geographically remote relationships every bit as intense as any close relationship we have today, if procreation technology makes it possible that you can't automatically assume that someone even has a natural mother, even less a father, if genetic engineering makes it likely that your siblings are genetically as different from you as any other individual (what will that do to the incest taboo?), if hyper-mobility makes long-term relationships unfeasible, if cheap resources and automation made it possible to build and run a large factory with 0.1% of the capital and human resources it would need today, and so on. Also with regard to the thread topic, what does it even mean to be a sibling if those technologies become ubiquitous? If we don't grow up in families any more because that's just inefficient? Would I regard as siblings those who I grew up with as closely as if it had been a family, regardless of whether it actually was one? If we aren't bound together by genetic inheritance any more, what will take its place as the glue of a society's smallest unit after the individual, whatever that may be? How diverse can a society become if how we relate to each other is no longer limited by resources, and how efficient we are in turning resources into offspring is no longer a group's primary survival trait? Those are questions I'd like to see explored. Instead, most current SF, including Bioware's, appears to be even more conservative than RL. Maybe it's because most people are social conservatives (well, at least, social conservatives from my point of view, which I admit is somewhat radical), maybe it's because of a lack of imagination, but you really have to search if you want to find SF that's interesting in this. I haven't made a study of this, but it is my impression that SF was more socially imaginative and open-minded several decades ago. Problem is no one really knows how those hypothetical situations will ever play out because we're never going to see that in our personal lifetimes. If something about the work of fiction is too alien for the average consumer to relate to, the interest is obviously not going to catch on with those people. I myself tend to gravitate towards science fiction that tackles today's issues in a futuristic setting, and as it is, with the way the state of the world is, the dystopian futures are always more relatable for me (i.e. Deus Ex's entire universe showing one possible shitty future).
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Post by BansheeOwnage on Oct 14, 2016 3:52:45 GMT
It makes sense if you want to offer two different experiences to the player without spoiling their respective personalities and respective quirks. You can't have that if they become your squadmate. Their personalities would have to be much more defined in the case of them being squadmate than for the type of mostly blank slate protagonist BW has us accustommed to (Idon't see them going the Witcher way), thus, rendering them cannon, even if you're able to influence them. This is what doesn't makes sense to me. There is no point in having two different protagonists (not M/F alternate versions of each other with a sibling as possible squadmate, notice the difference), if each of them aren't going to bring a fresh outlook on the adventure. I can't explain how much I don't want to have the story change depending on which gender your character is. It's a crime against roleplaying. I don't want a "fresh perspective", I just want to play as the character I want, and I shouldn't be punished with a different story I may not like as much as the other just because I play as that character. And Maker forbid gender changing your personality and roleplaying options Ridiculously happy? I don't think I've ever been ridiculously happy in my life, so I'll just go for interested, cautiously interested, with a hint of intrigued Well that's depressing Hopefully that will change!
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Post by fade9wayz on Oct 14, 2016 8:11:30 GMT
I can't explain how much I don't want to have the story change depending on which gender your character is. It's a crime against roleplaying. I don't want a "fresh perspective", I just want to play as the character I want, and I shouldn't be punished with a different story I may not like as much as the other just because I play as that character. And Maker forbid gender changing your personality and roleplaying options I'm starting to feel you're being deliberately obtuse about it. I have explained in more ways than one my perspective about it in the other thread (http://bsn.boards.net/thread/1134/theory-andromeda-speculation-spoilers-character) and that there isn't anything gender/sex-related to it. When you have two different characters, which is the case here, they should have two different personalities, and hopefully, reactions to some events that will differ, because they are supposed to be different characters. My father and uncle are real twins. They are biologically and genetically the same, and have been brought up the same way, but they are still their own person and will have different reactions and opinions about various events non-the-less. And while close, they still have different personalities. Having the same personality for two different characters is a crime against any type of law of writing. Hell, even clone Shepard had a different personality than original brought-up-from-the-dead-by-space-magic Shepard. Edit: formating
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Post by nonstop on Oct 14, 2016 8:29:42 GMT
I'm starting to feel you're being deliberately obtuse about it. I have explained in more ways than one my perspective about it in the other thread (http://bsn.boards.net/thread/1134/theory-andromeda-speculation-spoilers-character) and that there isn't anything gender/sex-related to it. When you have two different characters, which is the case here, they should have two different personalities, and hopefully, reactions to some events that will differ, because they are supposed to be different characters. My father and uncle are real twins. They are biologically and genetically the same, and have been brought up the same way, but they are still their own person and will have different reactions and opinions about various events non-the-less. And while close, they still have different personalities. Having the same personality for two different characters is a crime against any type of law of writing. Hell, even clone Shepard had a different personality than original brought-up-from-the-dead-by-space-magic Shepard. Edit: formating But shouldn't any change in the personality be up to the player, not the arbitrary fact that the character is the brother or sister? Of course different characters should have different personalities and react to situations differently, but I think we the player still need full control over this. It's the only way for agency to roleplay. I'd be disappointed if I was playing through as female Ryder and had a reaction to something that I thought was really great, only to find out that my male Ryder wasn't able to react the same way if I so chose. It takes away from what control I have over the character. I don't think you can compare the player character of a video game with other kinds of writing. There has to be a degree of flexibility and leeway there to allow for roleplaying, so that we can (hopefully) choose how we want to react to things instead of being forced into one thing or another. Now how other characters react to us is a different matter. There was some dialogue with Eve in ME3 which you only got as a female, and sometimes squadmates would talk to you in different ways. That's something I'm fine with, because it's coming from people that we don't have any direct control over. The only thing I don't want is being railroaded into a certain type of personality just because the game already decided that for me. Edit: I read your posts on the other thread and I get where you're coming from. I wouldn't necessarily be opposed to them having different backgrounds (though again, if we could choose these along the lines of the spacer/survivor/war hero backgrounds in ME1 it would be even better). I wouldn't even mind if the other sibling had a 'default' personality if you interact with them during the game. The only thing I don't want are forced differences in playing one or the other.
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Post by Dukemon on Oct 14, 2016 9:29:09 GMT
Well, it seems to me that Bioware wanted to something with Dragon Age like that. They did it with mages, how do they live in there social Environment and affecting it. What are they doing and why they doing it. What are there possibilites? Since the 'World have to protect' scenario is a 'have to' Story it is sunked into meaningless. With Dragon Age 2 it was a First step forward in this questions. DAI was two steps backward. I wishing for MEA that we see more from the biotic issues or People Who can control elementaries like fire or water.
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Post by Ieldra on Oct 14, 2016 10:38:40 GMT
Is it not obvious? At the core of the SF genre is the idea that technology changes the future, and it explores those changes in the form of stories that are, in the best cases, enjoyable as well as intellectually stimulating. I've always found it odd that in most works of SF, the social structure appears to be immune to such change. People still live in families like they do today, and social hierarchies are very similar to what we have today. I would rather like to see SF explore the effects of technologies that have the capability to make changes in the way we relate to other people. What will society be like if genetic engineering becomes viable and cheap, if communication technology enables things like gestalt minds, if VR technology enables geographically remote relationships every bit as intense as any close relationship we have today, if procreation technology makes it possible that you can't automatically assume that someone even has a natural mother, even less a father, if genetic engineering makes it likely that your siblings are genetically as different from you as any other individual (what will that do to the incest taboo?), if hyper-mobility makes long-term relationships unfeasible, if cheap resources and automation made it possible to build and run a large factory with 0.1% of the capital and human resources it would need today, and so on. Also with regard to the thread topic, what does it even mean to be a sibling if those technologies become ubiquitous? If we don't grow up in families any more because that's just inefficient? Would I regard as siblings those who I grew up with as closely as if it had been a family, regardless of whether it actually was one? If we aren't bound together by genetic inheritance any more, what will take its place as the glue of a society's smallest unit after the individual, whatever that may be? How diverse can a society become if how we relate to each other is no longer limited by resources, and how efficient we are in turning resources into offspring is no longer a group's primary survival trait? Those are questions I'd like to see explored. Instead, most current SF, including Bioware's, appears to be even more conservative than RL. Maybe it's because most people are social conservatives (well, at least, social conservatives from my point of view, which I admit is somewhat radical), maybe it's because of a lack of imagination, but you really have to search if you want to find SF that's interesting in this. I haven't made a study of this, but it is my impression that SF was more socially imaginative and open-minded several decades ago. Problem is no one really knows how those hypothetical situations will ever play out because we're never going to see that in our personal lifetimes. If something about the work of fiction is too alien for the average consumer to relate to, the interest is obviously not going to catch on with those people. I myself tend to gravitate towards science fiction that tackles today's issues in a futuristic setting, and as it is, with the way the state of the world is, the dystopian futures are always more relatable for me (i.e. Deus Ex's entire universe showing one possible shitty future). As I see it, a work of sci-fi that doesn't include some elements you can't intuitively relate to isn't worth the name. It may be a reasonably enjoyable story, but as a work of SF it will be boring. As for today's issues, there are some I view as yesterday's issues (racism, for instance), and I'd rather see them relegated to the wastebin of a fictional SF universe's history. It's annoying enough that we have to deal with that crap in RL.
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Post by our_lady_of_darkness on Oct 14, 2016 11:01:07 GMT
Ridiculously happy? I don't think I've ever been ridiculously happy in my life, so I'll just go for interested, cautiously interested, with a hint of intrigued Well that's depressing Hopefully that will change! Never thought about it as depressing, actually. But you know what - it did change! I'm not gonna go into specifics, but yeah, I've been kinda dazed and confused very recently, but in a good way, the best way So, it seems that your kind wish has come true
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Post by fade9wayz on Oct 14, 2016 13:09:55 GMT
But shouldn't any change in the personality be up to the player, not the arbitrary fact that the character is the brother or sister? Of course different characters should have different personalities and react to situations differently, but I think we the player still need full control over this. It's the only way for agency to roleplay. I'd be disappointed if I was playing through as female Ryder and had a reaction to something that I thought was really great, only to find out that my male Ryder wasn't able to react the same way if I so chose. It takes away from what control I have over the character. Back when I used to play paper roleplaying games, I got to play either preset characters (mostly happened during role-playing conventions) or custommed characters. For me roleplaying isn't necesseraly playing a character just the way I wish them to be. I had to keep in my mind their core personality and try and make them react according to this, not the way I think I would have in their situation (even if I admit it's sometimes hard to not infuse them to much with our own personality), and that's what I found interesting. I don't need to have complete control over my protagonist. It's just an illusion in videogames, anyway. I would argue that having siblings as protagonists is far from arbitrary. It is far different from having alternate versions of a same character. It should change the game at its core concept. There's just no sense to announce there will be two protagonists if they're just going to essentially be alternate versions of one another. One: I consider this borderline false advertising, two: it's terribly poor writing, three: it's more cost-effective to have simple alternate versions of the same character with one or two specific line here and there to make us believe they are supposed to be different than really making two different protagonist with everything that it implies. Besides, it's not like we've ever had complete control of any of the characters BW has given us, only in my headcanon can I have a Volus-obsessed necrophile N7 space pirate Shepard with a fabulous haircut à la Johnny Bravo. They will always react within the parameters given by the game. A player's appreciation of said reaction is entirely subjective. Some will like them, some won't and BW can't pander to us all. The only difference here, if it's indeed what they are doing, is that there is going to be a second set of possible reactions to compare them with (not that I think they will be overly different, mind you. I'd settle for subtly different). And there seems to lie the crux of the problem we seem to have. You're afraid one character will react just the way you like, but that exact same reaction won't be available to the other protagonist. But you see, that's still playing with the mindset that one should be an alternate version of the other. It's understandable. It's what we're used to, but I hope it won't be it for all the reasons I have already listed. I wholeheartedly agree with a degree of flexibility (maybe even reach) in character's personalities (not only the protagonists, by the way, I'm all for character evolution, which is the primary reason I saved Ashley from Virmire everytime except once, for variety). I'm not advocating for set and immovable personalities, quite the contrary. They should be evolutive, if that game aims to be a RPG of any description. What remains to be seen is to which extent will they be flexible. However, even in RPG, two different characters should have their own (starting) personality. That's absolutely not something that should be an exception for videogames specifically. This is my gut talking here, so it's to be taken with a grain of salt, but I doubt the Ryders will have starting personalities and backgrounds as set and defined as Geralt, and even him, we can chose to play him as a greedy, murderous asshole, or a nice guy trying to do what's right. I can't see BW adpoting the same approach as CD-Projekt for the Witcher's series. It's a Mass Effect game after all. I expect something more along the lines of Shepard than Geralt. I could be wrong of course, but I strongly doubt it. You will have to define 'forced differences'. I'm unsure what you are referring to, I'm afraid. Do you mean the other sibling making the exact opposite decisions than the chosen protagonist?
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Post by Deleted on Oct 14, 2016 13:40:59 GMT
I'm not ridiculously happy about there being a family element in Andromeda, but I am not against it either.
I don't think the crux of Andromeda is going to be about the Ryder family either, I'd hope, but our player characters having a father and sibling in the game would be interesting and even great depending on how the writers choose to sculpt this part of the game and how it ties into the overall story.
What I really really would not like to see, is a repeat of the Daddy Issues that plagued ME2 and 3, I am tired of that storyline being covered in the Mass Effect games.
Seriously, someone on the development team really musn't get on well with their old man. And why can't there be a mother? Like sure there was Hannah Shepard, but she was only on the other end of the line twice as far as I recall, if you chose Spacer.
But I'll wait to see how it turns out. As long as we don't get another Henry Lawson situation, or Tali's dad, then I won't have a problem with the game having a Ryder family.
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Post by Sartoz on Oct 14, 2016 13:53:21 GMT
,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸ Our Pathfinder will be kept busy with the colonisation goals, squad recruitment, mercenary recruitment, helping the Security Forces in the Capital, accepting quests, hopping from planet to planet, constantly searching the Tempest to find and interact with the the Fire Team members, driving the Mako, kicking the Khet's and space pirate azzez, fleeing from angry Remnant Sentry robots and pursuing a LI or two... who has time for family drama?
While Andromeda may have the Ryders, the story is anything but. Does anyone here honestly believe the Bio writers took inspiration from the tv series The Thunderbirds?
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Post by Ieldra on Oct 14, 2016 14:04:29 GMT
[long and interesting stuff snipped] As a rule, I agree with you. If we have different characters to play, there should be ways where they actually are different, or else what would be the point? The problem is, however, that I can't play all types of characters. In addition, the range I could play is rather big, but the kind I find enjoyable to play within the context of a videogame is smaller, and it excludes, for instance, both religious types and action-hero types. I had serious problems with ME2's Shepard in that regard, and I hated ME3's Shepard's canonical stupidity and sacrificial tendencies. Meanwhile, in DAI, I disliked the religious role I was thrust into, but since I wasn't required to actually be religious it was more of a roleplaying challenge than a problem. So, canonical personality traits are a tricky problem, and more so for people like me who appear to have a minority taste.
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Post by Sartoz on Oct 14, 2016 14:46:50 GMT
Snip I would argue that having siblings as protagonists is far from arbitrary. It is far different from having alternate versions of a same character. It should change the game at its core concept. There's just no sense to announce there will be two protagonists if they're just going to essentially be alternate versions of one another. One: I consider this borderline false advertising, two: it's terribly poor writing, three: it's more cost-effective to have simple alternate versions of the same character with one or two specific line here and there to make us believe they are supposed to be different than really making two different protagonist with everything that it implies. Big Snip ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸ Eh.. not quite. I'm looking at it from the story point of view, which has a Beginning, Middle and End. The End Goal of Andromeda is the successful colonisation of humanity in the cluster, regardless of which Ryder is chosen. Changing this core concept depending on which sibling you picked is a non starter. Really, think about it.
Both siblings will face the same struggles in achieving that colonisation goal. The choices made should make it easier or harder. So, besides some character personality differences, it's choices that can change the critical story arc and not gender. It's choices that will allow you to either win or lose.
EDIT: And combat success, of course.
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Post by fade9wayz on Oct 14, 2016 15:08:24 GMT
As a rule, I agree with you. If we have different characters to play, there should be ways where they actually are different, or else what would be the point? The problem is, however, that I can't play all types of characters. In addition, the range I could play is rather big, but the kind I find enjoyable to play within the context of a videogame is smaller, and it excludes, for instance, both religious types and action-hero types. I had serious problems with ME2's Shepard in that regard, and I hated ME3's Shepard's canonical stupidity and sacrificial tendencies. Meanwhile, in DAI, I disliked the religious role I was thrust into, but since I wasn't required to actually be religious it was more of a roleplaying challenge than a problem. So, canonical personality traits are a tricky problem, and more so for people like me who appear to have a minority taste. It is true there would be personality traits I too tend to have more trouble role-playing. Religious and martyrs types are also among them, I never could bring myself to play priests class convincingly. Too many eye-rolls and face-pulling during invocations and what-not, I'm afraid. That said, when the narrative and context are good, I can find myself as easilly invested in characters I initially didn't like all that much as characters closer to my own personality and therefore, easier to relate to. I think I actually have more trouble relating to characters with no personalities than characters with a personality that is adverse to what I usually enjoy or even value. I need something to work with. Otherwise there's just me, and I'm boring. I hope the Ryders won't be as problematic for you to roleplay as the Inquisitor has been.
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Post by fade9wayz on Oct 14, 2016 15:34:49 GMT
,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸ Eh.. not quite. I'm looking at it from the story point of view, which has a Beginning, Middle and End. The End Goal of Andromeda is the successful colonisation of humanity in the cluster, regardless of which Ryder is chosen. Changing this core concept depending on which sibling you picked is a non starter. Really, think about it.
Both siblings will face the same struggles in achieving that colonisation goal. The choices made should make it easier or harder. So, besides some character personality differences, it's choices that can change the critical story arc and not gender. It's choices that will allow you to either win or lose.
EDIT: And combat success, of course.
It changes the core concept in that you will have two different outlooks, on top of the various, standard moral choices available, on how to achieve the goal of colonizing. That means two different scripts, not simply the 'genderification' of one single script. For all we know so far, choices for a same event may differ from one protagonist to another (I don't actually believe it will be the case, but it could happen, probability speaking) Yes, they will face the same struggles, but their reactions to them, and general basic personalities should be different. In no way, shape or form, have I implied that gender should change the general story arc, aka colonizing the Helios cluster. You're painting the broad picture of the game, I'm talking about the possible particulars of characters. Those are two different conversations. It's like you talking about general macrophysics and me talking about baryons and mesons...
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