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Post by Elessara on Aug 19, 2016 20:52:26 GMT
I'm kinda hoping we will lead a secret slave uprising so we can have HQ in some mysterious hidden location, perhaps pulling out a book to open a door or something else equally cliché. That would be pretty awesome actually. Just let the HQ not be in a crypt or something. Then it would be creepy. =p
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Post by lilyenachaos on Aug 19, 2016 21:01:23 GMT
I'm kinda hoping we will lead a secret slave uprising so we can have HQ in some mysterious hidden location, perhaps pulling out a book to open a door or something else equally cliché. That would be pretty awesome actually. Just let the HQ not be in a crypt or something. Then it would be creepy. =p No caves either. Pulling down a wall sconce to enter the secret passageway leading to our base? Hehehe...I could have fun with that.
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Post by Elessara on Aug 19, 2016 21:09:26 GMT
That would be pretty awesome actually. Just let the HQ not be in a crypt or something. Then it would be creepy. =p No caves either. Pulling down a wall sconce to enter the secret passageway leading to our base? Hehehe...I could have fun with that. I can usually deal with caves but crypts? Invariably there are skeletons in wall niches, skulls on shelves, bones piled in random heaps. And my first thought would be, "Who let this place get this messy?" followed by, "Why the hell haven't we cleaned this crap up yet?" Book, wall sconce, pushing in bricks in the correct order, whatever ... opening a secret passageway to a nicely built and cozy hideout. Which is preferably not falling apart or in partial ruin (why didn't we fix some of those rooms in Skyhold or that gaping hole in the wall to the War room?). Ok so maybe I'm being a little picky about the new base. It can be a little bit falling apart. But just a little.
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Post by midnight tea on Aug 19, 2016 22:45:29 GMT
No caves either. Pulling down a wall sconce to enter the secret passageway leading to our base? Hehehe...I could have fun with that. I can usually deal with caves but crypts? Invariably there are skeletons in wall niches, skulls on shelves, bones piled in random heaps. And my first thought would be, "Who let this place get this messy?" followed by, "Why the hell haven't we cleaned this crap up yet?" Book, wall sconce, pushing in bricks in the correct order, whatever ... opening a secret passageway to a nicely built and cozy hideout. Which is preferably not falling apart or in partial ruin (why didn't we fix some of those rooms in Skyhold or that gaping hole in the wall to the War room?). Ok so maybe I'm being a little picky about the new base. It can be a little bit falling apart. But just a little. I'll be OK with a tent... provided that it's this kind of tent Otherwise, I think I'd be satisfied with a little cottage house that has, like, hidden Underground Skyhold or something xD Which, you know, with all the dwarven ruins everywhere is actually not that far-fetched in Thedas...
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Post by ellawyn on Aug 20, 2016 0:02:30 GMT
ellawyn - The disastrous Mass Effect endings were written by two writers in basement, when the ending with dark energy ending was dumped. So you aren't far from truth. But I would add evil EA overlords, giving impossible deadlines to your story too. I'll never understand why they dumped the dark energy ending. I've heard people say they did it because it was too depressing - ultimately it made your choice into "Let everyone die right now or let everyone die in a few thousand/million years." Which, okay, yeah, not exactly the happiest ending I've ever heard. But at least it made sense in a way that the current ending doesn't, and if they kept the choice to give the galaxy a technological wipe, you could conceivably open up the possibility of people finding new technology that wouldn't tear them apart at a molecular level. You certainly had enough characters saying they should forge their own path instead of copying their precursors to make it happen. Granted, I guess that begs the question of why the Reapers wouldn't just destroy the Relay technology instead of cyclically killing the people who find it. Careful checking of facts actually isn't a strong point among the team on Dragon Age. The World of Thedas lore books were meant to have been carefully checked and yet stuff kept creeping through there that shouldn't have done if they were being consistent with their lore. A similar thing could also be said about PW and his checking of Solas dialogue. How on earth did he not pick up on the discrepancy where, if you drink from the Well, Solas insists back at Skyhold that he begged you not to? Then PW admitted somewhere that it was an oversight that the conversation where Solas warns you not to drink was not included. Rather an obvious omission to my mind. Of course Solas being adamant that he didn't want to drink himself did ring alarm bells in my mind, considering how much he objected to Morrigan drinking but that did sort of leave the Inquisitor as the only other option, bearing in mind that he agreed that someone ought to drink. Then to have him rant on about what you have done to yourself back at Skyhold, did seem a bit late in the day. Gee thanks, Solas, you couldn't have been that explicit before I drank could you? (Well apparently he should have done). Right? Like - how does something like that happen? I'd understand if it were a side-quest, but a main quest with the guy who is, arguably, the most important companion?
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Post by midnight tea on Aug 20, 2016 3:14:33 GMT
ellawyn - The disastrous Mass Effect endings were written by two writers in basement, when the ending with dark energy ending was dumped. So you aren't far from truth. But I would add evil EA overlords, giving impossible deadlines to your story too. I'll never understand why they dumped the dark energy ending. I've heard people say they did it because it was too depressing - ultimately it made your choice into "Let everyone die right now or let everyone die in a few thousand/million years." Which, okay, yeah, not exactly the happiest ending I've ever heard. But at least it made sense in a way that the current ending doesn't, and if they kept the choice to give the galaxy a technological wipe, you could conceivably open up the possibility of people finding new technology that wouldn't tear them apart at a molecular level. You certainly had enough characters saying they should forge their own path instead of copying their precursors to make it happen. Granted, I guess that begs the question of why the Reapers wouldn't just destroy the Relay technology instead of cyclically killing the people who find it. Careful checking of facts actually isn't a strong point among the team on Dragon Age. The World of Thedas lore books were meant to have been carefully checked and yet stuff kept creeping through there that shouldn't have done if they were being consistent with their lore. A similar thing could also be said about PW and his checking of Solas dialogue. How on earth did he not pick up on the discrepancy where, if you drink from the Well, Solas insists back at Skyhold that he begged you not to? Then PW admitted somewhere that it was an oversight that the conversation where Solas warns you not to drink was not included. Rather an obvious omission to my mind. Of course Solas being adamant that he didn't want to drink himself did ring alarm bells in my mind, considering how much he objected to Morrigan drinking but that did sort of leave the Inquisitor as the only other option, bearing in mind that he agreed that someone ought to drink. Then to have him rant on about what you have done to yourself back at Skyhold, did seem a bit late in the day. Gee thanks, Solas, you couldn't have been that explicit before I drank could you? (Well apparently he should have done). Right? Like - how does something like that happen? I'd understand if it were a side-quest, but a main quest with the guy who is, arguably, the most important companion? Here's a good explanation for that. Comes from an article David Gaider wrote recently: www.polygon.com/2016/8/15/12455728/how-to-get-a-job-writing-games-maybe"And then there’s the rest of your job which is what comes after you’ve done all the collaborating — and that’s the implementation. That is 80 percent of your job. Figuring out how to make the story work inside a video game.
That level you wrote? You will re-write it at least three times, trying to make it suck a little less each time. That other level? It got cut because, even though it was really fun, the art team is behind schedule and the level it was in now doesn’t exist … and it falls on you to fix the surrounding story now that the middle piece isn’t there any longer. The reason this is 80 percent of your job is because you will spend the majority of your time fixing shit.
And you will do it with a smile, because it’s your job to make it all come together like it was meant to be that way from the beginning and not be a princess about it because the story you pitched in pre-production and which everybody liked is now half the size and parts of it don’t really make sense and let’s not even talk about that ending level and someone’s going to write a blog about how you’re a crappy writer because who would ever write a story like that intentionally? If any of that’s a problem for you, then go write a novel and be happy."I don't think we truly realize how hard it is to design or write a game with branching storyline. Stuff WILL be missing. Mistakes will be made. Dialogue will be cut and cutscenes will be unfinished and stuff will be shuffled around and linked with pieces of strings, because they didn't have time for anything else and so on.
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Post by Shari'El on Aug 20, 2016 3:56:55 GMT
That would be pretty awesome actually. Just let the HQ not be in a crypt or something. Then it would be creepy. =p No caves either. Pulling down a wall sconce to enter the secret passageway leading to our base? Hehehe...I could have fun with that. What if it is a cave a behind a waterfall and behind it something like the outlaw refuge in Elden Root (from ESO): Still no caves?
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Post by ellawyn on Aug 20, 2016 5:45:12 GMT
I'll never understand why they dumped the dark energy ending. I've heard people say they did it because it was too depressing - ultimately it made your choice into "Let everyone die right now or let everyone die in a few thousand/million years." Which, okay, yeah, not exactly the happiest ending I've ever heard. But at least it made sense in a way that the current ending doesn't, and if they kept the choice to give the galaxy a technological wipe, you could conceivably open up the possibility of people finding new technology that wouldn't tear them apart at a molecular level. You certainly had enough characters saying they should forge their own path instead of copying their precursors to make it happen. Granted, I guess that begs the question of why the Reapers wouldn't just destroy the Relay technology instead of cyclically killing the people who find it. Right? Like - how does something like that happen? I'd understand if it were a side-quest, but a main quest with the guy who is, arguably, the most important companion? Here's a good explanation for that. Comes from an article David Gaider wrote recently: www.polygon.com/2016/8/15/12455728/how-to-get-a-job-writing-games-maybe"And then there’s the rest of your job which is what comes after you’ve done all the collaborating — and that’s the implementation. That is 80 percent of your job. Figuring out how to make the story work inside a video game.
That level you wrote? You will re-write it at least three times, trying to make it suck a little less each time. That other level? It got cut because, even though it was really fun, the art team is behind schedule and the level it was in now doesn’t exist … and it falls on you to fix the surrounding story now that the middle piece isn’t there any longer. The reason this is 80 percent of your job is because you will spend the majority of your time fixing shit.
And you will do it with a smile, because it’s your job to make it all come together like it was meant to be that way from the beginning and not be a princess about it because the story you pitched in pre-production and which everybody liked is now half the size and parts of it don’t really make sense and let’s not even talk about that ending level and someone’s going to write a blog about how you’re a crappy writer because who would ever write a story like that intentionally? If any of that’s a problem for you, then go write a novel and be happy."I don't think we truly realize how hard it is to design or write a game with branching storyline. Stuff WILL be missing. Mistakes will be made. Dialogue will be cut and cutscenes will be unfinished and stuff will be shuffled around and linked with pieces of strings, because they didn't have time for anything else and so on. But it doesn't seem like a writer's attempt to make the best with what they had - Orsino was a writer's attempt to make the best with what they had. Solas' missing dialogue was more like it was just... unfinished. Like Weekes' printer ran out of ink halfway through printing the script. All we would've needed is a single line from Solas going "Morrigan's power-hungry, but I'd rather risk her over you." and boom, done. Maybe they were going to fix it and just ran out of time. But Weekes said it was a writing goof, so obviously that's not the initial cause. Also, hey, I actually have dabbled in writing branching narratives. Haven't done it for a high-production studio like BioWare, which I imagine is a very different beast from writing indie games and Twine novels, but still.
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Post by CapricornSun on Aug 20, 2016 5:51:28 GMT
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Post by midnight tea on Aug 20, 2016 13:16:37 GMT
Here's a good explanation for that. Comes from an article David Gaider wrote recently: www.polygon.com/2016/8/15/12455728/how-to-get-a-job-writing-games-maybe"And then there’s the rest of your job which is what comes after you’ve done all the collaborating — and that’s the implementation. That is 80 percent of your job. Figuring out how to make the story work inside a video game.
That level you wrote? You will re-write it at least three times, trying to make it suck a little less each time. That other level? It got cut because, even though it was really fun, the art team is behind schedule and the level it was in now doesn’t exist … and it falls on you to fix the surrounding story now that the middle piece isn’t there any longer. The reason this is 80 percent of your job is because you will spend the majority of your time fixing shit.
And you will do it with a smile, because it’s your job to make it all come together like it was meant to be that way from the beginning and not be a princess about it because the story you pitched in pre-production and which everybody liked is now half the size and parts of it don’t really make sense and let’s not even talk about that ending level and someone’s going to write a blog about how you’re a crappy writer because who would ever write a story like that intentionally? If any of that’s a problem for you, then go write a novel and be happy."I don't think we truly realize how hard it is to design or write a game with branching storyline. Stuff WILL be missing. Mistakes will be made. Dialogue will be cut and cutscenes will be unfinished and stuff will be shuffled around and linked with pieces of strings, because they didn't have time for anything else and so on. But it doesn't seem like a writer's attempt to make the best with what they had - Orsino was a writer's attempt to make the best with what they had. Solas' missing dialogue was more like it was just... unfinished. Like Weekes' printer ran out of ink halfway through printing the script. All we would've needed is a single line from Solas going "Morrigan's power-hungry, but I'd rather risk her over you." and boom, done. Maybe they were going to fix it and just ran out of time. But Weekes said it was a writing goof, so obviously that's not the initial cause. Also, hey, I actually have dabbled in writing branching narratives. Haven't done it for a high-production studio like BioWare, which I imagine is a very different beast from writing indie games and Twine novels, but still. For me this doesn't seem to be "unfinished writing" - it may as well not be a problem in writing per se, but an oversight when implementing dialogue strings into the game, way after the game has been written and voiced. The "writing goof" might have happened simply because during the finaling frenzy nobody really checked the dialogue during test playthroughs or suffered a severe writer's/editor's fatigue and didn't notice it. It IS a huge game after all. Or, it could have been that they've left it intentionally, in a sense that it wasn't that much of a serious gameplay or continuity bug compared to others which had much higher priority. Or the dialogue might have been structured differently, as was the scene, but they've made last-moment edits and had to cut some dialogue to add a more important information somewhere else without compromising word budget. When reading articles about game development or listen to interviews you can hear how many of such compromises have to be made during game production. It's insane. There are simply so many things to go wrong during development, it's so complicated I think it's simply unfair to chuck whole of the responsibility on writers, or assume that they're lazy enough they butchered the dialogue during scripting. In fact, I wouldn't be surprised if voiced dialogue would still be somewhere there in the game, hidden among thousands of voice files, like many other things people have found that we simply never heard in the game.
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Post by ladyiolanthe on Aug 20, 2016 15:39:29 GMT
I think the editors might have something to do with missing dialogues, possibly, too. There's a much bigger team than the writers behind what we see in the finished game.
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Post by lilyenachaos on Aug 20, 2016 15:53:04 GMT
No caves either. Pulling down a wall sconce to enter the secret passageway leading to our base? Hehehe...I could have fun with that. What if it is a cave a behind a waterfall and behind it something like the outlaw refuge in Elden Root (from ESO): Still no caves? Well, if it's THAT cave
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Post by Elessara on Aug 20, 2016 16:00:08 GMT
What if it is a cave a behind a waterfall and behind it something like the outlaw refuge in Elden Root (from ESO): Still no caves? Well, if it's THAT cave Would it come with the dog too? I was disappointed there was no dog in DAI. And no, the one in Trespasser does not count. =p
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Post by CapricornSun on Aug 20, 2016 17:41:18 GMT
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Post by gervaise21 on Aug 20, 2016 20:50:36 GMT
I wasn't blaming PW as the writer. People asked him about the dialogue and he was the one who took the blame for its absence. The thing is I remember him saying how he was testing the game by playing it through to ensure the dialogue worked properly. He did this as a friendly Solas romance and also as a non-friendly jerk to make sure the angry Solas dialogue triggered okay. I would assume that for one of these he would have got them to drink from the Well, so that he could test the Solas response when you got back. Now everyone who took this option immediately spotted the discrepancy, which is why they asked him about it. So it seemed odd he hadn't picked up on it himself. Mind you, I think it is probably an instance of him remembering the dialogue in his head, because he had intended to write it and that is why he didn't spot it was missing. (It's why you often miss your own mistakes when proof reading). Either that, or he did spot it but it was too late to do anything about it. However, it does suggest that the decision whether to drink from the Well or not isn't going to play a vital role in the future, otherwise you'd think it would be something that would be carefully checked.
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Post by midnight tea on Aug 20, 2016 21:05:57 GMT
I wasn't blaming PW as the writer. People asked him about the dialogue and he was the one who took the blame for its absence. The thing is I remember him saying how he was testing the game by playing it through to ensure the dialogue worked properly. He did this as a friendly Solas romance and also as a non-friendly jerk to make sure the angry Solas dialogue triggered okay. I would assume that for one of these he would have got them to drink from the Well, so that he could test the Solas response when you got back. Now everyone who took this option immediately spotted the discrepancy, which is why they asked him about it. So it seemed odd he hadn't picked up on it himself. Mind you, I think it is probably an instance of him remembering the dialogue in his head, because he had intended to write it and that is why he didn't spot it was missing. (It's why you often miss your own mistakes when proof reading). Either that, or he did spot it but it was too late to do anything about it. However, it does suggest that the decision whether to drink from the Well or not isn't going to play a vital role in the future, otherwise you'd think it would be something that would be carefully checked. I'm sorry, but that's like saying that the whole of Temple Of Mythal isn't going to play any vital role, just because someone didn't check of the Dalish Inquisitor not asking who's Mythal :/ It was either an oversight, or, as you said, it might have been too late to fix it. Or, like I said earlier, there were bigger issues to pay attention to, gamebreaking to the point of unplayability. Solas may be an important character, but at that point in story he was an optional companion out of 9 available - and unless you're his friend (and likely a great deal of player didn't really succeed in befriending him) it's a dialogue option that wouldn't trigger.... in fact, it might be why they got rid of some dialogue options in the first place. They were just casting too much suspicion on him: most of companions would react the way they do and Solas suddenly begging for you not to do that? (not to mention that it'd mess with player's uncertainty towards who is supposed to drink from the Well). There's enough in ToM to already sort of makes his mask slip and audience go 'hmmm' (comments across ToM or talk with Abelas) and this might have simply been too much of a red flag. Problem might have been that at that time all of the VO were done and nothing could be done to tone it down, other than cutting it and leave only dialogues that make it seem as if Solas doesn't want either to drink the Well, for whatever reasons. Hence the 'goof' - they might have checked the game and noticed the mistake, but at that time there was little to be done (PW also said comments in similar tone about the whole "Dalish Inquisitor loses whole clan and there's practically no reaction", where he says that there's none, because most War Table missions were written after all the voice work's been done).
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Post by ellawyn on Aug 21, 2016 1:36:00 GMT
But it doesn't seem like a writer's attempt to make the best with what they had - Orsino was a writer's attempt to make the best with what they had. Solas' missing dialogue was more like it was just... unfinished. Like Weekes' printer ran out of ink halfway through printing the script. All we would've needed is a single line from Solas going "Morrigan's power-hungry, but I'd rather risk her over you." and boom, done. Maybe they were going to fix it and just ran out of time. But Weekes said it was a writing goof, so obviously that's not the initial cause. Also, hey, I actually have dabbled in writing branching narratives. Haven't done it for a high-production studio like BioWare, which I imagine is a very different beast from writing indie games and Twine novels, but still. For me this doesn't seem to be "unfinished writing" - it may as well not be a problem in writing per se, but an oversight when implementing dialogue strings into the game, way after the game has been written and voiced. The "writing goof" might have happened simply because during the finaling frenzy nobody really checked the dialogue during test playthroughs or suffered a severe writer's/editor's fatigue and didn't notice it. It IS a huge game after all. Or, it could have been that they've left it intentionally, in a sense that it wasn't that much of a serious gameplay or continuity bug compared to others which had much higher priority. Or the dialogue might have been structured differently, as was the scene, but they've made last-moment edits and had to cut some dialogue to add a more important information somewhere else without compromising word budget. When reading articles about game development or listen to interviews you can hear how many of such compromises have to be made during game production. It's insane. There are simply so many things to go wrong during development, it's so complicated I think it's simply unfair to chuck whole of the responsibility on writers, or assume that they're lazy enough they butchered the dialogue during scripting. In fact, I wouldn't be surprised if voiced dialogue would still be somewhere there in the game, hidden among thousands of voice files, like many other things people have found that we simply never heard in the game. Well, I never said it was laziness on PW's part. But I'll chuck the responsibility on the writer when the writer openly admits to it being his bad.
Like, I'm genuinely curious as to what went wrong, and given that Weekes accepted full responsibility for it, it doesn't seem like something that just got lost in the hundreds of people working on the game.
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Post by melbella on Aug 21, 2016 5:18:30 GMT
Even if they didn't have time to put something in at the temple, they still could have taken out his later line so it doesn't make the player go, "WTF are you talking about?" Although it does lead to some funny headcanon....
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Post by Deleted on Aug 21, 2016 7:18:49 GMT
I'm still loving running Solas around in the Griffon armor:
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by AlleluiaElizabeth on Aug 21, 2016 7:46:10 GMT
Even if they didn't have time to put something in at the temple, they still could have taken out his later liner so it doesn't make the player go, "WTF are you talking about?" Although it does lead to some funny headcanon.... Like Solas went on this entire rant about why you shouldn't drink from the Well and it was really eloquent and convincing and angels wept at its beauty, and he may have ended it with the revelation about his identity b/c it was just THAT important to him that you didn't sacrifice your very self to the will of another.... Only for him to realize after you drink that he never actually said any of it out loud?
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CapricornSun
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Currently in D&D RPing hell and I love it! *v* <3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Currently in D&D RPing hell and I love it! *v* <3
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by CapricornSun on Aug 21, 2016 9:00:52 GMT
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Post by gervaise21 on Aug 21, 2016 12:16:12 GMT
Taking out the later dialogue would have made sense. Saying that you can't include the one at the Temple of Mythal because Solas may not be in your party and then have him maintain he warned you against drinking if you did, is the issue. So then you would get the same dialogue with Solas regardless of whether he was in your party or not, namely "what do you intend doing with the knowledge of the Well?" Even that made little sense if you didn't drink. I wanted to say to him "Go ask Morrigan, she's the one who drank." That whole dialogue seemed superfluous because you would have no control over how the knowledge of the well was used. It was obvious that if Morrigan didn't want to share, she wouldn't, and that if she left the Inquisition after defeating Corypheus, which is what she did, then the knowledge would go with her. That essentially would be the reason you would risk drinking yourself, because you realise Morrigan is working to her own agenda and want to ensure the knowledge is more widely available.
As for Solas revealing himself, I think that was pretty categorically the case when he starts chatting to Abelas and the latter acknowledges him as one of his own. This is particularly noticeable if you are an elf yourself. Right from when they first revealed Solas before the game, I thought the idea of him being some simple apostate from a remote village was not going to be true and he was likely from the same group as Felassan. I suspected they were both going to be from some enclave of elves that traced directly to pre-Tevinter days, so effectively ancient elves. So when that dialogue took place with Abelas I thought I had been proved correct. Then whilst I was not allowed to directly ask him about this, because my first run I was in a romance with him, I was taken off and he seemed about to confess. Instead he dumped me. Then he said he would reveal all after Corypheus was defeated. Actually he did keep his promise, it just took him two years to do so. So the only thing that was a shock to my character (and me) was the realisation he was Fen'Harel.
What I do find annoying is that there is so much less revealed to a friend in the main game. You never get told about the vallaslin, although if the battle with Corypheus takes long enough he gets around to taunting you with it (except why would you take anything he says seriously?) Otherwise you miss out on that information altogether. Also, since you don't get taken off for an intimate chat when you go to see him after the Temple of Mythal, you are left with the frustration of wanting to ask him about the things Abelas said but not being allowed to do so. It did make for a different reaction between my male and female Lavallen when he went off at the end of DAI. She was more upset and puzzled why he had done so without the promised explanation, he was just frustrated and angry that Solas hadn't been more forthcoming with someone he claimed he respected.
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Post by gervaise21 on Aug 21, 2016 19:45:50 GMT
I've been rummaging around on You Tube and encountered a conversation I don't recall with Morrigan about the Well. It is probably because I opt for a different dialogue option. Anyway, she says the following in arguing why we need the Well:
"The Well of Sorrows overflows with knowledge, power abandoned by those the elves worshipped as gods." This seems rather an odd thing for her to say. She is well aware that the Dalish legends say the gods were locked away by Fen'Harel, so they have hardly abandoned the knowledge since they are not in a position to recover it. Also her way of describing the Creators as "those who the elves worshipped as gods" rather than simply "the elven gods", sounds more like something Solas would say. So what do you suppose she is getting at here?
It also calls to mind something that Abelas says in the ancient elven writing that you can only decipher if you drink from the Well. He says of those born after the Veil was raised: "I will teach them. They must serve. We must prepare for those who cast Mythal down." So was he expecting the Evanuris or their servants to come and try and take the Well, not realising initially that the gods had been imprisoned? Or was he referring to something else, the idea that eventually the Veil would come down again and the Evanuris would return?
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Post by Deleted on Aug 21, 2016 20:32:03 GMT
I've been rummaging around on You Tube and encountered a conversation I don't recall with Morrigan about the Well. It is probably because I opt for a different dialogue option. Anyway, she says the following in arguing why we need the Well: "The Well of Sorrows overflows with knowledge, power abandoned by those the elves worshipped as gods." This seems rather an odd thing for her to say. She is well aware that the Dalish legends say the gods were locked away by Fen'Harel, so they have hardly abandoned the knowledge since they are not in a position to recover it. Also her way of describing the Creators as "those who the elves worshipped as gods" rather than simply "the elven gods", sounds more like something Solas would say. So what do you suppose she is getting at here? It also calls to mind something that Abelas says in the ancient elven writing that you can only decipher if you drink from the Well. He says of those born after the Veil was raised: "I will teach them. They must serve. We must prepare for those who cast Mythal down." So was he expecting the Evanuris or their servants to come and try and take the Well, not realising initially that the gods had been imprisoned? Or was he referring to something else, the idea that eventually the Veil would come down again and the Evanuris would return? Honestly, I think it's both - that the Evanuris wanted to eradicate Mythal's worship after they killed her, and that Mythal's legacy would be in danger once again, if the Veil ultimately failed to restrain them. Thus, for millennia, Abelas and the other sentinels were prepared to die to protect it. I have to wonder that if the Inquisitor is friendly towards the sentinel elves, whether Mythal influenced Abelas to let the well go. She could tell who drank from the well, while Solas said that all actions made by a well-drinker are for Mythal whether they know it or not, and it's heavily implied that Abelas was bound the same way. It's all very curious and vaguely explained.
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rapscallioness
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Post by rapscallioness on Aug 21, 2016 21:01:57 GMT
I'm pretty sure the BlanketFort has already come across this work from maeveschild.deviantart.com but I just stumble across it and wanted to share. It's called "Dinan_Shiral"
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