Post by AnDromedary on Mar 19, 2018 21:28:11 GMT
I am sure a thread like this exists somewhere on this board already but I could find one on the first 3 board pages and the search didn't yield results either, so eff it, I am creating a new one.
This is just for fun, come up with ways as to how DA4 might start. What's the background of the protagonist? How do they get involved in the events of the game? Where will that lead?
You can of course take it as far as you want but I'll just cover the first couple of hours I could imagine for a new DA.
So I am starting with one of the last sentences, the Inquisitor says in Tresspasser, when it's about the fact that Solas knows everything about them and the Inq goes "then we find someone they don't know." To me, that was a very clear hint as to who the protagonist in the enxt game is gonna be, someone, who no one knows or expects.
So my protagonist is an individual, who's family went on an expedition into the Ameranthine Ocean more than 40 years ago (in 9:10, DA4 would play out at around 9:50). The expedition came across a string of islands in the sea and they created a small colony in these strange lands, lived there for a generation but now, they sent some ships back. Thus, the protagonist was born outside of Thedas, has no knowledge of what went on there over the last 40 years. S/he (gonna stick with he from hereon out for simplicity) could be any race (as there was a qunari expedition as well and they fought the humans and elves). There was only one family of dwarfes that dared to come but the protag may descent from them as well). One could even introduce a new race if one wanted, that is native to these islands (I am all for lizard people )
So the protagonist is on the ship that is sent back to Thedas, to re-establish contact with them and let people know that they are out there.As they approach the eastern shores of the Free Marches, it's clear skies and everything is looking great when suddenly a huge maelstrom opens up just in front of their ship and swallows it. The ship is crushed and the protag is about to drown. In this situation, we see the protag having weird flashes, visions of strange lands, up side down towers, a lake of molten gold, that has a stone thrown into it and turns black as the riplles progress outward. Finally, a strange shadow is seen, that moves toward the protag and into him. Then, we are back in reality, under water and the maelstrom explodes outward, hurling the remains of the ship as well as the protag through the air and back into the sea. Barely, the protag makes it to shore as the only survivor. At this point, you get control and you can run around the shore a little, trying to find a way inland. As you take your first steps, you hear a voice, out of nowhere, asking you questions: "Why did you come here?", "what is your purpose?", "Who are you?". You can choose your responses, they might even let you choose some of your background, so that you - the player - can decide to some extent, what it was like to live outside of Thedas. But in general, the voice confuses you and weirdly, whoever the voice belongs to seems just as confused.
Soon, you are ambushed by a bunch of elves. Yu get to do some tutorial fighting but eventually, you are overwhelmed and captured by the elves, who knock you unconscious. You wake up in some sort of dungeon-laboratory, chained to a table. This is when you meet Solas. He apologizes to you and explains that your ship was the unfortunate victim of an experiment that failed. Even more unfortunately, you, as the only living being that made it through the experiment and was at ground zero, so to speak, may have some invaluable information. Solas wants to study how your body and mind were affected by whatever he was doing there. It is implied that he wants to observe you for while and then probably dissect you.
But after a bit of initial unpleasentness (they might take "a sample", you are being left alone. Of course, you are soon being freed by a spy of the inquisition (a new elven rogue character who'll be your first companion). Together, you need to make our way out of Solas' compound. Through all of this, you keep having odd conversations with that inner voice, which keeps questioning everything around you. Eventually, you run into a dead end. You can see the outside but there a massive metal grate in your way, so you can't get through. As you and your enw companion despair, the voice in your head asks why, if you don't like your situation, you don't just change it? You don't understand but as Solas' elves come around the next corner and you realize, you are trapped, the voice tells you to change things, change the world around you and suddenly, the metal grate changes to water and splashes to the ground. You and your new friend escape. And you wonder what's going on.
From now on, you have a new focus ability, that allows you destroy enemies weapons and armor, massively debuffing them.
Having escaped Solas, you and your rogue friend travel to Skyhold, where you meet the Inquisitor, who explains that Solas is experimenting with tearing down the veil and making the world and the fade as one. They recruit you to fight against that but the voice in your head keeps questioning everything. "Would a world without the veil not be better? More rich in possibilities?" And so on.
Over the course of the game, you'd discover a few things: Obviously, the maelstrom happened because Solas tried to locally tare the veil, creating something like a rift. The visions you experience were from the fade. The shadow that melted into you was spirit of curiosity or demon of doubt, depending on your perspective. However, it didn't possess you exactly. Because of the volatility of Solas' experiment, it melded with you in a unique way, where both it and you are separately manifest in your body. You are still in full control of yourself but you will keep hearing the spirit/demon. You'll find out more about the background of this spirit as the game progresses, it might have a relation to Solas as well. Furthermore, your exposure to Solas' spell left a part of the rift inside you. Wherever you go, the veil is weakened. That is why you can wish things to change in the real world at times, just like you usually only can in the fade. That ability can will expand as you progress through the game. It can be a plot device at times but there should also be gameplay implications, like the focus abilities or also situations in the environment where you can use your gift (kinda like those in DA:I, where warriors could break walls, mages could repair bridges and such). It would be cool to have a more open use for this ability but that might be difficult in terms of balancing and gameplay.
In the end, it would be great if the player can decide, do they want to stick with the inquisition (or it's remnants if disbanded in Trespasser) or do they actually want to join Solas because the player sees first hand what a wonders that new world without a veil might bring. Not sure if that is feasible though, as it would surely lead to the same issue as the ME3 endings did. You give the player a choice like that and the consequences are so enormous, you can't make DA5 anymore. Might be worth it though, to put it all into this epic decision, to end the world as we know it or not.
So that or something like that would be my idea on how to start the next game. I think especially if the next DA game is still a few years off and a lot of players will be new to the world, we need a protag who can discover things with these new players, so an outsider who really hasn't been around should work. Yet, you need to provide some connection to Solas fairly quickly in order to make them have a stake and a believable reason to be in the events that the game is going to be around.
How would you guy start off the game? Fee l free to share ideas (or tare mine apart ).
This is just for fun, come up with ways as to how DA4 might start. What's the background of the protagonist? How do they get involved in the events of the game? Where will that lead?
You can of course take it as far as you want but I'll just cover the first couple of hours I could imagine for a new DA.
So I am starting with one of the last sentences, the Inquisitor says in Tresspasser, when it's about the fact that Solas knows everything about them and the Inq goes "then we find someone they don't know." To me, that was a very clear hint as to who the protagonist in the enxt game is gonna be, someone, who no one knows or expects.
So my protagonist is an individual, who's family went on an expedition into the Ameranthine Ocean more than 40 years ago (in 9:10, DA4 would play out at around 9:50). The expedition came across a string of islands in the sea and they created a small colony in these strange lands, lived there for a generation but now, they sent some ships back. Thus, the protagonist was born outside of Thedas, has no knowledge of what went on there over the last 40 years. S/he (gonna stick with he from hereon out for simplicity) could be any race (as there was a qunari expedition as well and they fought the humans and elves). There was only one family of dwarfes that dared to come but the protag may descent from them as well). One could even introduce a new race if one wanted, that is native to these islands (I am all for lizard people )
So the protagonist is on the ship that is sent back to Thedas, to re-establish contact with them and let people know that they are out there.As they approach the eastern shores of the Free Marches, it's clear skies and everything is looking great when suddenly a huge maelstrom opens up just in front of their ship and swallows it. The ship is crushed and the protag is about to drown. In this situation, we see the protag having weird flashes, visions of strange lands, up side down towers, a lake of molten gold, that has a stone thrown into it and turns black as the riplles progress outward. Finally, a strange shadow is seen, that moves toward the protag and into him. Then, we are back in reality, under water and the maelstrom explodes outward, hurling the remains of the ship as well as the protag through the air and back into the sea. Barely, the protag makes it to shore as the only survivor. At this point, you get control and you can run around the shore a little, trying to find a way inland. As you take your first steps, you hear a voice, out of nowhere, asking you questions: "Why did you come here?", "what is your purpose?", "Who are you?". You can choose your responses, they might even let you choose some of your background, so that you - the player - can decide to some extent, what it was like to live outside of Thedas. But in general, the voice confuses you and weirdly, whoever the voice belongs to seems just as confused.
Soon, you are ambushed by a bunch of elves. Yu get to do some tutorial fighting but eventually, you are overwhelmed and captured by the elves, who knock you unconscious. You wake up in some sort of dungeon-laboratory, chained to a table. This is when you meet Solas. He apologizes to you and explains that your ship was the unfortunate victim of an experiment that failed. Even more unfortunately, you, as the only living being that made it through the experiment and was at ground zero, so to speak, may have some invaluable information. Solas wants to study how your body and mind were affected by whatever he was doing there. It is implied that he wants to observe you for while and then probably dissect you.
But after a bit of initial unpleasentness (they might take "a sample", you are being left alone. Of course, you are soon being freed by a spy of the inquisition (a new elven rogue character who'll be your first companion). Together, you need to make our way out of Solas' compound. Through all of this, you keep having odd conversations with that inner voice, which keeps questioning everything around you. Eventually, you run into a dead end. You can see the outside but there a massive metal grate in your way, so you can't get through. As you and your enw companion despair, the voice in your head asks why, if you don't like your situation, you don't just change it? You don't understand but as Solas' elves come around the next corner and you realize, you are trapped, the voice tells you to change things, change the world around you and suddenly, the metal grate changes to water and splashes to the ground. You and your new friend escape. And you wonder what's going on.
From now on, you have a new focus ability, that allows you destroy enemies weapons and armor, massively debuffing them.
Having escaped Solas, you and your rogue friend travel to Skyhold, where you meet the Inquisitor, who explains that Solas is experimenting with tearing down the veil and making the world and the fade as one. They recruit you to fight against that but the voice in your head keeps questioning everything. "Would a world without the veil not be better? More rich in possibilities?" And so on.
Over the course of the game, you'd discover a few things: Obviously, the maelstrom happened because Solas tried to locally tare the veil, creating something like a rift. The visions you experience were from the fade. The shadow that melted into you was spirit of curiosity or demon of doubt, depending on your perspective. However, it didn't possess you exactly. Because of the volatility of Solas' experiment, it melded with you in a unique way, where both it and you are separately manifest in your body. You are still in full control of yourself but you will keep hearing the spirit/demon. You'll find out more about the background of this spirit as the game progresses, it might have a relation to Solas as well. Furthermore, your exposure to Solas' spell left a part of the rift inside you. Wherever you go, the veil is weakened. That is why you can wish things to change in the real world at times, just like you usually only can in the fade. That ability can will expand as you progress through the game. It can be a plot device at times but there should also be gameplay implications, like the focus abilities or also situations in the environment where you can use your gift (kinda like those in DA:I, where warriors could break walls, mages could repair bridges and such). It would be cool to have a more open use for this ability but that might be difficult in terms of balancing and gameplay.
In the end, it would be great if the player can decide, do they want to stick with the inquisition (or it's remnants if disbanded in Trespasser) or do they actually want to join Solas because the player sees first hand what a wonders that new world without a veil might bring. Not sure if that is feasible though, as it would surely lead to the same issue as the ME3 endings did. You give the player a choice like that and the consequences are so enormous, you can't make DA5 anymore. Might be worth it though, to put it all into this epic decision, to end the world as we know it or not.
So that or something like that would be my idea on how to start the next game. I think especially if the next DA game is still a few years off and a lot of players will be new to the world, we need a protag who can discover things with these new players, so an outsider who really hasn't been around should work. Yet, you need to provide some connection to Solas fairly quickly in order to make them have a stake and a believable reason to be in the events that the game is going to be around.
How would you guy start off the game? Fee l free to share ideas (or tare mine apart ).