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Post by Iakus on Oct 17, 2018 15:54:07 GMT
I think that in any game which is not a self contained story the choices you make can only have a limited impact going forward to the next instalment if the writers have a particular direction they want to take with the plot or the characters they have introduced. People have mentioned Baldurs Gate series and thinking back, in the original Baldurs Gate you could ditch Imoen, reject Jaheira and Khalid, fight Minsc and never get to rescue Dynaheir, leave Viconia to be killed by her pursuers rather than recruited, and any or all of these characters could be killed along the way or in the final battle. Yet Baldurs Gate 2 begins with you having been captured along with all of these, even if some of these have been killed off before the game gets underway and both Jaheira and Viconia are romance options this time round. Also in Baldurs Gate if you so choose you can kill the iconic game world character of Drizzt, only for you to encounter him again in BG2, this time with this friends. Of course the Forgotten Realms actually had spells for raising the dead and resurrection to account for people being around after being killed and if the game records that you killed Drizzt, he behaves differently from someone who helped him, but the general principle is there. It is not possible to accommodate all player choices if you are working on a continuing story. Actually, I feel Mass Effect trilogy did a pretty good job in this respect, having substitute roles in place of characters who do not make it through to ME2 or ME3. The problem with Leliana in Dragon Age would appear to be the graphics that can leave her decapitated, as we had already been introduced to the idea of a spirit preventing someone's death with Wynne, also explaining how she can survive the PC killing her. So a spirit preserving Leliana is not an introduction to game lore for which we hadn't been prepared. Morrigan can also be stabbed in Witch Hunt but her fate was left ambiguous because of her falling through the eluvian. The same was true of Sten if you leave him in his cage. Had Leliana's fate been similarly unsure I think there would have been less grounds for complaint. I seem to recall that the writers have learned from the backlash over Leliana because they have made it clear that in future any character capable of being killed by the PC on screen will not play a major part in future games. I stress the on screen part because it is possible they might bring back people, like Calpernia, who you only see jump off the cliff but never see a body at the bottom. On the whole, though, I think the stress on "needing new people" in the epilogue to Trespasser is the writers way of saying that we should not expect to see too many characters from the south in the next game. Dorian is likely an exception because they went to great lengths to place him back up in Tevinter by the end of the story, with him helping to found the Lucerni and becoming a Magister no matter what relationship he had with the Inquisitor. I would imagine that most of our choices reflected in the Keep will only affect how certain codices read or how people or outcomes are referred to in the game without having to devote a great deal of resources to actually showing them. Choices made should matter IN THE GAME THE CHOICE WAS MADE. If I choose to side with one faction over another, that should change things further down the road. If I befriend, betray, kill, or ignore a particular NPC who plays a significant roll in the story, that should be reflected in the story. And so on.
But I am disillusioned by the whole save import thing. It has become nothing more than a vehicle for irrelevant cameos that do nothing more than say "Remember this from an earlier game? Good times!"
I have no problem with sequels picking a canon and running with it, provided I can still play my own canon in the game. The Baldur's Gate games are, imo the GOAT for cRPGs. I have completed games without the canon party, and still manage to enjoy BG2.
I say leave the baggage of previous games behind and focus on crafting awesome individual games. Otherwise you get problems like ME2 where Ashley, Kaidan, and Liara were sidelined in the most ham-fisted way possible, leading to a lot of complaints from their fans. Then in ME3 the ME2 crowd were reduced to largely pointless cameos, leading to even more complaints from ME2 fans.
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Post by andydandymandy on Oct 19, 2018 3:58:46 GMT
I don't think I would've been able to enjoy Mass Effect 2 as much as I did if I wasn't able to import my ME1 saves into it. That made it feel like a sequel. It would be a shame to lose that just because some people complain (fans on the Internet complaining about something?! What a shocker!!).
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Post by Elfen Lied on Oct 19, 2018 13:30:35 GMT
Choices made should matter IN THE GAME THE CHOICE WAS MADE. If I choose to side with one faction over another, that should change things further down the road. If I befriend, betray, kill, or ignore a particular NPC who plays a significant roll in the story, that should be reflected in the story. And so on.
But I am disillusioned by the whole save import thing. It has become nothing more than a vehicle for irrelevant cameos that do nothing more than say "Remember this from an earlier game? Good times!"
I have no problem with sequels picking a canon and running with it, provided I can still play my own canon in the game. The Baldur's Gate games are, imo the GOAT for cRPGs. I have completed games without the canon party, and still manage to enjoy BG2.
I say leave the baggage of previous games behind and focus on crafting awesome individual games. Otherwise you get problems like ME2 where Ashley, Kaidan, and Liara were sidelined in the most ham-fisted way possible, leading to a lot of complaints from their fans. Then in ME3 the ME2 crowd were reduced to largely pointless cameos, leading to even more complaints from ME2 fans.
I totally agree with you. I would like to point out only that imho character's cameos are the least of all evils. I mean, if people have yet to understand that devs will NEVER waste a lot of energies and resources for a character that you could/couldn't see in your game according to your previous choices, well, I won't blame the game if they're going to be disappointed then. The real problem is when major choices that you did in a game are sidelined in the sequel and solved in a ten-minute side quest or even worse have no consequences at all. Two good examples are the Dark Ritual in DA:O and The Rachni Queen in ME1, two choices that while you were playing those games gave you the feeling that could decide the fate of the world/universe and play a big role in the subsequent games, when in reality didn't lead anywhere.
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Post by midnight tea on Oct 19, 2018 16:24:37 GMT
Choices made should matter IN THE GAME THE CHOICE WAS MADE. If I choose to side with one faction over another, that should change things further down the road. If I befriend, betray, kill, or ignore a particular NPC who plays a significant roll in the story, that should be reflected in the story. And so on. It doesn't really work if the game is part of the ongoing story and choices in one game affect the next game. That's sort of the major thrust of what's discussed here. You may wish for leaving past games behind, story-wise.... but that simply isn't Dragon Age, which clearly wants to tell a larger story over a number of chapters. Let it be different from Skyrim. Or Baldur's Gate for that matter.
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Post by Iakus on Oct 19, 2018 16:41:11 GMT
Choices made should matter IN THE GAME THE CHOICE WAS MADE. If I choose to side with one faction over another, that should change things further down the road. If I befriend, betray, kill, or ignore a particular NPC who plays a significant roll in the story, that should be reflected in the story. And so on. It doesn't really work if the game is part of the ongoing story and choices in one game affect the next game. That's sort of the major thrust of what's discussed here. You may wish for leaving past games behind, story-wise.... but that simply isn't Dragon Age, which clearly wants to tell a larger story over a number of chapters. Let it be different from Skyrim. Or Baldur's Gate for that matter. That's just it: the stories are only "connected" in that they take place in the same setting. The only real connection between Hawke and the Warden is the Fifth Blight. We don't need an endless parade of people to walk by and go "oh, yeah, I knew the Warden!" for no other reason than to show us that THIS IS A SEQUEL TO THAT OTHER GAME! Similarly, Choice that affect the next game are destined to be minor, even trivial in effect, because they have to account for a different choice being made. For example, it doesn't matter in DAI if you sided with Larius or Janeka in Legacy. Or even if you played the DLC at all.Nor does it matter if Hawke sided with the Wardens or the mages (aside from a few lines of exposition), or the fate of Redcliffe in DAO. It doesn't matter if Bhelen or Harrowmont become king, It doesn't matter if Alistair is king alone, king with Anora, king with the Warden, a Grey Warden himself, a drunk, or dead (executed or perished in the Fade) And in the future, I seriously doubt if it will matter who is Divine, whether you recruited/conscripted the Templars/Mages, whether Cole became more human or spirit, who rules Orlais, whether the Inquisition gets rolled into the Chantry or disbands,etc. Anyone who thinks otherwise is doomed to disappointment, because other choices have to be accounted for. You simply can't change the world-state that much or else the baggage that gets carried over will be too much to tell coherent stories going forward. Look at Mass Effect. The trilogy was supposed to be an ongoing story, but each game ditched or trivialized all the major choices. And we were playing the same character all three games!
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Post by Elfen Lied on Oct 19, 2018 16:52:34 GMT
Choices made should matter IN THE GAME THE CHOICE WAS MADE. If I choose to side with one faction over another, that should change things further down the road. If I befriend, betray, kill, or ignore a particular NPC who plays a significant roll in the story, that should be reflected in the story. And so on. It doesn't really work if the game is part of the ongoing story and choices in one game affect the next game. That's sort of the major thrust of what's discussed here. You may wish for leaving past games behind, story-wise.... but that simply isn't Dragon Age, which clearly wants to tell a larger story over a number of chapters. Let it be different from Skyrim. Or Baldur's Gate for that matter. But they are still leaving them behind by making them almost irrelevant which is far worse imho.
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Post by midnight tea on Oct 19, 2018 17:28:16 GMT
It doesn't really work if the game is part of the ongoing story and choices in one game affect the next game. That's sort of the major thrust of what's discussed here. You may wish for leaving past games behind, story-wise.... but that simply isn't Dragon Age, which clearly wants to tell a larger story over a number of chapters. Let it be different from Skyrim. Or Baldur's Gate for that matter. But they are still leaving them behind by making them almost irrelevant which is far worse imho. They ARE relevant and they are still part of the story (even if our choices are pushed aside, the story naturally flows from one main protagonist to another, their existence and actions undeniably there in the larger scheme of things) - even if people wish some of them were more and some less. Plus, we know that they CAN be relevant because the story is not over yet. We have no idea what it's going to culminate as - all we know that it has an effect on how they write and shape their story.
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Post by Xunne13 on Oct 19, 2018 17:53:57 GMT
Choices made should matter IN THE GAME THE CHOICE WAS MADE. If I choose to side with one faction over another, that should change things further down the road. If I befriend, betray, kill, or ignore a particular NPC who plays a significant roll in the story, that should be reflected in the story. And so on. It doesn't really work if the game is part of the ongoing story and choices in one game affect the next game. That's sort of the major thrust of what's discussed here. You may wish for leaving past games behind, story-wise.... but that simply isn't Dragon Age, which clearly wants to tell a larger story over a number of chapters. Let it be different from Skyrim. Or Baldur's Gate for that matter. Each DA game can exist without the others and nothing happens to the main story of DA2 or DAI as result of choices in previous game(s). Choices affect the game they are in and mostly cameos in later games. It's a nice thing for the fans to have things like that, but it's not a larger story arc. E.g. choices you make with regards to the mage/templar conflict in 2 have no bearing on the state of the conflict or the choices available in DAI. It would be brilliant if that was the case, but DA isn't like ME with a single epic story spanning three games.
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Post by midnight tea on Oct 19, 2018 17:54:03 GMT
It doesn't really work if the game is part of the ongoing story and choices in one game affect the next game. That's sort of the major thrust of what's discussed here. You may wish for leaving past games behind, story-wise.... but that simply isn't Dragon Age, which clearly wants to tell a larger story over a number of chapters. Let it be different from Skyrim. Or Baldur's Gate for that matter. That's just it: the stories are only "connected" in that they take place in the same setting. That is... pretty much entirely untrue. Even if the story doesn't pay much heed to each of our individual choices in each game you CAN'T have DA2 without our protagonist's actions in DAO (HoF stops the Blight!) and you CAN'T have DAI without protagonists actions in DA2 (Hawke brings red lyrium to surface and takes part in releasing Corypheus + all the mage rebellion start) They are intrinsically connected - to the point that we're either working with people who knew them (Warden) or directly with them (Hawke in DAI) and the story flows from what they experienced, encountered or done. If you want to discuss how connected, story-wise, chapters are between themselves you can't confuse flavor stuff with actual characters presence in the story. It doesn't matter whether Hawke sided with Larius and Janeka, but it does matter that he/she has released Corypheus at some point (whether somebody played the DLC or not). And there are different levels of consequences of each individual flavor choice you mentioned... I mean, are you serious in comparing how much does, say, Larius and Janeka decision with whether Alistair is Warden or King, when one of them can result with character's death? Also - how do you know what will or will not matter in the future? For example, in DA2 it totally didn't matter whether there was OGB or not - it's only in DAI that we see that it has different results and have no idea if there'd be further branching. I don't expect totally different or special endings or anything, I'm not the sort of person who is prone to unrealistic expectations - but since DA is still an ongoing story that builds on past chapters we can't say how much impact certain decisions (or the cumulative result of these decisions) will have in the future. And that's part of fun of waiting for the next chapter for me, btw. Will it matter? How will they tie this stuff up? In a story this massive and inter-connected, even acknowledging past events merits to something. That's how it is with stories that continue past one chapter. BW clearly wants to tell such stories in ME and DA universes (even if one is story focused on a certain character while another is a story of the world through eyes of multiple protagonists) - you may not like it, which is entirely fair, but this is what they set out to do.
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Post by midnight tea on Oct 19, 2018 18:01:59 GMT
It doesn't really work if the game is part of the ongoing story and choices in one game affect the next game. That's sort of the major thrust of what's discussed here. You may wish for leaving past games behind, story-wise.... but that simply isn't Dragon Age, which clearly wants to tell a larger story over a number of chapters. Let it be different from Skyrim. Or Baldur's Gate for that matter. Each DA game can exist without the others and nothing happens to the main story of DA2 or DAI as result of choices in previous game(s). It can't. If the Warden doesn't stop the Blight, then DA2 (or much else, really) can't happen (we even have Darkspawn Chronicles to show what happens if Warden doesn't exist in DAO). If Hawke doesn't bring red lyrium and releases Corypheus, DAI can't happen. Each chapter is contingent on the previous chapter happening, even if choices of each protagonist are not (or not all) taken into account. Don't confuse the issue of whether individual choices matter or not with an issue of whether their stories are connected because those are two different things.
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Post by Xunne13 on Oct 19, 2018 18:04:09 GMT
Each DA game can exist without the others and nothing happens to the main story of DA2 or DAI as result of choices in previous game(s). It can't. If the Warden doesn't stop the Blight, then DA2 (or much else, really) can't happen (we even have Darkspawn Chronicles to show what happens if Warden doesn't exist in DAO). If Hawke doesn't bring red lyrium and releases Corypheus, DAI can't happen. Each chapter is contingent on the previous chapter happening, even if choices of each protagonist are not (or not all) taken into account. Don't confuse the issue of whether individual choices matter or not with an issue of whether their stories are connected because those are two different things. That these things happen do matter but it isn't imortant that your protag did them or some other unknown person. All that's important in your example is that SOME WARDEN stopped the blight so that Hawkers family story went the way it did. The fact that DA2 occurs the same way regardless of player choice in DAO means that the connection is neither intrinsic nor direct. And since what has happened in each game has had minimal impact.on the following ones, I don't expect that to be something Bioware starts now.
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Post by midnight tea on Oct 19, 2018 18:19:54 GMT
It can't. If the Warden doesn't stop the Blight, then DA2 (or much else, really) can't happen (we even have Darkspawn Chronicles to show what happens if Warden doesn't exist in DAO). If Hawke doesn't bring red lyrium and releases Corypheus, DAI can't happen. Each chapter is contingent on the previous chapter happening, even if choices of each protagonist are not (or not all) taken into account. Don't confuse the issue of whether individual choices matter or not with an issue of whether their stories are connected because those are two different things. These things happen do matter but it isn't imortant that your protag did them or some other unknown person. All that's important in your example is that SOME WARDEN stopped the blight so that Hawkers family story went the way it did. The fact that DA2 occurs the same way regardless of player choice in DAO means that the connection is neither intrinsic nor direct. The fact that it isn't 'intrinsic and direct' in a sense that all your decisions aren't specifically acknowledged in next chapters doesn't make it less so. SOME WARDEN (more specifically: one of those we can pick and play at the start) had to exist in order for everything else to take place the way it did. It can't be more intrinsic and direct than that, even if you don't like the fact that the story doesn't acknowledge or take into account all your individual choices as a player (which would be absurd proposition anyway, given that we know that branching is super-expensive from the game development perspective). Since I haven't played any game there is I'm not aware of the existence of any RPG that would take into account all the choices characters have made in each chapter. Nevermind that there will always, clearly, be an issue of the game not necessarily offering choices or consequences each player likes (or likes the fact that each decision can be countered or made irrelevant, sometimes by decisions of our next PC).
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Post by Iakus on Oct 19, 2018 18:21:52 GMT
That's just it: the stories are only "connected" in that they take place in the same setting. That is... pretty much entirely untrue. Even if the story doesn't pay much heed to each of our individual choices in each game you CAN'T have DA2 without our protagonist's actions in DAO (HoF stops the Blight!) and you CAN'T have DAI without protagonists actions in DA2 (Hawke brings red lyrium to surface and takes part in releasing Corypheus + all the mage rebellion start) They are intrinsically connected - to the point that we're either working with people who knew them (Warden) or directly with them (Hawke in DAI) and the story flows from what they experienced, encountered or done. Then why were there so many complaints that the Hawke of DAI didn't act like the Hawke that people played in DA2? Sure the Blight spurs Hawke to action in DA2. But how the Warden stops the Blight is irrelevant. Ultimate Sacrifice, Alistair taking the shot, Loghain, or the Dark Ritual, it doesn't matter. I'm actually quite impressed with the scenes done in DAI if you did the Dark Ritual. But even that has been rendered irrelevant. Saying that we can't have DA2 without an action that all players take (stopping the archdemon) is kinda cheating, since it's the CHOICES that we are talking about here. No, it doesn't. Even if you didn't play the DLC, Hawke (and Varric) released Corypheus. The choice doesn't matter. They're all examples of choices. Larius wanted to destroy Corypheus, Janeka to bind him. Neither choice matters. Because after three games, and another series (Mass Effect) that also dos save imports, I can see the pattern emerging. Like I said before, I was impressed at seing some genuinely different scenes if the OGB is around. But even then, it's clear that those scenes are as far as it will go. Branching CAN'T go too far, or the outcomes will become so wildly divergent that making a coherent story will be impossible. [/quote] If they can't manage it focusing on a single character, what makes you think they can manage with with an entire continent?
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Post by Xunne13 on Oct 19, 2018 18:44:20 GMT
These things happen do matter but it isn't imortant that your protag did them or some other unknown person. All that's important in your example is that SOME WARDEN stopped the blight so that Hawkers family story went the way it did. The fact that DA2 occurs the same way regardless of player choice in DAO means that the connection is neither intrinsic nor direct. The fact that it isn't 'intrinsic and direct' in a sense that all your decisions aren't specifically acknowledged in next chapters doesn't make it less so. SOME WARDEN (more specifically: one of those we can pick and play at the start) had to exist in order for everything else to take place the way it did. It can't be more intrinsic and direct than that, even if you don't like the fact that the story doesn't acknowledge or take into account all your individual choices as a player (which would be absurd proposition anyway, given that we know that branching is super-expensive from the game development perspective). Since I haven't played any game there is I'm not aware of the existence of any RPG that would take into account all the choices characters have made in each chapter. Nevermind that there will always, clearly, be an issue of the game not necessarily offering choices or consequences each player likes (or likes the fact that each decision can be countered or made irrelevant, sometimes by decisions of our next PC). The important decisions and choices have no effect, the things that are referenced are small and inconsequential to the story and are basically cameos and Easter eggs, so, no, it's neither intrinsic nor direct. It's three separate games in a single game universe in a close time period with a few overlapping characters, themes and events. Your DA2 game could follow your DAO, or mine, or a default, none of which will impact your DA2 game.
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Post by midnight tea on Oct 19, 2018 19:13:41 GMT
That is... pretty much entirely untrue. Even if the story doesn't pay much heed to each of our individual choices in each game you CAN'T have DA2 without our protagonist's actions in DAO (HoF stops the Blight!) and you CAN'T have DAI without protagonists actions in DA2 (Hawke brings red lyrium to surface and takes part in releasing Corypheus + all the mage rebellion start) They are intrinsically connected - to the point that we're either working with people who knew them (Warden) or directly with them (Hawke in DAI) and the story flows from what they experienced, encountered or done. Then why were there so many complaints that the Hawke of DAI didn't act like the Hawke that people played in DA2? You are still confusing things. The fact that Hawke 'doesn't act like the Hawke people played' doesn't negate the fact that Hawke is still there. All the major beats of their story happened; he/she exists in the story and is intrinsic to a point where we can directly interact with them. The issue of Hawke not acting like Hawke people played is separate from their actions/presence in the story having a direct impact on future events - it's a matter of execution rather than story flow and structure. You say that it's the choices what we are talking here, yet you're still trying to make a case as if overall story is not connected at all with one another aside from the world in which is set, while these are two different things. Also - it's pretty interesting that you keep focusing on whether it matters how Warden has stopped the Blight, when we know that it has one serious consequence: namely, which Warden we meet and take to the Fade with us to ultimately decide their fate. How is this irrelevant? Even if you wished for the choice to have more impact, the fact is that we have a whole slew of branching choices that - just like OGB - have only revealed their relevance to events in 3rd chapter while overstepping the 2nd one. The precedent has been set then. We just don't know how and when each choice (or cumulations of choices) will impact any future events (we have no idea whether or how the OGB plot - or maybe even Warden/Hawke in the Fade plot - will play out in the future). Again with the confusion... the choice of Larius/Janeka may not matter - what matters is that Hawke has ultimately contributed to releasing Corypheus thus setting the stage for the next chapter. I'm not exactly sure why are you so insistent on focusing on Larius/Janeka thing not being relevant when the fact that Larius wanted to destroy Cory and Janeka bind him was rendered irrelevant at the end of the DLC? I only gave it as an example and that you can't treat all the choices the same way. Some choices are meatier or more consequential than others, that was my point. Well of course, that's just the nature of the games they're making and will likely be so unless the reality of game development shifts to something else. I'd like to point out that the medium is still young and there are not that many stories on the market that are attempting to make what DA (or ME) is trying to do in terms of enormous multi-chapter RPGs with branching choices. The devs have the right to experiment and not always get things right or satisfactory for some people - the idea/hope is that with each chapter (or new franchises in which they try new approaches, like Anthem) they'll learn important lessons and thus become better at it, plus hopefully the technology gets streamlined and will allow for more and more things. They've already iterated that - I can't tell just how happy I am that they've invented Dragon Age Keep. The idea that I don't have to replay each game to import the world-state (nevermind that it was oftentimes broken at places), especially in reality of more and more chapters existing and multiple playthroughs in itself allows for way more flexibility both in terms of playing as in terms of designing. Now it's a matter of refinement and/or future iteration. Whether they managed something or not is a matter of opinion. What matters is that it ultimately results in something of a different story. In DA there exist themes of subjectivity, of looking at things from different perspectives and how - sic! - past events (whether we have control over them or not) affect the future OR how different things and people acting on the continent affect our decisions and choices. We can discuss and dispute how well choices have been treated, whether on an individual basis or in bulk - but it's hard to ignore the fact that Thedas is a living, breathing thing with multiple actors vying to influence it and secrets waiting to be revealed to shake the entire thing, metaphorically and not. That alone allows for a story in which it is not just explainable but even expected for not all our choices having an effect we expect or for it to be irrelevant or negated (sometimes even by our next PCs).
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Post by midnight tea on Oct 19, 2018 19:30:47 GMT
The fact that it isn't 'intrinsic and direct' in a sense that all your decisions aren't specifically acknowledged in next chapters doesn't make it less so. SOME WARDEN (more specifically: one of those we can pick and play at the start) had to exist in order for everything else to take place the way it did. It can't be more intrinsic and direct than that, even if you don't like the fact that the story doesn't acknowledge or take into account all your individual choices as a player (which would be absurd proposition anyway, given that we know that branching is super-expensive from the game development perspective). Since I haven't played any game there is I'm not aware of the existence of any RPG that would take into account all the choices characters have made in each chapter. Nevermind that there will always, clearly, be an issue of the game not necessarily offering choices or consequences each player likes (or likes the fact that each decision can be countered or made irrelevant, sometimes by decisions of our next PC). The important decisions and choices have no effect, the things that are referenced are small and inconsequential to the story and are basically cameos and Easter eggs, so, no, it's neither intrinsic nor direct. It's three separate games in a single game universe in a close time period with a few overlapping characters, themes and events. Your DA2 game could follow your DAO, or mine, or a default, none of which will impact your DA2 game. Again - how much games take into account your individual choices in each game is a matter that is fairly separate to how intrinsic a story of one is to another. The fact that my DA2 game could follow mine, yours or default DAO doesn't negate the fact that it still has to follow DAO's story directly in order to simply be. When the next character's actions or maybe even existence is dependant on the previous character existing and doing something that allows for the story to flow in the direction it does, then they're clearly more than just separate titles with some overlap. That this format (and very likely budget) currently treats a lot of our individual actions in a limited fashion simply doesn't negate the above. Nevermind that in the world like Thedas it is entirely expected for choices of individuals to ultimately be affected or even wholly invalidated by actions of other individuals, including those of our subsequent protagonists. This is nothing new either in branching or entirely linear narratives.
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Post by Xunne13 on Oct 19, 2018 19:48:46 GMT
The important decisions and choices have no effect, the things that are referenced are small and inconsequential to the story and are basically cameos and Easter eggs, so, no, it's neither intrinsic nor direct. It's three separate games in a single game universe in a close time period with a few overlapping characters, themes and events. Your DA2 game could follow your DAO, or mine, or a default, none of which will impact your DA2 game. Again - how much games take into account your individual choices in each game is a matter that is fairly separate to how intrinsic a story of one is to another. The fact that my DA2 game could follow mine, yours or default DAO doesn't negate the fact that it still has to follow DAO's story directly in order to simply be. When the next character's actions or maybe even existence is dependant on the previous character existing and doing something that allows for the story to flow in the direction it does, then they're clearly more than just separate titles with some overlap. That this format (and very likely budget) currently treats a lot of our individual actions in a limited fashion simply doesn't negate the above. Nevermind that in the world like Thedas it is entirely expected for choices of individuals to ultimately be affected or even wholly invalidated by actions of other individuals, including those of our subsequent protagonists. This is nothing new either in branching or entirely linear narratives. The only thing DA2 requires is for there to have been a reason to escape to Kirkwall, and it happens to be the blight which would have occurred regardless of the DAO protags existence or actions. The player choices of DAO isn't essential, and has no impact on the story of 2. I can't think of any examples in the DA universe where the main story is altered by any player choices in previous games. There are many where the unalterable events are a trigger to something in the next game but that is lore, not player choice and would happen with or without a game playthrough. If you can give me an example of some major event happening/not happening or some plot choice being unavailable due to decisions the player makes in a game before I'll revisit this topic to talk with you, but we're going round in circles here.
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Post by Iakus on Oct 19, 2018 19:52:49 GMT
Funny, because Hawke being present strongly implies that Varric's story, thus all of DA2 may have been complete BS he was spinning to Cassandra... Different Wardens playing the exact same role, with virtually the exact same content... How is the OGB relevant? We got differnt scenes, true. ANd I admitted I was impressed by that. But Flemeth appears to have rendered that choice irrelevant.
Please reread what I said. Events play out regardless of who you side with or EVEN IF YOU DON'T PLAY THE DLC AT ALL. Hawke and Varric (regardless of whether you brought him either) ALWAYS release Corypheus. You choice DOESN'T MATTER.
As stated above, the entire DLC is irrelevant. Don't get me wrong, I enjoyed playing it. But nothing you do in it matters going forward.
Nothing you do in any of the games matters going forward. All you get are the occasional cameo or reference to past games. If that's all you want, that's fine. But don't pretend that any choice you make is particularly "meaty" in sequels. And I don't think they should bother to try. That road only leads to pointless cameos and "War Assets" Important choices should come to a head in the game where the choice was made. Not the next one.
Well of course, that's just the nature of the games they're making and will likely be so unless the reality of game development shifts to something else.
I'd like to point out that the medium is still young and there are not that many stories on the market that are attempting to make what DA (or ME) is trying to do in terms of enormous multi-chapter RPGs with branching choices. The devs have the right to experiment and not always get things right or satisfactory for some people - the idea/hope is that with each chapter (or new franchises in which they try new approaches, like Anthem) they'll learn important lessons and thus become better at it, plus hopefully the technology gets streamlined and will allow for more and more things. [/quote]
They've been experimenting with it for ten years now....
The Keep is nice, though I wish there was an offline version of it. But again, all it really does is mark which cameos we should get.
[/quote]
What we get is the same story with slightly different details. If we want a different story, then the choices we make in-game should lead to greater divergence in the game itself.
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Post by andydandymandy on Oct 19, 2018 20:12:58 GMT
As stated above, the entire DLC is irrelevant. Don't get me wrong, I enjoyed playing it. But nothing you do in it matters going forward. Nothing you do in any of the games matters going forward. All you get are the occasional cameo or reference to past games. If that's all you want, that's fine. But don't pretend that any choice you make is particularly "meaty" in sequels. And I don't think they should bother to try. That road only leads to pointless cameos and "War Assets" Important choices should come to a head in the game where the choice was made. Not the next one. What we get is the same story with slightly different details. If we want a different story, then the choices we make in-game should lead to greater divergence in the game itself. [/quote][/div]
So what exactly is your argument here? BioWare should stop making games with branching narrative? Not allow us to create our own characters and make choices? Or do you want them to continue to make branching narrative games where we make choices but not let us import them into future sequels because "it is just cameos and references, none of it matters"?
The problem with this argument is that by letting us make choices in branching narrative games and not letting us import those world states into future sequels, our choices mean EVEN LESS. Because then we won't even get the cameos or references, and everything we did in the previous game isn't even referenced at all. So what point would there be to allow us to make choices at all? Might as well make completely scripted linear games at that point where we can't really effect anything at all.
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Post by midnight tea on Oct 19, 2018 20:13:25 GMT
Again - how much games take into account your individual choices in each game is a matter that is fairly separate to how intrinsic a story of one is to another. The fact that my DA2 game could follow mine, yours or default DAO doesn't negate the fact that it still has to follow DAO's story directly in order to simply be. When the next character's actions or maybe even existence is dependant on the previous character existing and doing something that allows for the story to flow in the direction it does, then they're clearly more than just separate titles with some overlap. That this format (and very likely budget) currently treats a lot of our individual actions in a limited fashion simply doesn't negate the above. Nevermind that in the world like Thedas it is entirely expected for choices of individuals to ultimately be affected or even wholly invalidated by actions of other individuals, including those of our subsequent protagonists. This is nothing new either in branching or entirely linear narratives. The only thing DA2 requires is for there to have been a reason to escape to Kirkwall, and it happens to be the blight which would have occurred regardless of the DAO protags existence or actions. The player choices of DAO isn't essential, and has no impact on the story of 2. I can't think of any examples in the DA universe where the main story is altered by any player choices in previous games. There are many where the unalterable events are a trigger to something in the next game but that is lore, not player choice and would happen with or without a game playthrough. If the Warden didn't stop the Blight, you think the story set in Kirkwall would still be the same? Not a snowflake's chance in hell. We'd have a very different story if Ferelden fell to the Blight - which is exactly why Darkspawn Chronicles is a DLC that is non-canonical. DAO's story affects too many things that you seem to not take into account.And again - I'm talking about story perspective, which you keep conflating with individual player choices, hence I keep mentioning it. Besides - I think you're asking way too much for what any game in modern time can deliver. And DA's story is way larger than any individual chapter, so how can any character alter the main story (I mean... there are choices that do affect it to an extent and possibly will in the future, but you seem to not consider them important enough) and what are they supposed to do if they did? Release TWO Dragon Ages if the character alters the main story enough to merit it? Then three and four and so on with each major iteration? Lock major portions of the game because of choices in the past? They're already locking enough of it with individual chapter branching and state of relationships with companions - there's only so much they can do, realistically, in any game, not just DA. What IS a major plot for you? Is existence or lack of OGB too little? Whether we can leave major characters like Alistair or Loghain or Hawke in the Fade? The second is actually part of the DAI's crit path and the disappearance of Fiona (in world-state where we ally with mages) suggests that it's not yet over.
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Post by Iakus on Oct 19, 2018 20:27:27 GMT
As stated above, the entire DLC is irrelevant. Don't get me wrong, I enjoyed playing it. But nothing you do in it matters going forward. Nothing you do in any of the games matters going forward. All you get are the occasional cameo or reference to past games. If that's all you want, that's fine. But don't pretend that any choice you make is particularly "meaty" in sequels. And I don't think they should bother to try. That road only leads to pointless cameos and "War Assets" Important choices should come to a head in the game where the choice was made. Not the next one. What we get is the same story with slightly different details. If we want a different story, then the choices we make in-game should lead to greater divergence in the game itself. [/div]
So what exactly is your argument here? BioWare should stop making games with branching narrative? Not allow us to create our own characters and make choices? Or do you want them to continue to make branching narrative games where we make choices but not let us import them into future sequels because "it is just cameos and references, none of it matters"?
The problem with this argument is that by letting us make choices in branching narrative games and not letting us import those world states into future sequels, our choices mean EVEN LESS. Because then we won't even get the cameos or references, and everything we did in the previous game isn't even referenced at all. So what point would there be to allow us to make choices at all? Might as well make completely scripted linear games at that point where we can't really effect anything at all.
[/quote] My point is: Bioware should focus on branching the narrative within the game where the branch occurs. Rather than kicking the can down to the next game. More In Hushed Whispers/Champions of the Just, less Old God Baby.
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Post by Xunne13 on Oct 19, 2018 20:42:45 GMT
The only thing DA2 requires is for there to have been a reason to escape to Kirkwall, and it happens to be the blight which would have occurred regardless of the DAO protags existence or actions. The player choices of DAO isn't essential, and has no impact on the story of 2. I can't think of any examples in the DA universe where the main story is altered by any player choices in previous games. There are many where the unalterable events are a trigger to something in the next game but that is lore, not player choice and would happen with or without a game playthrough. If the Warden didn't stop the Blight, you think the story set in Kirkwall would still be the same? Not a snowflake's chance in hell. We'd have a very different story if Ferelden fell to the Blight - which is exactly why Darkspawn Chronicles is a DLC that is non-canonical. DAO's story affects too many things that you seem to not take into account.And again - I'm talking about story perspective, which you keep conflating using with individual player choices, hence I keep mentioning it. Besides - I think you're asking way too much for what any game in modern time can deliver. And DA's story is way larger than any individual chapter, so how can any character alter the main story (I mean... there are choices that do affect it to an extent and possibly will in the future, but you seem to not consider them important enough) and what are they supposed to do if they did? Release TWO Dragon Ages if the character alters the main story enough to merit it? Then three and four and so on with each major iteration? Lock major portions of the game because of choices in the past? They're already locking enough of it with individual chapter branching and state of relationships with companions - there's only so much they can do, realistically, in any game, not just DA. What IS a major plot for you? Is existence or lack of OGB too little? Whether we can leave major characters like Alistair or Loghain or Hawke in the Fade? The second is actually part of the DAI's crit path and the disappearance of Fiona (in world-state where we ally with mages) suggests that it's not yet over. This thread is about player choice. Things like the warden ending the blight are canonical and not player choice. How s/he ends the blight is a player choice. So yes, the end of the blight affects Kirkwall, but the method of the end of the blight doesn't, which is and example of why your choices in one game are not intrinsic to the other games. So it's not one story following the other, it's multiple stories in the same game universe. That there are world events in common from one game to the next and overlap in time is irrelevant to player choice. It's a lot like the Elder Scrolls series that way only the games overlap in time and space. You've stated that choices you make affect other games and so they are connected stories. Now you are stating that it's unfair to expect one individuals story to affect the whole game world. It can't be both of these. I don't consider non-existant possible future events to be a valid counter point in a thread about player choice of existing games.
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Post by midnight tea on Oct 19, 2018 21:43:23 GMT
Funny, because Hawke being present strongly implies that Varric's story, thus all of DA2 may have been complete BS he was spinning to Cassandra... DA is built to be subjective (to an extent at least) and for us to not take what we see or experience entirely for what it is. We're piecing the full picture from what we have and new information we're given, sooooooo... that's kind of the point? With that said - I don't see how Hawke's presence means that what Varric said has been 'complete BS'. Varric story, or at least large parts of it, are corroborated or confirmed by events and other characters we meet on the way. Regardless of what their fate was, companions and different characters existed or still exist and were witnesses or participants in the events, which had further consequences that we're dealing with in subsequent chapters. What did you expect? Different characters with different stories and dialogues and different motivations and some additional mini-content written for them (exchange with Morrigan, comments of Fiona, etc) even if they find themselves in different parts of the narrative, just aren't enough? ...Who has unrealistic expectations here? How do you know that Flemeth has rendered anything irrelevant? Even if she took the power and walked away, it's clear that something else was accomplished that wasn't during the other scene. Morrigan makes it quite clear that Flemeth was testing her - what was she testing her for and how relevant it will be for the future? I don't think we can tell ATM. I am reading and I am asking: why should it and why is it supposed to be so relevant? Not all choice has to matter - nor it would, even if the story was entirely linear. Besides - wasn't the Hawke's story theme the one fo a person who is basically thrown into the hurricane and regardless of their choices it ends how it ends? Choice-wise. Story-wise it's the foundation for the Inquisition's story. Again - not conflating these things would be nice. What andydandymandy said. Also - I think we have a very different definition of 'meaty' or what constitutes for 'occasional cameo and reference'. You think this is long? Some of the matters of how to tell stories have been experimented on and iterated (to a different degree of success) through different mediums *for decades* now if not more (in case of literature)... and you think that they should have it nailed after just 10 years in the youngest medium of them all, that is also most directly impacted by advancements in technology? Nevermind that in 10 years now they've only produced 3 games from one franchise - with other studios/series not releasing a tremendous amount of similar games in the past decade either. Evidently, creating interactive, branching stories like that and iterating from them is neither easy nor fast. I'll leave out arguing whether DAK offers 'just cameos' or more - what I'd like to point out is that (depending what BW will decide) nobody said that Dragon Age Keep will remain what it is now, or whether it will evolve further together with Bioware itself and technology available to them and us. ...But why would we want a different story? What would be the point of it? Dragon Age is simply not a game where choice exists for choices' sake. There's also no written rule that every game offering choices should provide us with consequences or branching to each of them, especially when there DO exist in-story factors that can make them less impactful than we'd like. I play DA not just because of choices, but because I like that universe, characters, and story - the fact that I CAN influence them or events in the game to an extent is a dimension I greatly enjoy, but if the trade-off for my choices being way more consequential means losing any of the above three (because it will, given current realities of gamedev), I say that it's not a fair trade-off at all. Overall, I enjoy what's available and I'm curious about the future - because nothing here seems set in stone when it comes to what we'll get next. I'm the sort of person who enjoys observing evolution of the medium/story/series as much as experiencing the effects of it, so I'm looking forward to seeing what they have in store... or, at the very least, how are going to bend and overcome current limitations and any other obstacles on their path to integrate their story with personal player preferences.
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Post by midnight tea on Oct 19, 2018 22:32:45 GMT
If the Warden didn't stop the Blight, you think the story set in Kirkwall would still be the same? Not a snowflake's chance in hell. We'd have a very different story if Ferelden fell to the Blight - which is exactly why Darkspawn Chronicles is a DLC that is non-canonical. DAO's story affects too many things that you seem to not take into account.And again - I'm talking about story perspective, which you keep conflating using with individual player choices, hence I keep mentioning it. Besides - I think you're asking way too much for what any game in modern time can deliver. And DA's story is way larger than any individual chapter, so how can any character alter the main story (I mean... there are choices that do affect it to an extent and possibly will in the future, but you seem to not consider them important enough) and what are they supposed to do if they did? Release TWO Dragon Ages if the character alters the main story enough to merit it? Then three and four and so on with each major iteration? Lock major portions of the game because of choices in the past? They're already locking enough of it with individual chapter branching and state of relationships with companions - there's only so much they can do, realistically, in any game, not just DA. What IS a major plot for you? Is existence or lack of OGB too little? Whether we can leave major characters like Alistair or Loghain or Hawke in the Fade? The second is actually part of the DAI's crit path and the disappearance of Fiona (in world-state where we ally with mages) suggests that it's not yet over. This thread is about player choice. Things like the warden ending the blight are canonical and not player choice. How s/he ends the blight is a player choice. So yes, the end of the blight affects Kirkwall, but the method of the end of the blight doesn't, which is and example of why your choices in one game are not intrinsic to the other games. So it's not one story following the other, it's multiple stories in the same game universe. That there are world events in common from one game to the next and overlap in time is irrelevant to player choice. It's a lot like the Elder Scrolls series that way only the games overlap in time and space. The difference between games is palpable to anybody who plays both series. TES has a different approach to its story and doesn't allow for the transfer of a single thing from the past, which is simply not what DA offers. You may not find choices in DA satisfactory, but to say that what DA does is no different than TES... well, that's just entirely inaccurate. I am fairly sure I didn't state anything like that at all. In fact, I neither stated that "choices affect other games and thus all stories are connected" nor I said anything close to "one individual's story doesn't affect the whole game world". I'm fairly sure that what I said about games affecting one another and being connected pertained to the overall story - something that only now I see you differentiating from the relevance of choices as canon. And I said "DA's story is way larger than any individual chapter, so how can any character alter the main story" and I said so in relation to making choices so meaty that it alters the entire course of the overarching story (at least so far). That's a different thing than "one individual's story doesn't affect the whole game world", which... I'm not even sure where you got that from, but hey - nice strawman. So I only mentioned non-existent possible future events, not the actual choice consequences that exist in DAI (existence of OGB, choice of Wardens to take to the Fade), and merely mentioned at the end that the consequences of player choices that already exist in the games may extend further? Trying to side-step actual examples by attempting to shift all focus on my small speculation at the end, well... that's not a valid counterpoint either.
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Post by themikefest on Oct 19, 2018 23:09:19 GMT
How can Varric say, when Hawke shows up at Skyhold, you and I fought Corypheus, after all, if he wasn't there? I guess Bioware made it canon that Varric was with Hawke when Corypheus was dealt with in DA2?
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