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Post by bear on Sept 16, 2018 12:41:45 GMT
So, I really liked the part about DA2 that the story actually played out over several years. I felt more connected to Hawke's story of "building a new life" when there was a sense of... (simulated) history, I guess.
Anyone have any good reasons/arguments why a multi-year DA4 might be a *bad* idea?
Or thoughts on what's required for a good multi-year spanning DA4 story?
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Post by river82 on Sept 16, 2018 13:08:28 GMT
Didn't like it when Fable did it, didn't like it when DA2 did it. The world is never reactive enough/doesn't change enough to be believable, characters don't change enough, events don't progress enough, and you always have to "get back into the story" once a jump occurs. If done well it can be awesome, but I don't see it done well in games imo.
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Post by fortlowe on Sept 16, 2018 15:06:53 GMT
Actually I think a multi year, or even generational, narrative approach would have improved Andromeda tremendously. It would have granted the story more time to stretch its legs, I think. But for Milky Way Mass Effect (I'm calling it that because I think the Milky Way should not be written off regardless of how the 3rd game ended{not that I had a problem with the ending anyway}) or of course, Dragon Age, it feels a bit wrong. DA2 was actually very good IMO, if rushed, and I see why it was done, but I don't think a time sync is required for the overall narrative for DA at this point.
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Post by wright1978 on Sept 16, 2018 15:37:43 GMT
The big problem with DA2 timeline is the scale of the time passed doesn't really work. I love the game but anytime i play i internally compress it to year gaps between acts.
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Post by bear on Sept 16, 2018 19:18:46 GMT
Didn't like it when Fable did it, didn't like it when DA2 did it. The world is never reactive enough/doesn't change enough to be believable, characters don't change enough, events don't progress enough, and you always have to "get back into the story" once a jump occurs. If done well it can be awesome, but I don't see it done well in games imo. Haven't played Fable, so can't judge that, but what was missing to make the time jump more believable or reactive in DA2? Which characters (or just name one) did you feel had an unbelievable/improbably small degree of change? I kinda liked that whole "getting back into the story", after an Act in DA2 ended and another one began. I felt it gave the story some breathing room. For example, after the Hawke family regain their ancestral house, there's this sense that you've become "established" in the city of Kirkwall... doesn't last, of course, but there's this progression from refugee in rags, to head of noble house. Getting to that stage in say, a few weeks or months of game time ( in-game time) seems unnecesarily unrealistic, especially the whole "getting established" as a social equal among the Kirkwall nobility bit.
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Post by boxofscreaming on Sept 16, 2018 19:38:23 GMT
The seven years (ten if you include the framing device) that pass in DA2 help make it far more meaningful to me than the other games. It's a trilogy like Mass Effect, just boiled down to one game.
I'd love to see that again, but I don't see it happening, considering most fans don't seem to want a game like DA2.
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Post by Catilina on Sept 16, 2018 20:25:16 GMT
I love DA2's time interval. (In fact, I love almost everything about DA2 – an unpolished diamond! But I'm biased.) I can imagine Hawke's life. In fact, there are many RP possibilities in the "empty" times. This is one of the reasons, why my favourite group is Hawke and Co.
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Post by river82 on Sept 16, 2018 21:19:33 GMT
Didn't like it when Fable did it, didn't like it when DA2 did it. The world is never reactive enough/doesn't change enough to be believable, characters don't change enough, events don't progress enough, and you always have to "get back into the story" once a jump occurs. If done well it can be awesome, but I don't see it done well in games imo. Haven't played Fable, so can't judge that, but what was missing to make the time jump more believable or reactive in DA2? Which characters (or just name one) did you feel had an unbelievable/improbably small degree of change? I kinda liked that whole "getting back into the story", after an Act in DA2 ended and another one began. I felt it gave the story some breathing room. For example, after the Hawke family regain their ancestral house, there's this sense that you've become "established" in the city of Kirkwall... doesn't last, of course, but there's this progression from refugee in rags, to head of noble house. Getting to that stage in say, a few weeks or months of game time ( in-game time) seems unnecesarily unrealistic, especially the whole "getting established" as a social equal among the Kirkwall nobility bit. I'm going to flip that question around on you. In any story that contains a suitably big time jump, the implicit promise to the reader is that changes have occurred to the world, and the characters, and that the storyteller will catch the reader up on these changes. People previously living in the town could no longer live there, people have faced ruin, people have received great fortune, parts of the city have changed its infrastructure, new houses and businesses have sprung up and old businesses closed down. In general life goes on. What changed in the world of DA:2 during those timeskips. Apart from "tensions grew" I mean. After the Viscount died it must have been a period of great turbulence. I'm sure many things would have changed between Act 2 and Act 3?
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Post by coldsteelblue on Sept 16, 2018 22:45:41 GMT
Would like to see the game take place over a few years, but not as many as DA2, maybe more like 5 years tops.
Just my opinion.
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Post by andydandymandy on Sept 16, 2018 23:00:12 GMT
My problem with the time skips in DA2 is that very little changed when they occurred in the story. The world remained very static throughout the time skips. The Qunari are camping out at the port when their ship crashed, and when we skip three years we find that they are still there. Companion characters don't change. Kirkwall doesn't change. You don't have the opportunity to change Hawke's look, like giving him a new hairstyle (you need the Black Emporium DLC for that) when the game does a time jump. Nothing really changes when we do a time jump in the game, and it seemed more like an excuse to skip over content they didn't have time to create (like that period where Hawke was either a smuggler or whatever the other thing was at the beginning... you had to pick one and then the game skipped over it and went to the end where you quit).
I would only want DA4 to do it if it was going to be used better as a framing device. Wasn't a fan of how DA2 used it at all.
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Post by Catilina on Sept 16, 2018 23:41:16 GMT
My problem with the time skips in DA2 is that very little changed when they occurred in the story. The world remained very static throughout the time skips. The Qunari are camping out at the port when their ship crashed, and when we skip three years we find that they are still there. Companion characters don't change. Kirkwall doesn't change. You don't have the opportunity to change Hawke's look, like giving him a new hairstyle (you need the Black Emporium DLC for that) when the game does a time jump. Nothing really changes when we do a time jump in the game, and it seemed more like an excuse to skip over content they didn't have time to create (like that period where Hawke was either a smuggler or whatever the other thing was at the beginning... you had to pick one and then the game skipped over it and went to the end where you quit). I would only want DA4 to do it if it was going to be used better as a framing device. Wasn't a fan of how DA2 used it at all. It could be better, but the idea was great. Just like the Black Emporium:
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Post by boxofscreaming on Sept 17, 2018 0:48:21 GMT
My problem with the time skips in DA2 is that very little changed when they occurred in the story. The world remained very static throughout the time skips. The Qunari are camping out at the port when their ship crashed, and when we skip three years we find that they are still there. Companion characters don't change. Kirkwall doesn't change. You don't have the opportunity to change Hawke's look, like giving him a new hairstyle (you need the Black Emporium DLC for that) when the game does a time jump. Nothing really changes when we do a time jump in the game, and it seemed more like an excuse to skip over content they didn't have time to create (like that period where Hawke was either a smuggler or whatever the other thing was at the beginning... you had to pick one and then the game skipped over it and went to the end where you quit). I would only want DA4 to do it if it was going to be used better as a framing device. Wasn't a fan of how DA2 used it at all. I don't really agree. Characters did change between acts - for instance the Bethany we see in Act 2 is a lot colder towards Hawke than she'd ever be in Act 1, Anders got noticeably more angry and obsessive between Acts 2 and 3, Aveline got married between acts (if you helped her get with Donnic), Isabela tells Hawke in Act 3 "You and I have nothing in common anymore". And things did change in Kirkwall. Witness how Meredith's taken over the city by Act 3 - Templars in the Keep, mages all shut up inside the Gallows - or Petrice's rise to power between Acts 1 and 2 or how Athenril in the prologue was all charm when she was trying to get Hawke to work for her, but a year later it's a different story.
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Post by Iakus on Sept 17, 2018 2:29:13 GMT
I like the idea. I just don't think it was pulled off too well in DA2.
There should have been a greater showing of the passage of years. More to demonstrate that your actions were having an impact.
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Post by simit on Sept 17, 2018 4:22:25 GMT
I wouldn't say no to another game similar tO DA2 with the personal story an timeframe but with a proper development time an budget, i'd actually probably wet myself
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Post by Hrungr on Sept 17, 2018 5:05:53 GMT
If the game was reactive enough, I'd definitely be in favor of a multi-year campaign. Seasonal changes, holiday festivals, the domino effect of your actions, building "X" and watching whatever "X" is grow over the years (infrastructure, business, pet projects, etc.), watching NPCs change over the years (appearance, personality, etc.)...
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Post by phoray on Sept 17, 2018 5:22:37 GMT
I would like a very long prologue, a "before shit happens" that gets me immersed in the world. I would like to feel like time passed, perhaps a few in game months. Where you have a job, people you like, people you hate. You see where you live, pre massive war and destruction.
Then shit happens. An actual attack on the city that ends in a lock between two sides. a siege on Minrathous. And I would like the start of the siege to have this kind of "optimistic, they can't break us" feel. Time pass. And the place look wrecked, shortages, morale destroyed. A black market underground kind of thing. You can tell the difference from Before War Siege and After War siege both in appearance and how people act.
The push to get out of that, overcome these very localized very personal to you problems. Maybe you feel like you've gotten things almost settled- Then there is an act 3 that is for more Universal problems like Solas/Titans. By this point, you are attached to people. Attached to the land. Invested. And now you're protecting what's yours, not just this ambiguous "save the world, mostly because I don't want to die, saving the world is a bit incidental."
But I'm talk 6 months for the prologue, 1 year for the war and siege, and then maybe another 6-12 months for the save the world plot. Which is a much smaller amount of time than 7-10 years. DA2's landscape didn't change much, but how people talked did. I'd like more of that, and definite landscape changes.
Incidentally, the Hinterlands had some reflections in the war, but it was very little. Constant skirmishing like that would have wiped them out long before Inky descended upon them, yet there they were and the sound to match. The houses that were on fire are still on fire later aren't they? That last part I'm not 100% sure on.
Crestwood had the rain to day change that was very reflective of the local rift affecting weather that is neat.
But it's all just hodge podge isn't it? And since the game was "play in whatever the fuq order you feel like!" they couldn't really commit resources to more that would matter, I would think. Each location had to be frozen in time.
I think it's cool to learn that in ME1, Liara being recruited in late game changes her reaction to being found. She's practically delirious (and should likely be dead due to lack of water.) but we'll pass on that bit. But it doesn't matter if you do the mage tower last- even though you hear about it's fall in Lothering, which is locked in at the start of the game. The mage tower should have had more losses and Wynne should have been delirious with exhaustion. Rightly all dead, unless there is water access and a store of food in that room.
In conclusion, I'd like a game that spans two years with distinct time marks like DA2's acts. I think a "sense of time passing with world reflection" clashes with "do the quests in any order you like" however, so find it unlikely?
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Post by XJlock on Sept 17, 2018 5:24:51 GMT
My answer is no, but if the writers felt that it would make sense for the story, then it would not be the end of the world.
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Post by Kappa Neko on Sept 17, 2018 8:45:00 GMT
While the execution wasn't perfect in DA2 (third act was very rushed for example) I love that game, seeing everything get worse and worse. I much prefer the story of DA2 to DAO and also DAI's main plot (looooved the elven stuff at the end, though). Partly because the narrative was something different, in no small part due to the time jumps. I'm not a fan of time jumps usually. But here it worked very well because it was integral to the narrative about a city descending into madness. Whether or not I would like to see something similar in DA4 depends on what story they want to tell. Be it Dragon Age or another franchise/stand alone game, I'd like to play the story of a hero from childhood to death. Or if you want to have a more focussed narrative, from young adult to old age/death. Of course that would require a storyline that spans decades. Like a revolution. So maybe a reverse DA2? From tyranny to liberation. See the hero's own children grow up and die for freedom. Maybe the player has to make decisions that impact who of their family and friends survive? And if it's a standalone game I'd also like to see the revolution fail if the player messes up.
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Post by romice on Sept 17, 2018 9:25:14 GMT
The multiple-year story sound good in theory. Not sure if there is need for it in neither the tevinter-qunari conflict nor the Solas problem.
But if it were implemented, we'd need better justification for the length of time-skips. In DA2, the prologue-Act1 intermission was the best placed in my opinion. One year is a good time to get settled into a completely new city and grow some connections. The problems started later. Act1-Act2 was ok, but a bit too long in my opinion. I think a 2-year gap would be a maximum that was needed. This one served the purpose of establishing Hawke as a noble AND turning acquaintances into friends. 3 years is a bit long for that, but acceptable, especially taking into account the lack of modern tech.
And now for the jump that didn't make any sense to me: Act2 to Act3. Your companions don't change at all. Your relationships with them don't evolve. Isabella, for example, is still hung up on the whole running away thing, like it happened a week or two ago, not 3 YEARS. I don't know about you, but I barely remember the mistakes I made 3 months ago, not 3 years.
So TL;DR version is: make the time skips shorter, make more changes happen during them and don't force them when they aren't needed. Then, I'd be okay with a multi-year story.
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Post by Sifr on Sept 17, 2018 10:54:31 GMT
If the game was reactive enough, I'd definitely be in favor of a multi-year campaign. Seasonal changes, holiday festivals, the domino effect of your actions, building "X" and watching whatever "X" is grow over the years (infrastructure, business, pet projects, etc.), watching NPCs change over the years (appearance, personality, etc.)... When you put it that way, couldn't the main plot of Inquisition have easily taken place over 2-3 years, rather than just one?
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Heart
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Post by Heart on Sept 17, 2018 19:04:43 GMT
Personally, I would love a return to something similar at least. Maybe not years passing, but at least a game broken into clearly defined Acts with clear passages of time between it. Like others have said, this would be great if the world was very reactionary, so you could see consequences of your actions a few 'years/months/weeks' down the road. My thing with Origins and Inquisition was that I was never very good at imagining time passing. I understand both of these stories were supposed to take place over a full year but it always felt like a few days at most lol.
Plus I think it works really well for the series' romance aspects lol. I liked that Hawke had years to get to know their companions. I adore Origins and Inquisition to death, but it always was kind of funny to me that if you wanted to, you could unlock all the romance content back to back. There's nothing wrong with it exactly, but personally it just kinda seemed strange.
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Post by LadyofNemesis on Sept 17, 2018 19:53:39 GMT
the first RPG I played was Neverwinter Nights 2, which was divided into separate chapters I also loved that about DA 2, and I love head cannoning about what happens in the years between the acts
so yeah, I'd like for the next game to have a similar narrative to DA2, but not in entirely the same style (aka. not in a framed narrative told by someone else)
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Post by gervaise21 on Sept 18, 2018 7:59:20 GMT
Obviously it depends a lot on what the focus of the plot will be. It worked for DA2 because that was essentially the story of Hawke and their rise from rags to riches whilst getting caught up in events of the city in which they were based.
If DA4 is about the hunt for Solas, then there needs to be an adequate explanation of why so many years pass and he is yet to bring his plans to fruition. Even at the end of Trespasser I was wondering what he had been doing for the last 2 years since he left us. Surely not simply twiddling his thumbs whilst he watched events?
If DA4 is more about the conflict between Tevinter and the Qun, with the Solas element operating in the background, then it could last over several years - most major wars between nations do. Your PC could be a lowly soldier or political figure who rises to prominence on the back of it.
However, Solas cannot remain in the background for ever and at the end of the day, you still have to explain what caused the delay in what he was doing. This being the case, if this is going to happen after the passage of years, the writers may prefer to simply skip forward in time to that date at the beginning of the game and then take it from there.
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Post by helios969 on Sept 18, 2018 10:14:16 GMT
I went ahead and said yes even though it wholly depends on the narrative Bio intends to craft. Though if DA4 does require a lengthy time passage I hope it is unlike DA2 in that we aren't forced to endure dramatic events...i.e. give me a path to save mom (even if incredibly difficult,) let me bust Bethany out of the Circle, I want to personally deal with Mother Petrice...there were a number of things DA2 did really well but player agency wasn't one of them.
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Post by Sylvius the Mad on Sept 18, 2018 19:35:25 GMT
All else being equal, yes, I like that idea.
But all else isn't equal. Having multiple starting points, each of which needs to be pretty much the same in every playthrough, really limits the relevance of whatever happens in any act other that the last one.
I still like the idea. I doubt Bioware's ability to preserve roleplaying freedom in such a design.
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