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Post by Lebanese Dude on Aug 6, 2020 18:20:55 GMT
The purpose of the origin introduction doesn't necessarily need to be a device to teach you about the environment, in fact it's far better if it does not teach you about the wider world, as the wider world ideally needs to be mysterious and unknown in order to maximise that 'wow' factor once you discover it. It's far better purpose is to teach you about the character you play. Who are they? What is their role? How do they react? DA:O keeps things small scale within the origin intros. Your knowledge of the world is limited to your immediate einvironment - the forest, the alienage, the castle, the mage circle, Dust Town, the Diamond Quarter. You know next to nothing about areas outside this small scale environment save for sketchy pieces of lore told through occasional codexes, or snatches of dialogue, and even those can be skipped or missed. This is your world, and within it you have a brief role to play, as the child of a noble placed in charge of a castle, a city elf who's wedding joy has been destroyed by a corrupt noble etc. I understand that but the entire point of Origins is to emphasize the origin of your character and how it influences your approach to the various quests. It's literally in the title. The same presentation wouldn't work in Dragon Age Inquisition because the focus is less on your character and more on the Herald of Andraste. That's why most of the early game dialogue involves your relationship with the title, Andraste, the Chantry, and more or less your position on what it should represent (Mage vs Templar). It's not an accident. It's intended. And frankly this is the third title in a series. The Codex is there to assist newbies for RP, but for most people (especially those on these forums) you know exactly what you're getting into.
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Post by gervaise21 on Aug 6, 2020 18:36:06 GMT
It's far better purpose is to teach you about the character you play. Who are they? What is their role? How do they react? This is what I liked about Origins. For example, you don't just get told by a codex what it is like to live in the Circle. You actually get to experience it and that affects your attitude towards it. A Warden from outside the Circle just doesn't have that perspective. If you play a city elf, you don't just get told everyone treats you like dirt, you experience first hand what life is like in an alienage. It is the same for the other origin stories and they do have a part to play in how you deal with things later on in the game because they either take you back to where you started out, in the majority of cases, or with the Dalish you encounter another clan that is familiar with your own and remembers your father, because he was originally the Keeper. The human noble eventually gets to confront Howe and when they fight him it is personal. Not only does it make you feel grounded in that world, that you belong there, but it also made for great re-playability because the different experience wasn't confined to just the origin story. It is a pity they won't be doing that again.
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Post by goishen on Aug 6, 2020 18:40:13 GMT
With me, I understand the emphasis on "GO, GO, GO!! I WANT TO KILL STUFF!" There are some games where it's like that. Doom being one. But then again, Doom never really had a story. I guess I prefer the "had a normal life" version of events. It gives me time to breathe, and say, "Okay, WTF is going on here?"
But there are people, to this day, who claim that all storytelling in games is nonsense (they use some rougher language) and they skip it all. I can understand those people, as well. But then again, why are you buying a BioWare game if you think that all story is nonsense? I mean, and I think I've said this before, we are on the verge of a new kind of storytelling here. Not just books and movies. But video games, as well.
I've said it before, and I'll say it again... Mass Effect 1-3 was better than Star Wars IV - VI. Even The Empire Strikes Back, which is saying something.
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Post by colfoley on Aug 6, 2020 20:20:32 GMT
In Video Games I feel a 'narrative start' is almost mandatory. You can get away with it more with movies, tv, and books, to start more in the middle of the action...but video games seem more confining in this way since telling a story via flashbacks and time jumps back and forth are...really rare in the industry (so rare I can only really think of one, really recent, example in the industry) and 2. given the need for mechanics you should have a chance to breathe with it. However it is worth mentioning that A. this does not have to be the stories in DAOs Origins and B. you don't have to include scenes where characters are doing meanile tasks to get things done, granted those quests will be found in RPGs....but they aren't usually a part of the main quest and are easily skippable. . Perhaps the best example of what I amtalking about in this regard would be BioShock Infinite. Booker DeWitt spends probably...oh lets be conservative and say the first 15 minutes of the game (significant in an FPS) traveling around Columbia, meeting people, getting hints at what's to come, acclamating himself and attending a fair which introduces the player to the game mechanics of the world. This is all before you get to the 'action' which involves the choice of whether or not to throw the baseball at that bi racial couple. Oh that scene still gives me chills. It is worth pointing out though that, at least for me, DA 2s does count as more of a 'narrative start'...at least more so then Inquisition's. Despite the actiony nature of the start it still grounds us in Hawke and their life experiences, still gives us an introduction and time to get to know their family...however brief..and when you get to Kirkwall you get introduced to a lot of the circumstances, plot points, and characters in Kirkwall that will shape the rest of the game. Likeiwse in Odyssey despite Kass getting confronted by two toughs almost instantly the rest of Kepholonia is still an introductory story whose objectives serves largely to integrate the player into the world and whose events are largely seperate from the main quest.
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Post by Frost on Aug 6, 2020 22:44:18 GMT
For me either way is fine as long as it is well-written.
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Post by coldsteelblue on Aug 7, 2020 10:11:08 GMT
I'd just like to say a couple more things:
1: With how long its going to be between games & how much lore may have changed, I think it would make more sense to bring players up-to-speed through a slower prologue.
2: The lack of it, particularly in DA2 for an example can really show, think about it, on the first PT did it really matter when Bethany/Carver were turned into paste by the Ogre? The player barely had time to know them, but some time beforehand, in Lothering, either helping teach Bethany as mage Hawke, or experiencing Carver's rivalry with you, would've added more impact to their untimely end.
Just some more thoughts.
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Post by Dukemon on Aug 7, 2020 10:57:57 GMT
I definitly prefer Origin Stories. They telling so much more about our role and the world they are living within. They are part of the world, donot falling from heaven and only saving the world just because reasons. The Warden had no own voice outside of gameplay, but I realy was more grabbed by him as person than the Inquisitor. Yes, my own fantasy formed his personality more than ever the game could. We have OUR character, but everyone else are the characters from someone else. We had to handle them with the tools we had got. The Inquisitor can be righteous, always with a joke on his lips, focused, but he is a empty character scheme. He is like Shepard with less own personality but not as flexible as the Warden. Yes, it is a Variety for Dragon Age after we played a nobody who has gained his status (Warden and Champion). The Cousland and Aeducan lost their status at first. The Inquisitor is with beginning of the game someone that is (in)famouse, but the writing was very bad. And the plot anyway. (a person can only be insane with a dark force(RedLyrium Plot) and Ancient Elven Plot. Everything is explained with the Ancient Elven. And everything we learnd from Codex in DAO and DA2 is suddenly wrong. I killed Genitivi alot, but what Bioware did was dumb. Now I let Genitivi in each playthrough live because Bioware did enough to him) Back to Inquisitor: We only get some table missions with a little of text.
When people want ActionRPGs or HackNSlays they should play Doom or Diablo. This games want to be that at the beginning. The market do not need games that changing his category in the main line. SpinOffs, yes, but not the main games. Dragon Age wanted to be a modern Baldurs Gate. A plot driven cRPG.
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Post by fairdragon on Aug 7, 2020 12:10:13 GMT
So basically you're after a game where you see a character creation screen, make a character, click a 'continue' button.. and BANG! You're immediately flinging spells and combat moves at enemies, and all your character's back story is simply part of a codex? Not really my cup of tea, but each to their own. Besides which what you described above is a series of bland fetch quests, along with a bunch of forced exposition, rather than 'living a normal life'. Yeah, because those are the only two places where exposition happens: front-loaded at the start, or in the Codex. MY character's backstory shouldn't be ANYWHERE, because I should be deciding what their backstory is. A question. When you play a game and decide who you are. Where you will find this Information or have you so good memories? It is standing no where. Sorry maybe i am stupid.
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Post by pessimistpanda on Aug 7, 2020 13:30:14 GMT
Yeah, because those are the only two places where exposition happens: front-loaded at the start, or in the Codex. MY character's backstory shouldn't be ANYWHERE, because I should be deciding what their backstory is. A question. When you play a game and decide who you are. Where you will find this Information or have you so good memories? It is standing no where. Sorry maybe i am stupid. I make it up myself, insofar as BioWare allows that. That's what roleplaying is about. There's a lot of talk in here about "grounding" the character and making them feel "real". Well, putting aside the fact that "grounded" and "real" are totally arbitrary terms that mean different things to different people, given the fact that the character is supposed to be (at least in part), the player's own creation, making them fit the player's individual definitions of "grounded" and "real" is in fact the player's own job. The motivation and the emotional connections to people and the world around them should come from the player. People in here have framed the argument in such a way as to say that, because I don't want to spend a lot of time with the character's family and experience their home life, that I am somehow against "good writing". What I am actually doing is standing up for my own beliefs about what good writing is. Namely, I believe that decent writing treats players and readers as if they have half a brain, and trusts them to figure things out on their own. This holds doubly true for a roleplaying game, where I am supposed to be a co-contributor to the story, and TRIPLY true for the world of Dragon Age, which is not remotely original enough for there to be any risk of new players being confused.
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Post by Hanako Ikezawa on Aug 7, 2020 18:28:08 GMT
Depends on the game and story. Some fit better with a slow build, while others start good with going right into the action.
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Post by ergates on Aug 7, 2020 18:42:18 GMT
that I am somehow against "good writin Just for the record, I absolutely don't think you are against good writing. I've read many of your posts and that's abundantly clear.
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Post by EllanyaWindkeeper on Aug 7, 2020 18:46:54 GMT
I prefer the slower start, build up the character, the setting, a playable prologue to me is literally the best, there's a reason why DA:O is my favorite DA game, I'm able to get a feeling for who my character is & how they might interact with the world. Maybe have an option to skip the prologue for those that have no interest in it, but for me, it's much better storytelling. Just my thoughts. Totally agree! Absolutely my thoughts
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Post by ergates on Aug 7, 2020 18:46:57 GMT
did it really matter when Bethany/Carver were turned into paste by the Ogre? When I first played Dragon Age 2, and the sibling death happened I remember finding myself confused, and unsure what to think. I played a male Rogue Hawke on the first run, and having this Carver person suddenly die in the first few moments of the game honestly made me think " who the hell was that random person who just died?" I had no emotional connection to Carver because I simply never got the chance to get to know him. I'm not even sure if I knew for certain that he was my brother - that came afterward via exposition from Hawke's grieving mother. It was only after I'd replayed the game a couple of times I was given the chance to make a connection with Carver and Bethany.
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Post by gervaise21 on Aug 7, 2020 18:57:07 GMT
I must admit it does depend on the story they are telling. I've just started playing DAA as the Orlesian elf Warden replacement for the dead Hero of Ferelden. Just turning up at the Keep and being thrown into the action is appropriate in this instance because they have just travelled there from Orlais. Then afterwards asking about the history of the Keep and the Pilgrim's path and any other aspects of the Ferelden landscape are appropriate because I'm not a local hero and knowing the culture of Orlais is not going to be much help to my PC because of the history between the two nations.
In this case, though, at least I have a valid reason for being there when it is not my country of origin and as a seasoned Warden I've left my roots behind long ago anyway. To lesser extent that was also true of the Inquisitor regardless of their race, because they were all from the Freemarches rather than south of the Waking Sea. As with the Orlesian Warden, my culture is not going to be much use to me in a completely different country and it is all going to feel strange and unfamiliar no matter what my racial background.
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Post by Felya87 on Aug 7, 2020 19:00:21 GMT
In my first run I didn't even got that the people running with Hawke were her mother and siblings. Until Leandra started with her culpevulization of Hawke letting her little brother die, I thought the Hawkes were a family running away with my Hawke, not her family!
I frankly never cared at all for any of the family members or Hawke at all, tho. Not even later in the game, or in the second run. And is not just the lack of an origin/prologue.
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Post by Gwydden on Aug 7, 2020 20:09:32 GMT
I make it up myself, insofar as BioWare allows that. That's what roleplaying is about. There's a lot of talk in here about "grounding" the character and making them feel "real". Well, putting aside the fact that "grounded" and "real" are totally arbitrary terms that mean different things to different people, given the fact that the character is supposed to be (at least in part), the player's own creation, making them fit the player's individual definitions of "grounded" and "real" is in fact the player's own job. The motivation and the emotional connections to people and the world around them should come from the player. People in here have framed the argument in such a way as to say that, because I don't want to spend a lot of time with the character's family and experience their home life, that I am somehow against "good writing". What I am actually doing is standing up for my own beliefs about what good writing is. Namely, I believe that decent writing treats players and readers as if they have half a brain, and trusts them to figure things out on their own. This holds doubly true for a roleplaying game, where I am supposed to be a co-contributor to the story, and TRIPLY true for the world of Dragon Age, which is not remotely original enough for there to be any risk of new players being confused. I generally find myself in agreement with your posts, but I'm afraid this discussion isn't one of those times. If I want to make up a character's backstory, I can do so far better in my own writing and tabletop games, when whatever I make up will actually matter. I have no interest in doing the job of video game writers for them. If all the good parts of the story are coming from me, what's the point of the CRPG anyway? I also tend to dislike in medias res openings and find action scenes in books and movies, almost without fail, excruciatingly boring. For action scenes to be good there needs to be context, setup, and stakes, so having them in a story's intro strikes me as a generally awful idea. That's not me advocating for prologues (they almost always suck, yeah) but for narrative setup. Characters like the Inquisitor never feel like more than player avatars because they're so lacking in a place within the world. And while you may complain of having to talk to characters who will be dead in a few hours, I find DA2 expecting you to care for a family you've literally just met much worse.
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Post by pessimistpanda on Aug 8, 2020 0:24:35 GMT
I make it up myself, insofar as BioWare allows that. That's what roleplaying is about. There's a lot of talk in here about "grounding" the character and making them feel "real". Well, putting aside the fact that "grounded" and "real" are totally arbitrary terms that mean different things to different people, given the fact that the character is supposed to be (at least in part), the player's own creation, making them fit the player's individual definitions of "grounded" and "real" is in fact the player's own job. The motivation and the emotional connections to people and the world around them should come from the player. People in here have framed the argument in such a way as to say that, because I don't want to spend a lot of time with the character's family and experience their home life, that I am somehow against "good writing". What I am actually doing is standing up for my own beliefs about what good writing is. Namely, I believe that decent writing treats players and readers as if they have half a brain, and trusts them to figure things out on their own. This holds doubly true for a roleplaying game, where I am supposed to be a co-contributor to the story, and TRIPLY true for the world of Dragon Age, which is not remotely original enough for there to be any risk of new players being confused. I generally find myself in agreement with your posts, but I'm afraid this discussion isn't one of those times. If I want to make up a character's backstory, I can do so far better in my own writing and tabletop games, when whatever I make up will actually matter. I have no interest in doing the job of video game writers for them. If all the good parts of the story are coming from me, what's the point of the CRPG anyway? I also tend to dislike in medias res openings and find action scenes in books and movies, almost without fail, excruciatingly boring. For action scenes to be good there needs to be context, setup, and stakes, so having them in a story's intro strikes me as a generally awful idea. That's not me advocating for prologues (they almost always suck, yeah) but for narrative setup. Characters like the Inquisitor never feel like more than player avatars because they're so lacking in a place within the world. And while you may complain of having to talk to characters who will be dead in a few hours, I find DA2 expecting you to care for a family you've literally just met much worse. I'm not arguing against context, I am arguing that all stories should start as close to the 'inciting incident' of the plot as possible. I believe that good writers can provide context while also moving the plot along. I don't advocate for action scenes that don't move the plot forward either. I don't get emotionally connected to characters *generally speaking*. Especially not in grand, sweeping fantasy epics, because I can't relate to their situation. What draws me into a story is the world (if it's a particularly fantastical and different world), and the plot hook. When I do get emotionally invested in a character, it's because I find them relatable, or I find their goal relatable/sympathetic. I don't connect to anyone in DAI because I don't relate to the mostly very privileged cast of characters, or sympathise with their stated overall goal of 'restoring order', the 'order' of Thedas sucks. No amount of establishing scenes will ever fix that for me. The reason that I (mostly) like DA2 is because the game is overall smaller in scope and more focussed on personal struggles. I don't feel particular affection for any of the characters, except maybe Anders, but I relate more to being poor and wanting to be rich, or being oppressed and wanting to fight back, or being hurt and wanting revenge. As for DA2's opening, not only would I not have shown Hawke and family in Lothering, hefting hay bales or barn dancing or what have you, but I would have cut the entire opening sequence of fleeing from Lothering as well. It serves no particular narrative importance. In the greater scheme of the series, how Hawke got to Kirkwall doesn't really matter, as it turns out. If there HAS to be a scene establishing 'ordinary life', surely it would've made more sense to show some of the year that Hawke spends working as a mercenary or smuggler. In a more fantastical story, I might agree that an establishing scene is helpful or even necessary ("Ah yes, another beautiful day in my hometown in the intestines of a space-whale, where we harvest the gut flora and hunt the harmful bacteria that would otherwise cause it to violently shit us out into the void"). I mean, I don't think *I* would need it, because I don't go into fantasy stories looking for a fight, but opt instead to accept the premise fully and all new information as it comes until something conflicts. In the case of Dragon Age, I really don't see the need.
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Post by Gwydden on Aug 8, 2020 2:09:55 GMT
In a more fantastical story, I might agree that an establishing scene is helpful or even necessary ("Ah yes, another beautiful day in my hometown in the intestines of a space-whale, where we harvest the gut flora and hunt the harmful bacteria that would otherwise cause it to violently shit us out into the void"). I mean, I don't think *I* would need it, because I don't go into fantasy stories looking for a fight, but opt instead to accept the premise fully and all new information as it comes until something conflicts. In the case of Dragon Age, I really don't see the need. I don't necessarily disagree with anything you're saying, but I would clarify that to some extent we have to account for different media with different priorities at work. When I play an RPG, one of the main things I'm looking for is to inhabit its world for a while, and this is best accomplished with detours that wouldn't always fit with plot-driven, non-interactive narratives. So I want a slow start, where I can just walk around, talk to people, maybe do a couple small sidequests, before I'm forced to do anything like proceed on a linear path killing darkspawn/demons. That's also why I like sidequests, something else I believe you don't care for. I like that there's a lot of separate, unrelated things going on in a given setting, and that not all of it has to feed into the main plot somehow—a main plot I may not even like, even if I appreciate the world-inhabiting part of the game. And that's an approach that almost certainly wouldn't work in a novel, which would be unlikely to benefit from breaking off into an endless estuary of subplots (Ironically, many popular fantasy novels seem to be written that way). So, if I were to summarize the appeal of a DA:O-style openings for me, it's that 1. it facilitates investment in my character and their place in the world, 2. it lets me explore an aspect of said world that would otherwise not be available; for instance, race choices and PC plot armor all but guarantee we'll never get as direct an experience of the supposed plights of the elves, mages or casteless dwarves, and 3. they tend to offer at least some player agency and to be dialogue-heavy, which is what I enjoy most about these games. DA2 starts with combat, something that never rises above adequate in Bioware games and which I can't imagine is the main selling point for very many people; and DA:I begins with you as a literal prisoner, stuck in a pointless conversation with Cassandra and following her along an entirely linear path.
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Post by pessimistpanda on Aug 8, 2020 3:39:02 GMT
I like that there's a lot of separate, unrelated things going on in a given setting, and that not all of it has to feed into the main plot somehow—a main plot I may not even like, even if I appreciate the world-inhabiting part of the game. And that's an approach that almost certainly wouldn't work in a novel, which would be unlikely to benefit from breaking off into an endless estuary of subplots (Ironically, many popular fantasy novels seem to be written that way). So, if I were to summarize the appeal of a DA:O-style openings for me, it's that 1. it facilitates investment in my character and their place in the world, 2. it lets me explore an aspect of said world that would otherwise not be available; for instance, race choices and PC plot armor all but guarantee we'll never get as direct an experience of the supposed plights of the elves, mages or casteless dwarves, and 3. they tend to offer at least some player agency and to be dialogue-heavy, which is what I enjoy most about these games. I don't really disagree with much of what you're saying either. I can certainly concede that the parts of Dragon Age's world that I find most interesting are usually tucked in the side content, far away from the main plot. I'm not opposed to sidequests in general, I would like to clarify. I don't like the way they are implemented in most games currently. But you are, of course, correct that I prefer them to have relevance to the core plot.
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Post by fairdragon on Aug 8, 2020 9:44:50 GMT
A question. When you play a game and decide who you are. Where you will find this Information or have you so good memories? It is standing no where. Sorry maybe i am stupid. I make it up myself, insofar as BioWare allows that. That's what roleplaying is about. There's a lot of talk in here about "grounding" the character and making them feel "real". Well, putting aside the fact that "grounded" and "real" are totally arbitrary terms that mean different things to different people, given the fact that the character is supposed to be (at least in part), the player's own creation, making them fit the player's individual definitions of "grounded" and "real" is in fact the player's own job. The motivation and the emotional connections to people and the world around them should come from the player. People in here have framed the argument in such a way as to say that, because I don't want to spend a lot of time with the character's family and experience their home life, that I am somehow against "good writing". What I am actually doing is standing up for my own beliefs about what good writing is. Namely, I believe that decent writing treats players and readers as if they have half a brain, and trusts them to figure things out on their own. This holds doubly true for a roleplaying game, where I am supposed to be a co-contributor to the story, and TRIPLY true for the world of Dragon Age, which is not remotely original enough for there to be any risk of new players being confused. Then try to make such a game. It isn't easy to work with so many variables.
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Post by fairdragon on Aug 8, 2020 9:55:58 GMT
I generally find myself in agreement with your posts, but I'm afraid this discussion isn't one of those times. If I want to make up a character's backstory, I can do so far better in my own writing and tabletop games, when whatever I make up will actually matter. I have no interest in doing the job of video game writers for them. If all the good parts of the story are coming from me, what's the point of the CRPG anyway? I also tend to dislike in medias res openings and find action scenes in books and movies, almost without fail, excruciatingly boring. For action scenes to be good there needs to be context, setup, and stakes, so having them in a story's intro strikes me as a generally awful idea. That's not me advocating for prologues (they almost always suck, yeah) but for narrative setup. Characters like the Inquisitor never feel like more than player avatars because they're so lacking in a place within the world. And while you may complain of having to talk to characters who will be dead in a few hours, I find DA2 expecting you to care for a family you've literally just met much worse. I'm not arguing against context, I am arguing that all stories should start as close to the 'inciting incident' of the plot as possible. I believe that good writers can provide context while also moving the plot along. I don't advocate for action scenes that don't move the plot forward either. I don't get emotionally connected to characters *generally speaking*. Especially not in grand, sweeping fantasy epics, because I can't relate to their situation. What draws me into a story is the world (if it's a particularly fantastical and different world), and the plot hook. When I do get emotionally invested in a character, it's because I find them relatable, or I find their goal relatable/sympathetic. I don't connect to anyone in DAI because I don't relate to the mostly very privileged cast of characters, or sympathise with their stated overall goal of 'restoring order', the 'order' of Thedas sucks. No amount of establishing scenes will ever fix that for me. The reason that I (mostly) like DA2 is because the game is overall smaller in scope and more focussed on personal struggles. I don't feel particular affection for any of the characters, except maybe Anders, but I relate more to being poor and wanting to be rich, or being oppressed and wanting to fight back, or being hurt and wanting revenge. As for DA2's opening, not only would I not have shown Hawke and family in Lothering, hefting hay bales or barn dancing or what have you, but I would have cut the entire opening sequence of fleeing from Lothering as well. It serves no particular narrative importance. In the greater scheme of the series, how Hawke got to Kirkwall doesn't really matter, as it turns out. If there HAS to be a scene establishing 'ordinary life', surely it would've made more sense to show some of the year that Hawke spends working as a mercenary or smuggler. In a more fantastical story, I might agree that an establishing scene is helpful or even necessary ("Ah yes, another beautiful day in my hometown in the intestines of a space-whale, where we harvest the gut flora and hunt the harmful bacteria that would otherwise cause it to violently shit us out into the void"). I mean, I don't think *I* would need it, because I don't go into fantasy stories looking for a fight, but opt instead to accept the premise fully and all new information as it comes until something conflicts. In the case of Dragon Age, I really don't see the need. Then the game would only be 3 hours instead of 9 hours. In DA2 you would begin in the second Act. No offence, but i would like it more than less time. I want to play it till the next game come.
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LadyofNemesis
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by LadyofNemesis on Aug 8, 2020 10:14:59 GMT
To be fair, I like both Origins was amazing in delivering it's opening settings with each of the well...origins I also loved the opening video of Duncan explaining what the Blight was and where it (supposedly) came from
I also love games like Skyrim, where (in the vanilla game) you start out on a cart with several prisoners, you're carted of to your execution why? *shrug* no one knows, were you a criminal? Were you simply at the wrong place at the wrong time? You aren't told, but you can fill that in later. You get of the cart, character creation happens, you head to the execution block and...BAM! Dragon appears, starts frying people, massive confusion...action
But I also like the alternate start mod for this game, you can pick from dozens of 'origin' stories and form your character around those are you a vampire? A bandit? Maybe you were a traveling noble or a refugee, a member of the army...etc. Then after that you play around a bit, you can travel to the area where the vanilla opening happens and pick the main quest up from there It isn't a perfect mod, but it certainly beats having to do the cart opening scene over and over
Personally, I find it hilarious that I can pick options that explain things to me, even if my character should know those things However, in Origins several of those questions do make sense if say...you play a Dwarf commoner what's a templar? What's the Fade? Why do you people revere some lady who got herself put on fire?
But having someone from the surface explain it to you...they'll probably know better then you right?
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Post by Kappa Neko on Aug 8, 2020 14:41:11 GMT
2: The lack of it, particularly in DA2 for an example can really show, think about it, on the first PT did it really matter when Bethany/Carver were turned into paste by the Ogre? The player barely had time to know them, but some time beforehand, in Lothering, either helping teach Bethany as mage Hawke, or experiencing Carver's rivalry with you, would've added more impact to their untimely end. Just some more thoughts. Hawke's sibling dying in the opening was the biggest narrative failure of the entire game... The player has zero connection to that character. That was really poor writing. DA2 would have greatly benefited from some kind family scene leading up to this tragic event. Didn't have to be long. A short slice of the family dynamics, already establishing rivalry among the siblings. One quiet scene before it all goes to hell and they start running. 10min. That would have made all the difference imo. Oddly, I thought the scene with Aveline's husband worked. Maybe because he died slowly? The time it took for him to die was enough to establish their relationship and convey real grief. But Hawke's sibling died so fast and then there was no time to dwell on the shock either. It was a really poor rushed opening to a game that then proceeded to take the whole first act to establish the world in a long ass drawn out quasi prologue. Very odd pacing... I've loved ordinary life prologues since Ocarina Of Time at the age of 12. That game (and many JRPGs that followed) left such a lasting impression on me as a kid that I still get all warm and fuzzy inside when a game starts in a sleepy little village. I just think it's good storytelling. Of course it's not the only good way to start a narrative. A lot of narratives skilfully use a mysterious opening to hook players. Who's the hero, what's their secret? What's wrong with the world? I guess it depends on the focus too. Is the protagonist's backstory part of the central mystery or not? Does it matter where the hero came from? DA2 was a family story at heart, so skipping a nice family scene to establish their dynamic was a mistake imo. DAO's origin stories served as world exposition as much as giving the hero a life prior to the central plot. That was great! DAI tried to copy the Skyrim opening and I felt meh about it. I never really grew attached to the inquisitor, not sure if the lack of a proper backstory and pre-established relationships is to blame or the rather boring role-playing options. I could try to reason that the inquisitor never felt like a real person living in this world because they more or less dropped out of the sky and even the eventual revelation what happened couldn't change that, but maybe I'm just biased...
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Post by witchcocktor on Aug 8, 2020 16:46:45 GMT
Straight into the action, me thinks. The eventual '' this is where the story really starts '' stuff is kind of corny sometimes.
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Post by ClarkKent on Aug 9, 2020 11:57:22 GMT
The further Dragon Age openings are from the style of Skyrim's opening the better. Empty vessels aren't great.
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