Gileadan
N5
Agent 46
Clearance Level Ultra
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: ALoneGretchin
Posts: 2,919 Likes: 7,496
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Post by Gileadan on Aug 9, 2020 15:15:25 GMT
It depends what the game and its story are trying to achieve when they start. If there are characters or events that I'm supposed to care about, then I will need a moment or two to get to know and like them so I can actually care.
DA2 failed with its introduction, that basically went "here is your family! Care about them! NOW!". When my sibling, whom I was barely familiar with at that time, died in such a stupid way by going "raaah I hate darkspawn!" *splat*, my first reaction was not "awww the poor thing" but more like "wtf did I just watch?". S/he could as well have pulled a paperbag over their head and breakdanced towards the enemy lines.
Likewise, DAI's "zomfg everyone explodered" didn't work for me. I didn't see it happen. I didn't know anyone there. I didn't care. It's like Skyrim starting in the tunnels under Helgen with someone telling you "zomfg a dragon ate half the town".
On the other hand, if the story is starting in a familiar setting and/or a familiar premise, I will happily jump right into the action. "See those bunkers? That's Omaha Beach! Go!"
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Post by pessimistpanda on Aug 10, 2020 3:12:20 GMT
Omaha Beach is a LOT less "familiar" to me than the stock-standard fantasy setting of Dragon Age.
I also am kind of confused by the assumption that BioWare expects people to be emotionally attached to the events or characters at the beginning of DA2 and DAI. Was that ever a stated goal of the writers? For players to be emotionally attached to the characters of the game within the first five minutes?
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Post by colfoley on Aug 10, 2020 3:35:54 GMT
Omaha Beach is a LOT less "familiar" to me than the stock-standard fantasy setting of Dragon Age. I also am kind of confused by the assumption that BioWare expects people to be emotionally attached to the events or characters at the beginning of DA2 and DAI. Was that ever a stated goal of the writers? For players to be emotionally attached to the characters of the game within the first five minutes? I mean I think the idea is for people to want to care for people who die and then say 'why should I care about people I don't know'. But you do raise an interesting point here considering Inquisition never really asked you to care about any of the characters involved. They were literally unamed and unloved aside from Justinia and I believe Cassandra mentioned her former 'lover' could have been there.
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Post by pessimistpanda on Aug 10, 2020 3:53:38 GMT
Omaha Beach is a LOT less "familiar" to me than the stock-standard fantasy setting of Dragon Age. I also am kind of confused by the assumption that BioWare expects people to be emotionally attached to the events or characters at the beginning of DA2 and DAI. Was that ever a stated goal of the writers? For players to be emotionally attached to the characters of the game within the first five minutes? I mean I think the idea is for people to want to care for people who die and then say 'why should I care about people I don't know'. But you do raise an interesting point here considering Inquisition never really asked you to care about any of the characters involved. They were literally unamed and unloved aside from Justinia and I believe Cassandra mentioned her former 'lover' could have been there. Well, this is just anecdotal experience, but what I mean is that in my pursuit of a writing degree and in various one-off seminars and things, I have *never*, to my recollection, heard anyone express the idea that the reader should be caring deeply about the characters from the very start of the narrative. I don't think that's even really possible, for any story in any format. Affection (for anything) as a rule, builds up over time. I can't care for a character within the first few pages/minutes of a story, anymore than I can care for random strangers I pass in the street. Over and over again in this thread, it's been stated that "BioWare expects me to care about these characters that I don't know anything about!" and only now has it occured to me to question if that is the case.
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Post by colfoley on Aug 10, 2020 4:14:24 GMT
I mean I think the idea is for people to want to care for people who die and then say 'why should I care about people I don't know'. But you do raise an interesting point here considering Inquisition never really asked you to care about any of the characters involved. They were literally unamed and unloved aside from Justinia and I believe Cassandra mentioned her former 'lover' could have been there. Well, this is just anecdotal experience, but what I mean is that in my pursuit of a writing degree and in various one-off seminars and things, I have *never*, to my recollection, heard anyone express the idea that the reader should be caring deeply about the characters from the very start of the narrative. I don't think that's even really possible, for any story in any format. Affection (for anything) as a rule, builds up over time. I can't care for a character within the first few pages/minutes of a story, anymore than I can care for random strangers I pass in the street. Over and over again in this thread, it's been stated that "BioWare expects me to care about these characters that I don't know anything about!" and only now has it occured to me to question if that is the case. Its a good question and I think you are onto something. Though on the other hand I do, at least in these RPGs, tend to care about some characters by association of who they are to my protagonist. I cared about the Couslands because they were my character's parents so he should've cared about them. I cared about Fergus and spent a long ass time wondering where he went during the early part of the game. I cared about Bethany and Leandra because they were my Hawke's family...I didn't care about Carver because he died quickly and is a dick. This can also play into the performance and even graphical side of things too 'how much I care about these characters I've never met.' If Hawke and Leandra's actresses do a convincing job crying over Carver, I may get emotional. But you are right, at least in Inquisition BioWare never made it a big plot point to 'care' about the characters who died at the Conclave...though I do remember there was that one dialogue option when responding to Varric.
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Post by KaiserShep on Aug 10, 2020 5:05:06 GMT
I prefer narrative starts myself. I think ME1 probably has one of my favorite intros, though I do have a soft spot for Origins, except for the Dalish because fuck them.
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Gileadan
N5
Agent 46
Clearance Level Ultra
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Post by Gileadan on Aug 10, 2020 5:56:40 GMT
Omaha Beach is a LOT less "familiar" to me than the stock-standard fantasy setting of Dragon Age. I also am kind of confused by the assumption that BioWare expects people to be emotionally attached to the events or characters at the beginning of DA2 and DAI. Was that ever a stated goal of the writers? For players to be emotionally attached to the characters of the game within the first five minutes? Well, I certainly cannot speak for anyone but myself, different people are interested in and familiar with different things after all. I merely picked Omaha Beach as an example for a common starting situation in a video game due to WW2 shooters from an American perspective being such a popular, often repeated scenario. I assume that the player is supposed to care about the death of the redundant Hawke sibling because 1) BioWare likes to tell heartstring tugging stories and 2) in a game that takes a lot of shortcuts and that has its share of "tell, don't show" moments, the time and resources were spent to write, animate and code that scene. The removal of that sibling could have happened in far more resource friendly ways like them being struck down in the opening animation, Hawke merely being told about them dying yesterday or that sibling even never existing. But the death scene is there - I just can't think of any other reason for it to exist than drama and emotional impact. No, I don't recall the writers specifically stating that this was their intention, I was merely giving my impression of the scene and my opinion of it. Sorry for not not stating that more clearly.
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Post by pessimistpanda on Aug 10, 2020 6:22:59 GMT
Omaha Beach is a LOT less "familiar" to me than the stock-standard fantasy setting of Dragon Age. I also am kind of confused by the assumption that BioWare expects people to be emotionally attached to the events or characters at the beginning of DA2 and DAI. Was that ever a stated goal of the writers? For players to be emotionally attached to the characters of the game within the first five minutes? Well, I certainly cannot speak for anyone but myself, different people are interested in and familiar with different things after all. I merely picked Omaha Beach as an example for a common starting situation in a video game due to WW2 shooters from an American perspective being such a popular, often repeated scenario. I assume that the player is supposed to care about the death of the redundant Hawke sibling because 1) BioWare likes to tell heartstring tugging stories and 2) in a game that takes a lot of shortcuts and that has its share of "tell, don't show" moments, the time and resources were spent to write, animate and code that scene. The removal of that sibling could have happened in far more resource friendly ways like them being struck down in the opening animation, Hawke merely being told about them dying yesterday or that sibling even never existing. But the death scene is there - I just can't think of any other reason for it to exist than drama and emotional impact. No, I don't recall the writers specifically stating that this was their intention, I was merely giving my impression of the scene and my opinion of it. Sorry for not not stating that more clearly. Just want to clarify, that second paragraph was meant to be more a general musing, not aimed at anyone in particular. The argument that the death of the Hawke sibling occurs too early for players to care (and therefore more time was needed with the characters) has been prevalent throughout the entire thread, and the underlying assumption (i.e, that the authors intended for players to form emotional attachment to the Hawke family almost immediately upon introduction) is one that *I, myself* had taken for granted until literally today. And look, it's certainly true that the writers, or at least some of them, have been vocal in the past about enjoying "fan tears", etc etc. But, like, surely they knew it was unrealistic to expect people to become fully invested in the fate of the Hawkes within the opening moments of the game? Personally, I would have thought the plot hook of knowing that Hawke eventually becomes very important (as explicitly stated by Varric and Cassandra in the framing narrative) would have been doing most of the heavy lifting with regard to raising/keeping player interest.
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Agent 46
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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
Origin: ALoneGretchin
Posts: 2,919 Likes: 7,496
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Post by Gileadan on Aug 10, 2020 6:54:00 GMT
Just want to clarify, that second paragraph was meant to be more a general musing, not aimed at anyone in particular. The argument that the death of the Hawke sibling occurs too early for players to care (and therefore more time was needed with the characters) has been prevalent throughout the entire thread, and the underlying assumption (i.e, that the authors intended for players to form emotional attachment to the Hawke family almost immediately upon introduction) is one that *I, myself* had taken for granted until literally today. And look, it's certainly true that the writers, or at least some of them, have been vocal in the past about enjoying "fan tears", etc etc. But, like, surely they knew it was unrealistic to expect people to become fully invested in the fate of the Hawkes within the opening moments of the game? Personally, I would have thought the plot hook of knowing that Hawke eventually becomes very important (as explicitly stated by Varric and Cassandra in the framing narrative) would have been doing most of the heavy lifting with regard to raising/keeping player interest. Yes, they might have realized that the Hawke sibling's very early death would likely not create as much emotional impact as might be desirable for a scene of that magnitude, i.e. the death of close family. Maybe there was a more extended introduction planned but got cut and that scene is a leftover from the original plan (something that only came to my mind after posting). But I feel that DA2's story stumbles a lot in its early stages, including Hawke's rise to importance that you mentioned. At end of the prologue, the player must pick either a gang of smugglers or mercenaries to serve with for a year, and then that entire year is skipped. When Varric meets Hawke, he says that Hawke made a name for him/herself in Kirkwall but of course there is never any elaboration on just what kind of name that might be. Honourable? Competent? Bloodthirsty? Great comedian? It could be anything. To me, those first steps on a path to power would have been interesting and important, and I feel that their omission hurt the story. I thought the death of the Hawke sibling was another stumble like this at DA2's somewhat rocky start. But that said, all this is just my opinion. I don't know much about the craft of writing, all I can tell is how it affects me.
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Post by biggydx on Aug 10, 2020 16:51:58 GMT
It's a bit hard for me to decide, because I'd need to know how instant is "instant". The beginning of TLOU gave you about 10-15 minutes of quality time with Joel and Sam before everything went to hell. Sam even dies within the first 30 minutes. For some, that would be classed as instant action, but you wouldn't say it wasnt an engaging/personal moment. Even in Inquisition, you got some time to talk to Cassandra, Varric, and Solas before combat started.
We also have to consider the type of game you're dealing with. RPGs are pretty long games to play compared to most other genres, so it takes time to feel invested with each character you engage with, and that's assuming they're constructed in a way that makes them feel personable. I think that latter point is ultimately what's important. Can the death of someone in the very beginning of a game feel cheap? Maybe. Depends on the execution and how much it impacts those close to said person.
For me, in general, I think having a couple moments of banter between characters is good enough. Maybe 15-20 minutes worth before stuff goes down. If it's a story that's going to take me 30+ hrs to beat, then I'm going into it with the assumption that the devs are planning to give me time to engage with each major NPC involved in the story. If they dont live up to that, or I dont feel that invested in barely any of the NPCs, than that's more an issue with character development than plot sequences.
Edit: One last thing I'd like to point out, is that it also depends on how deep you want the Role playing aspect of the game to feel. The origin stories of DAO benefitted the role playing aspect of the game because it gave the player a sense of identity and permanence in the story. You were part of an established community, and had time to engage with said community to learn more about who you are/were, and what shaped the area and what you became. We already know that Mark Darrah hinted that the studio is less likely to do Origin stories in DA4, primarily because they didnt see players engage much with origin stories in DAO. It's not set in stone that that's how things will shake up, but if origins will no longer return to Dragon Age, this likely means we shouldn't expect an hour of narrative storytelling before the action starts. I could be wrong, but signs from the dev team hints in this direction.
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Post by fairdragon on Aug 10, 2020 18:45:18 GMT
Just want to clarify, that second paragraph was meant to be more a general musing, not aimed at anyone in particular. The argument that the death of the Hawke sibling occurs too early for players to care (and therefore more time was needed with the characters) has been prevalent throughout the entire thread, and the underlying assumption (i.e, that the authors intended for players to form emotional attachment to the Hawke family almost immediately upon introduction) is one that *I, myself* had taken for granted until literally today. And look, it's certainly true that the writers, or at least some of them, have been vocal in the past about enjoying "fan tears", etc etc. But, like, surely they knew it was unrealistic to expect people to become fully invested in the fate of the Hawkes within the opening moments of the game? Personally, I would have thought the plot hook of knowing that Hawke eventually becomes very important (as explicitly stated by Varric and Cassandra in the framing narrative) would have been doing most of the heavy lifting with regard to raising/keeping player interest. Yes, they might have realized that the Hawke sibling's very early death would likely not create as much emotional impact as might be desirable for a scene of that magnitude, i.e. the death of close family. Maybe there was a more extended introduction planned but got cut and that scene is a leftover from the original plan (something that only came to my mind after posting). But I feel that DA2's story stumbles a lot in its early stages, including Hawke's rise to importance that you mentioned. At end of the prologue, the player must pick either a gang of smugglers or mercenaries to serve with for a year, and then that entire year is skipped. When Varric meets Hawke, he says that Hawke made a name for him/herself in Kirkwall but of course there is never any elaboration on just what kind of name that might be. Honourable? Competent? Bloodthirsty? Great comedian? It could be anything. To me, those first steps on a path to power would have been interesting and important, and I feel that their omission hurt the story. I thought the death of the Hawke sibling was another stumble like this at DA2's somewhat rocky start. But that said, all this is just my opinion. I don't know much about the craft of writing, all I can tell is how it affects me. I am writing Stories and good stories needs time. DA2 have had to little time i think. the end came first. After that, the beginning was cut up in an uncreative way due to lack of time. The start show only the combat system. Then a clichee drama scene. Horror for my senses. Instant action starts for DA2: Hawke as smuggler or soldier to get the money you need. Akt 1. Akt 2 Varric and the expedition (finding companions). Akt 3 build up tension. Akt 4 the outbreak. narrative starts: Lothering (backup over keep) you see what happend and your warden again. Then you run. So that people can care for the family. Then you cut of the money part and Hawke go straight to town. Varric and the expedition next and so on.
They mixed the two and it went wrong.
But Inqusition is a diffrent story. It was never about deep feelings for the people who were at the conclave. It is more of a detective novel than anything else. You should be confused. they try something new.
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Post by Andrew Waples on Aug 13, 2020 10:41:42 GMT
Not to mention that underwhelming ass 'civil war'. I believe the Inquisitor said "inane". I really love the aggressive disband option. I still don't understand why you couldn't choose both if you had enough power. No matter who you choose you still fight Red Templars and Venatori.
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Post by Andrew Waples on Aug 13, 2020 10:43:47 GMT
DAI would've been great with a prologue. This. It was to much information too fast.
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Post by gervaise21 on Aug 13, 2020 11:17:44 GMT
I still don't understand why you couldn't choose both if you had enough power. No matter who you choose you still fight Red Templars and Venatori. Not sure what you mean here. We were talking about the civil war between Celene and Gaspard, which was being prolonged by Briala's guerrilla tactics. It was all very ridiculous really and you can force them all to work together if you find enough halla statues to open the requisite doors and acquire the clues you need. It made no difference to the forces we were supplied with. The other war that I think you are talking about is the mage/Templar war. I wouldn't exactly call it inane, particularly if you are a mage, although it would seem that all the sensible leaders of their rebellion had jumped ship by the time we get involved, so we are just left with Fiona, who I couldn't stand but couldn't replace as leader, so the best I could do was conscript them mages as at least they would ultimately be answerable to me and vice versa. What was inane was the way the whole thing was resolved. The time travel plot was ridiculous; it was never really properly explained and didn't make a lot of sense with regard to why Fiona would choose to sell out the monarch and people of Ferelden, who had offered them sanctuary in the most defensible castle in all Ferelden, to some Tevinter Magister offering indentured servitude in Tevinter in return for handing the castle over to him. They were under the protection of the King/Queen, so the Templars attacking Redcliffe would have been an act of war against Ferelden. Why did the entire mage army cross half of Thedas to get there, when they could simply have sent delegates to the Conclave? Their original base was on the Tevinter border, so if things were going that badly, why not just cross over and throw themselves on their mercy? Meanwhile, on the Templar path it was never explained why all these Orlesian nobles are the ones being asked to sweet talk the Templars, when their base is deep in Ferelden territory. Where are the Ferelden nobles, why are the Orlesian nobles even welcomed in the country and shouldn't they be off engaged in their own country's civil war? Also, why would the monarch invite both the Templar and mage army to camp on their land? That was inviting trouble. So pretty stupid all round. One piece of sense in the whole thing, you are allowed to judge and replace the leader of the Templars, well his deputy really since the Seeker guy was off elsewhere and the envy demon standing in for him.
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Post by pessimistpanda on Aug 13, 2020 11:24:30 GMT
What was so difficult about the beginning of DAI to understand? I am genuinely curious. I feel like even players who were new to the series should have been able to grasp enough to get started. There are so, so many stories across all forms of media where main characters have long or short-term memory and have to piece together the events leading up to the incident that caused it.
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Post by Andrew Waples on Aug 13, 2020 12:08:07 GMT
I still don't understand why you couldn't choose both if you had enough power. No matter who you choose you still fight Red Templars and Venatori. Not sure what you mean here. We were talking about the civil war between Celene and Gaspard, which was being prolonged by Briala's guerrilla tactics. It was all very ridiculous really and you can force them all to work together if you find enough halla statues to open the requisite doors and acquire the clues you need. It made no difference to the forces we were supplied with. The other war that I think you are talking about is the mage/Templar war. I wouldn't exactly call it inane, particularly if you are a mage, although it would seem that all the sensible leaders of their rebellion had jumped ship by the time we get involved, so we are just left with Fiona, who I couldn't stand but couldn't replace as leader, so the best I could do was conscript them mages as at least they would ultimately be answerable to me and vice versa. What was inane was the way the whole thing was resolved. The time travel plot was ridiculous; it was never really properly explained and didn't make a lot of sense with regard to why Fiona would choose to sell out the monarch and people of Ferelden, who had offered them sanctuary in the most defensible castle in all Ferelden, to some Tevinter Magister offering indentured servitude in Tevinter in return for handing the castle over to him. They were under the protection of the King/Queen, so the Templars attacking Redcliffe would have been an act of war against Ferelden. Why did the entire mage army cross half of Thedas to get there, when they could simply have sent delegates to the Conclave? Their original base was on the Tevinter border, so if things were going that badly, why not just cross over and throw themselves on their mercy? Meanwhile, on the Templar path it was never explained why all these Orlesian nobles are the ones being asked to sweet talk the Templars, when their base is deep in Ferelden territory. Where are the Ferelden nobles, why are the Orlesian nobles even welcomed in the country and shouldn't they be off engaged in their own country's civil war? Also, why would the monarch invite both the Templar and mage army to camp on their land? That was inviting trouble. So pretty stupid all round. One piece of sense in the whole thing, you are allowed to judge and replace the leader of the Templars, well his deputy really since the Seeker guy was off elsewhere and the envy demon standing in for him. Oh sorry you're talking about Celene and Gaspard. I should've read more.
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Post by Andrew Waples on Aug 13, 2020 12:11:59 GMT
What was so difficult about the beginning of DAI to understand? I am genuinely curious. I feel like even players who were new to the series should have been able to grasp enough to get started. There are so, so many stories across all forms of media where main characters have long or short-term memory and have to piece together the events leading up to the incident that caused it. Not sure who you are referring to, but I'm not saying it wasn't hard to understand. It just would've been nice if we got to see a Mage or Templar perspective before the Breach happened, interact with key characters, see the Divine etc.
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Post by pessimistpanda on Aug 13, 2020 12:42:42 GMT
What was so difficult about the beginning of DAI to understand? I am genuinely curious. I feel like even players who were new to the series should have been able to grasp enough to get started. There are so, so many stories across all forms of media where main characters have long or short-term memory and have to piece together the events leading up to the incident that caused it. Not sure who you are referring to, but I'm not saying it wasn't hard to understand. It just would've been nice if we got to see a Mage or Templar perspective before the Breach happened, interact with key characters, see the Divine etc. Well no one in particular, but I suppose the nebulous group includes you, because you mentioned that it's too much information at once, and I... genuinely can't see it. Admittedly it's been a while since I last played it, but I remember the opening being very straightforward.
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Post by ClarkKent on Aug 13, 2020 13:30:09 GMT
What was so difficult about the beginning of DAI to understand? I am genuinely curious. I feel like even players who were new to the series should have been able to grasp enough to get started. There are so, so many stories across all forms of media where main characters have long or short-term memory and have to piece together the events leading up to the incident that caused it. Not sure who you are referring to, but I'm not saying it wasn't hard to understand. It just would've been nice if we got to see a Mage or Templar perspective before the Breach happened, interact with key characters, see the Divine etc. It would have been nice to see the Inquisitor as a 'regular guy' as well. I feel like I would have related with his journey more, and there would be less of a sense that he just spawned from the ground to solve everyone's problems.
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Post by Buckeldemon on Aug 13, 2020 18:08:04 GMT
so we are just left with Fiona, who I couldn't stand but couldn't replace as leader, so the best I could do was conscript them mages as at least they would ultimately be answerable to me and vice versa. I'm honestly not sure why the writers did that, given Fiona was never even mentioned in the games before and her appearances in the books were... divisive from the get-go apparently. While I did not read neither Asunder nor The Calling, I've never encountered a positive mention of her anywhere in the fandom. and didn't make a lot of sense with regard to why Fiona would choose to sell out the monarch and people of Ferelden, who had offered them sanctuary in the most defensible castle in all Ferelden, to some Tevinter Magister offering indentured servitude in Tevinter in return for handing the castle over to him. I suppose that it is some kind of "idot ball" issue, especially since the simple mention of "Tevinter" causes freakout both in-universe and among the players. They were under the protection of the King/Queen, so the Templars attacking Redcliffe would have been an act of war against Ferelden. Theoretically yes, though I wonder if the ruler(s) could have reacted in time. It has been a while, but I remember that elven healer mentioning that her predecessor was killed by a templar attack, so I suspsect the rogues had already been attacking the village before. Meanwhile, on the Templar path it was never explained why all these Orlesian nobles are the ones being asked to sweet talk the Templars, when their base is deep in Ferelden territory. Where are the Ferelden nobles, why are the Orlesian nobles even welcomed in the country and shouldn't they be off engaged in their own country's civil war? Also, why would the monarch invite both the Templar and mage army to camp on their land? That was inviting trouble. So pretty stupid all round. Agreed. I wonder though if fake!Lucius was invinted at all. His ramblings in Val Royeaux make me think that he would not care if he was permitted or not. One piece of sense in the whole thing, you are allowed to judge and replace the leader of the Templars, well his deputy really since the Seeker guy was off elsewhere and the envy demon standing in for him. Hmm. I found it strange that we can only have Denam executed if we break into his office and find out about the Knight-Vigilant, despite all the red lyrium shenanigans, and opposed to Alexius, who is charged ridiculously and pointlessly with "Apostasy" and can be sentenced to death right away.
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Post by ihasfingers on Aug 14, 2020 13:13:07 GMT
Narrative starts 100%. How am I supposed to care about a fight if I have no idea who I'm fighting and why? A story-driven game has to be, well, driven by the story. The action is there as a backdrop and to provide variety to the flow and pacing, not the primary attraction.
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Post by dagless on Aug 14, 2020 21:26:12 GMT
Strange sentiment in the OP about modern players not having the patience for a slow start. Did someone at Bioware really say that?
So they expect players to have the patience for hours and hours of get to know your companions dialogue, not to mention collecting 1000s of shards, mosaic pieces, crafting materials, etc, etc. but not a bit of time to establish where you are and what’s going on in the world? Did they actually ask RPG fans or just gamers in general?
It doesn’t really seem like a choice between action or story to me either. No reason you can’t start with some action as part of your relatively normal life without introducing the end of the world threat and why you are the only one who can stop it.
Personally, I like starting off as a bit of a nobody, and having my importance to the main plot revealed gradually.
I think it might be interesting to start off with a bit of a mystery. There could be rumors and strange happenings to investigate and try to work out what it all means before being thrown in at the deep end. That could allow a fairly slow start, but still be interesting and relevant to the story.
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Post by goishen on Aug 16, 2020 17:23:36 GMT
DAI would've been great with a prologue. This. It was to much information too fast. And the game was too slow without it.
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Post by ergates on Aug 16, 2020 18:53:47 GMT
Strange sentiment in the OP about modern players not having the patience for a slow start. Did someone at Bioware really say that? So they expect players to have the patience for hours and hours of get to know your companions dialogue, not to mention collecting 1000s of shards, mosaic pieces, crafting materials, etc, etc. but not a bit of time to establish where you are and what’s going on in the world? Did they actually ask RPG fans or just gamers in general? It doesn’t really seem like a choice between action or story to me either. No reason you can’t start with some action as part of your relatively normal life without introducing the end of the world threat and why you are the only one who can stop it. Personally, I like starting off as a bit of a nobody, and having my importance to the main plot revealed gradually. I think it might be interesting to start off with a bit of a mystery. There could be rumors and strange happenings to investigate and try to work out what it all means before being thrown in at the deep end. That could allow a fairly slow start, but still be interesting and relevant to the story. I can't find the link to the interview, despite trawling Google. If I could find it I'd post a link, but I can't. I know it exists because others have also mentioned it in other posts.
So I'm paraphrasing, based upon my memory of the interview, and the dev may not have couched it in such blunt terms, but yes, the gist of it was that the dev felt that modern gamers wouldn't have the patience for such a slow start in a modern game.
As for the other point you raised, the players' early impressions of a game will often carry them through the rest of the game. If you're feeling bored and impatient during the first thirty minutes it's a good bet that you won't be very much inclined to continue playing that game - even if it picks up later on.
Consequently, having a strong, dynamic engaging intro to the game will give a very different impression will carry many players deeper into the game - and by that late point they may be feeling sufficiently engaged so as not to mind collectibles, shards etc. as they're still enjoying the rest of the game.
Personally I don't think that Inquisition had a particularly strong start. A super-short introduction with some dialogue, followed by a linear path with simple combat culminating in a slightly annoying boss fight. I didn't find any of it particularly gripping... and it was only afterward in Haven, when I had sufficient time to breath and explore that I started to become more immersed.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
PSN: LinksOcarina
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Post by linksocarina on Aug 21, 2020 21:14:21 GMT
Depends on the game and narrative tone of what they are accomplishing.
The only title in the series with a "slow" prologue is Origins, which wanted to do the day in the life narrative structure a bit before your life changes. Great for roleplaying and diversity for sure.
Dragon Age 2 and Inquisition were more direct, then slowed down after an action opening. A lot of BioWare games have the action-packed opening; all the Mass Effects, Star Wars, Neverwinter Nights, Baldurs Gate II...only the first Baldur's Gate and Jade Empire took it real slow at first based on my recollections outside of Origins.
If I were to guess, the next Dragon Age game will be similar, since that has been the pattern of grabbing peoples attention as much as possible in the first hour or two for players.
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