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Post by alanc9 on Sept 8, 2020 1:28:05 GMT
So this actually does apply to DA. The whole series has been built, by design, on lore that is at best provisional, at worst nonsense.. Codex entries on magic are exactly what they say they are; the opinion of some Circle mages on the topic, and nothing more. We've known from the very beginning that we don't have any access to truth beyond what our current PC directly perceives. The writers don't ever have to retcon anything because there isn't any continuity in the first place. Just opinions, more- or less-well founded. While you could say this, "re-interprating" the definition every other book, every other game, gets confusing and tiresome. At some point, I'm just going to drop out, because it just gets too complicated, too convoluted, when everything gets redefined on a per title basis. It's okay to make new breakthroughs in established lore, to spice things up, or introduce new things, but this is the third time we are redefining magic, in 3 games. I don't care, because the next game will undo the previous version, so it gets increasingly frustrating, confusing and tiresome. It's why the lore needs an established set of rules to work. I don't follow this, at least WRT games (I don't currently engage with other DA media). At any given moment I'm playing a particular character who is in possession of a particular set of facts, conjectures, suppositions, etc. and so forth. If that basket of information is different from the basket some other character of mine has at some other time, what of it? I'm playing this character, not that character. (It's unfortunate that we can't partition our memories. Ideally, I wouldn't be able to remember DA2 while playing DAI.) And "undo" is either deliberately obfuscating rhetoric or outright intellectual confusion. Nothing is ever undone. What happened always happened. You just didn't interpret it correctly at the time.
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Post by pessimistpanda on Sept 8, 2020 1:34:39 GMT
So this actually does apply to DA. The whole series has been built, by design, on lore that is at best provisional, at worst nonsense.. Codex entries on magic are exactly what they say they are; the opinion of some Circle mages on the topic, and nothing more. We've known from the very beginning that we don't have any access to truth beyond what our current PC directly perceives. The writers don't ever have to retcon anything because there isn't any continuity in the first place. Just opinions, more- or less-well founded.
Sadly, I agree that Bio writers modify Lore to suit their next game. Example: Mages' powers. Which is why I don't bother with the Codex entries. They are written to suit the needs of the day, imo.
Once again, Bio will modify mage combat and skills/talents in DA4. Of this, I am convinced.
Oh no, I wanted to use only the exact same skill trees and specialisations that were available to me in all the previous games, and not have any new ones at all.
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Post by Cantina on Sept 8, 2020 3:27:57 GMT
Sadly, I agree that Bio writers modify Lore to suit their next game. Example: Mages' powers. Which is why I don't bother with the Codex entries. They are written to suit the needs of the day, imo.
Once again, Bio will modify mage combat and skills/talents in DA4. Of this, I am convinced.
Oh no, I wanted to use only the exact same skill trees and specialisations that were available to me in all the previous games, and not have any new ones at all. Considering this is the internet not sure if this sarcasm or not.
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Post by SirSourpuss on Sept 8, 2020 7:05:48 GMT
At any given moment I'm playing a particular character who is in possession of a particular set of facts, conjectures, suppositions, etc. and so forth To put it hypothetically, lets say we have two characters. Each character is the protagonist of their own game. At some point, each character is given an apple. Then they are given a definition for the apple. Each definition for the apple gives us a radically different apple, to the other. It doesn't make much sense. But lets go with it. We'll accept the second of the two definitions, since that came later and is the apple's more recent definition. So now we're going to game three and a third protagonist shows up and he is given his own apple and his own definition of what an apple is, which is also radically different to the other two. At this point, I've lost interest in what an apple is, since it will change in the next game, so there is no reason to keep up with the definition, actively sabotaging my interest in keeping up with the setting. If there is no ground set of rule to follow, I can't follow any rules and I don't care to periodically follow the ones given to me, because they ultimately mean nothing and I am being very explicitly told they mean nothing. While you may think, believe even, that this is great for the writing, ever changing, always renewing, did you consider if this is good for the reader, or the player? Another instance, in DA:I specifically, is Iron Bull's description of the Qunari and their society. Oh, but he lied, obviously. Did he? We're never allowed to question that. And assuming he did lie, what for? How does that affect the world? How does that affect the Qunari back home? Would our next protagonist be privy to Iron Bulls lies? Of course not, right? So rather than the question being why is he lying, the question is who is he lying to? And the answer then becomes the player. Lying to the Inquisitor achieves nothing, because at worst, the Inquisitor goes to the Qunari with some peaceful delegation and ends up meat on the table. And how many would be equally gullible to Iron Bull's shit, pun intended, to actually buy any of it? So all it comes down to is addressing you, the player, in telling you how this is the new Qunari "canon". Which is great. I stopped giving a shit since DA2. Now I literally don't care. It's all too transparent. Maybe you think it's good. I disagree.
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Post by colfoley on Sept 8, 2020 7:26:41 GMT
At any given moment I'm playing a particular character who is in possession of a particular set of facts, conjectures, suppositions, etc. and so forth To put it hypothetically, lets say we have two characters. Each character is the protagonist of their own game. At some point, each character is given an apple. Then they are given a definition for the apple. Each definition for the apple gives us a radically different apple, to the other. It doesn't make much sense. But lets go with it. We'll accept the second of the two definitions, since that came later and is the apple's more recent definition. So now we're going to game three and a third protagonist shows up and he is given his own apple and his own definition of what an apple is, which is also radically different to the other two. At this point, I've lost interest in what an apple is, since it will change in the next game, so there is no reason to keep up with the definition, actively sabotaging my interest in keeping up with the setting. If there is no ground set of rule to follow, I can't follow any rules and I don't care to periodically follow the ones given to me, because they ultimately mean nothing and I am being very explicitly told they mean nothing. While you may think, believe even, that this is great for the writing, ever changing, always renewing, did you consider if this is good for the reader, or the player? Another instance, in DA:I specifically, is Iron Bull's description of the Qunari and their society. Oh, but he lied, obviously. Did he? We're never allowed to question that. And assuming he did lie, what for? How does that affect the world? How does that affect the Qunari back home? Would our next protagonist be privy to Iron Bulls lies? Of course not, right? So rather than the question being why is he lying, the question is who is he lying to? And the answer then becomes the player. Lying to the Inquisitor achieves nothing, because at worst, the Inquisitor goes to the Qunari with some peaceful delegation and ends up meat on the table. And how many would be equally gullible to Iron Bull's shit, pun intended, to actually buy any of it? So all it comes down to is addressing you, the player, in telling you how this is the new Qunari "canon". Which is great. I stopped giving a shit since DA2. Now I literally don't care. It's all too transparent. Maybe you think it's good. I disagree. Ugh I should stop coming in here my morbid curiosity gets the better of me though and this place seems to be better then the last Skepticism thread...there does seem to be legitimate conversation going on in here that is engaging. I can't speak for everyone obviously but at least for me the 'reader/player' this has been great to me. Dragon Age is my favorite fictional franchise atm and Thedas is my favorite fictional world...and this is despite having huge gaping issues with all three of their games believe it or not! But a large part of the reason I do love the series so much is these revelations and how they treat history and phiosophy...both in the ways that individual characters have differing perspectives when it comes to things...and in terms of the revelations of history. Because, this is so true to life. How much does our ideas of history or historical truth change because of new revelations in our world? The Dead Sea Scrolls leap perhaps most dramatically to mind but there are others (in fact this is kind of the whole point of archeology). I do have...issues...with your logic when it comes to IB. Mainly though I find the idea that the Iron Bull is lying to the player as...problematic...because we as the player know he is lying. Our previous experiences with the Qun, the nature of the Qunari, the fact that he is called Liar as his Qun assigned role all point to us having good reason of being suspicious of his claims of the veracity of his claims. Hell much a similar situation exists right now for Solas because we know (unless they decide to clarify the timeline more) that his claims at the end of Tresspasser are similarily false. But then, as you put it, who is he lying to? Well I see a couple of different options. -The Inquisitor. Now this is obvious because most of his qun centric lines are told to her and also we know that his mission is essentially to lie to her and worm his way into her inner circle...and eventually betray the Inquisition. -Southern Thedas. Since he is Hisrad one of his objectives could not have been just to gather intel about the happenings in the South but to recruit more agents/ converts into the Qun. And to do that you want to show your organization in the best light possible. -Himself. Easy to see since he was clearly going through a crisis of consiounce throughout the game. Though it is also worth pointing out that I do have some questions on exactly where he was lying though. Sure some of these things are probably gussied up but given the nature of the Qun...well his lying is more like lies of omission. "Yes I am a member of the Ben Hassrath you can trust me...while I secretly await orders that could lead to me turning against you at the drop of a hat." "Why yes the Qun is just fiiiinnnneee with LGBT issues...that is if the Tamassarans agree to it." I mean, it doesn't take too much of a leap to follow the threads in any of this stuff and put together information for ourselves about what is true and what is not. Even Origins had mystery and historical revelation as a part of its plot (See the Urn of Sacred Ashes and the quests with the Werewolves)
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Post by SirSourpuss on Sept 8, 2020 7:54:52 GMT
.because we as the player know he is lyingWhich is also egregious. Because we are being told that we are playing an utter idiot. Which really undermines the Inquisitor as a protagonist. Ideally, you want your player character to be, at least, as intelligent as the player, unless the game allows or intentionally makes the PC an idiot. Like Roger Wilco. This isn't supposed to be one of those cases. It's as immersion breaking as the Starkid conversation. I mean, it doesn't take too much of a leap to follow the threads in any of this stuff and put together information for ourselves about what is true and what is not I don't care. It's just going to change again and again and again. I don't care. It's been 6 years since the last game. I don't care. I'm going to say it again. I don't care. I don't know anyone outside of here that does care. I'm going to go back to these other communities I hang out with and not argue about DA because nobody keeps up with it anymore.
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Post by Kappa Neko on Sept 8, 2020 10:10:09 GMT
As for Sera, I disagree that she was written well *snip* Most of your issues seem to boil down to not liking her personality. Which is not the same thing as poorly written. I don't like her either. But I consider her well written because she makes sense to me. There are plenty of irritating people with black and white thinking out there in real life. And yes, lots of people resent the people who help them because they didn't feel welcome regardless. Some people will find the fault in everything and feel like they are always mistreated and have it so bad. I find Sera well written exactly because she's like a real person who has deep emotional issues on top of being uneducated. She reminded me a bit of a borderline personality friend I had in school. Wild punk girl from a troubled family life who was very difficult to be around because of her black and white thinking. And as I said, Sera has a lot of insightful things to say about society underneath her abrasive exterior. She's quite observant. As for the Temple Of Mythal, I thought it was HILARIOUS how Morrigan is all high and mighty and then gets her ass handed to her. Clearly she is NOT as much an expert as she likes to think. That's what's so funny. Mommy had her fooled the whole time. I love Morrigan, but she got what she deserved in that scene. And come on, the lecture on elven lore even if your PC is Dalish was clearly an implementation issue. Bioware just couldn't be bothered to adjust the dialogue. Has nothing to do with bad writing. I think they even apologized for the oversight.
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Post by alanc9 on Sept 8, 2020 16:38:40 GMT
At any given moment I'm playing a particular character who is in possession of a particular set of facts, conjectures, suppositions, etc. and so forth To put it hypothetically, lets say we have two characters. Each character is the protagonist of their own game. At some point, each character is given an apple. Then they are given a definition for the apple. Each definition for the apple gives us a radically different apple, to the other. It doesn't make much sense. But lets go with it. We'll accept the second of the two definitions, since that came later and is the apple's more recent definition. So now we're going to game three and a third protagonist shows up and he is given his own apple and his own definition of what an apple is, which is also radically different to the other two. At this point, I've lost interest in what an apple is, since it will change in the next game, so there is no reason to keep up with the definition, actively sabotaging my interest in keeping up with the setting. If there is no ground set of rule to follow, I can't follow any rules and I don't care to periodically follow the ones given to me, because they ultimately mean nothing and I am being very explicitly told they mean nothing. While you may think, believe even, that this is great for the writing, ever changing, always renewing, did you consider if this is good for the reader, or the player? Since I am a reader and a player, of course I did. What you describe here is a psychological process I'm simply not subject to. Finding out what the apple really is- -- more precisely, getting a better working hypothesis as to what the apple is, since objective truth is something we never have and never will have access to, in games or in reality -- doesn't get less interesting to me as we get more iterations. When Thomson blew up atomic theory, physicists didn't throw up their hands and give up. And who's the "I" in the italed? You character should follow the rules she knows, whichever set that is. I can't come up with a situation where you, personally, are doing anything with the rules except theorycrafting. And the known rules don't mean nothing; that's more silly hyperbole. Those rules are good enough for the people in the game world to use at the time. And they'll stay useful as long as they don't go near the edge cases. Newtonian physics doesn't cover some things, but most of the time it's good enough. I'm missing context. What's he supposed to have lied about?
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Post by alanc9 on Sept 8, 2020 16:48:35 GMT
And as I said, Sera has a lot of insightful things to say about society underneath her abrasive exterior. She's quite observant. In D&D, I'd be tempted to model her as low INT, high WIS.
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Post by gervaise21 on Sept 8, 2020 17:20:55 GMT
Hell much a similar situation exists right now for Solas because we know (unless they decide to clarify the timeline more) that his claims at the end of Tresspasser are similarily false. I'm usually the first one to point out discrepancies in the timeline but could you please explain this one? Do you mean the timeline in World of Thedas or the timeline in the Keep? Now if you mean the latter then I can see the problem reconciling Solas' claims about the Veil with the pro-Evanuris elves believing the loss immortality was connected with the arrival of the humans. With WoT the humans arrive in -3100 and the elves first felt the Quickening in -2850. Whilst this is a gap of around 250 years, to beings that had always been immortal, that length of time might well seem the blink of an eye and there probably was a gap between raising the Veil and the elves feeling the loss of mortality. Of course we know it also coincided with their empire falling to pieces and it is difficult to understand how they could think the humans responsible for that but then again that bit of memory probably got confused with the later attack by Tevinter because the elves had been in uthenera in between. However, the timeline in the Keep pushes the arrival of the humans back to -3900, over 1000 years before they felt the Quickening I find it impossible to believe they could have held them responsible if that was the case, particularly as there were elves in the memories in Trespasser that knew Fen'Harel was responsible for the destruction occurring. On the other hand, were you referring to a different timeline discrepancy? This is purely for personal interest because, as is being pointed out above, the excuse for any problems we have with conflicting lore is always going to be an ill informed historian not being familiar with the true state of affairs. On that basis, as Solas was a eye witness and actually an instigator of events back in the ancient times, you would think that his version of history might be the best one to go by. Except, of course, he has always been portrayed by the Dalish as someone you can't trust, which was also the case with the note from the Evanuris in Trespasser, so naturally with no one else from that time to contradict him, he can say what he pleases and our PC is none the wiser (even though I might be yelling at the screen "ask him this, ask him this; call him out on that").
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Post by colfoley on Sept 8, 2020 17:33:40 GMT
Hell much a similar situation exists right now for Solas because we know (unless they decide to clarify the timeline more) that his claims at the end of Tresspasser are similarily false. I'm usually the first one to point out discrepancies in the timeline but could you please explain this one? Do you mean the timeline in World of Thedas or the timeline in the Keep? Now if you mean the latter then I can see the problem reconciling Solas' claims about the Veil with the pro-Evanuris elves believing the loss immortality was connected with the arrival of the humans. With WoT the humans arrive in -3100 and the elves first felt the Quickening in -2850. Whilst this is a gap of around 250 years, to beings that had always been immortal, that length of time might well seem the blink of an eye and there probably was a gap between raising the Veil and the elves feeling the loss of mortality. Of course we know it also coincided with their empire falling to pieces and it is difficult to understand how they could think the humans responsible for that but then again that bit of memory probably got confused with the later attack by Tevinter because the elves had been in uthenera in between. However, the timeline in the Keep pushes the arrival of the humans back to -3900, over 1000 years before they felt the Quickening I find it impossible to believe they could have held them responsible if that was the case, particularly as there were elves in the memories in Trespasser that knew Fen'Harel was responsible for the destruction occurring. On the other hand, were you referring to a different timeline discrepancy? This is purely for personal interest because, as is being pointed out above, the excuse for any problems we have with conflicting lore is always going to be an ill informed historian not being familiar with the true state of affairs. On that basis, as Solas was a eye witness and actually an instigator of events back in the ancient times, you would think that his version of history might be the best one to go by. Except, of course, he has always been portrayed by the Dalish as someone you can't trust, which was also the case with the note from the Evanuris in Trespasser, so naturally with no one else from that time to contradict him, he can say what he pleases and our PC is none the wiser (even though I might be yelling at the screen "ask him this, ask him this; call him out on that"). For clarity sake I didn't mean it in terms of descrepencies just in terms that they will change their minds in the future in order to drive a different point home.
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Post by SirSourpuss on Sept 8, 2020 17:33:47 GMT
since objective truth is something we never have and never will have access to, in games or in reality There are objective truths, though. Like what an apple is. Or how many people I've killed. What you describe here is a psychological process I'm simply not subject to Do you consider that this expresses the majority of the population? Why did so many people call for various breaches of cannon in the SW sequels? Do you think they're wrong? And who's the "I" in the italed? The player, in any case. Not the player character, the player themself. I'm missing context. What's he supposed to have lied about? Something about caste life in Qunari society.
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Post by colfoley on Sept 8, 2020 17:35:30 GMT
since objective truth is something we never have and never will have access to, in games or in reality There are objective truths, though. Like what an apple is. Or how many people I've killed. What you describe here is a psychological process I'm simply not subject to Do you consider that this expresses the majority of the population? Why did so many people call for various breaches of cannon in the SW sequels? Do you think they're wrong? And who's the "I" in the italed? The player, in any case. Not the player character, the player themself. I'm missing context. What's he supposed to have lied about? Something about caste life in Qunari society. I hope that number is 'zero'
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Post by SirSourpuss on Sept 8, 2020 17:40:12 GMT
I hope that number is 'zero' I could tell you. But then I'd have to kill you.
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Post by Polka Dot on Sept 8, 2020 18:24:28 GMT
At any given moment I'm playing a particular character who is in possession of a particular set of facts, conjectures, suppositions, etc. and so forth To put it hypothetically, lets say we have two characters. Each character is the protagonist of their own game. At some point, each character is given an apple. Then they are given a definition for the apple. Each definition for the apple gives us a radically different apple, to the other. It doesn't make much sense. PC1 - learns that an apple is something that can be bought from a vendor in the market. It's juicy and tasty, but must be eaten within some period of time lest it spoils. PC2 - learns that apples can be cooked or dried and preserved for lengthy periods of time. They're available in different forms from different shops. PC3 - Comes across an orchard while out adventuring. Learns that apples grow on trees and their seeds can be planted to grow more apple trees. Same apples, different perspectives. DAO - The warden was told that only a mage could enter the fade to rescue Connor, and it would require either a blood mage consuming the life of another person or a team of mages with a large supply of lyrium to power the spell. The warden made a decision based on the information and capabilities at hand. DA2 - Hawke meets a blood mage who is able to make muggles subject to possession. Also, Keeper Marethari pieces together some ancient rite that can send Hawke and companions to the fade. Torpor says he hasn't seen that kind of magic for a very long time... but Hawke made decisions based on the information and capabilities at hand. Different people are able to do different things with magic. Also, Kirkwall is built on some underlying symbols and has seen a lot of suffering and death, thus the veil is compromised there. Then there's red lyrium. Introduced in DA2, expanded in DAI; unknown prior to that. Wynne seemed to like the Fereldan Circle - from her background, it was a relief to be taken in, trained, and housed. Anders not so much, ditto Hawkes. Same Circle. Different perspectives.
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Post by SirSourpuss on Sept 8, 2020 18:32:51 GMT
PC2 - learns that apples can be cooked or dried and preserved for lengthy periods of time. They're available in different forms from different shops. No, that's not what was being talked about. We are talking about interpretation that directly contradicts established evidence. Imagine this; Game 1: Apple is a round thing. Like a rock. So in game one, the characters, fresh out of food, go through a road strewn in apples, but since we consider apples to have been rocks, the characters don't eat them. As a result, one of them dies, on the way to the next town. Game 2: Apple is a round thing that can be eaten, but within a limited time. So why didn't the characters in game 1 eat the apples, on the way to the town? Were they all bad? All of them? 100% of them? Says the player, in disbelief. But the player soldiers through his complaints, due to investment and dedication. This time, the characters pack apples with them on their journey, but it is longer than they expected, so the apples go bad. Another character dies. Game 3: Apple is a round thing that can be eaten, within a limited time, or be preserved using various cooking techniques, that allow it to last long- Player uninstalled. That's the kind of thing we're talking about.
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Post by gervaise21 on Sept 8, 2020 19:12:29 GMT
For clarity sake I didn't mean it in terms of descrepencies just in terms that they will change their minds in the future in order to drive a different point home. Apologies, I didn't see the sarcasm in your statement when I made my response. Still, my point is still valid that if they do change their minds in the future to suit the story they want to tell, it will be a case of unreliable narrator because you can't trust the Dread Wolf.
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Post by alanc9 on Sept 9, 2020 1:35:17 GMT
PC2 - learns that apples can be cooked or dried and preserved for lengthy periods of time. They're available in different forms from different shops. No, that's not what was being talked about. We are talking about interpretation that directly contradicts established evidence. Imagine this; Game 1: Apple is a round thing. Like a rock. So in game one, the characters, fresh out of food, go through a road strewn in apples, but since we consider apples to have been rocks, the characters don't eat them. As a result, one of them dies, on the way to the next town. Game 2: Apple is a round thing that can be eaten, but within a limited time. So why didn't the characters in game 1 eat the apples, on the way to the town? Were they all bad? All of them? 100% of them? Says the player, in disbelief. But the player soldiers through his complaints, due to investment and dedication. This time, the characters pack apples with them on their journey, but it is longer than they expected, so the apples go bad. Another character dies. Game 3: Apple is a round thing that can be eaten, within a limited time, or be preserved using various cooking techniques, that allow it to last long- Player uninstalled. That's the kind of thing we're talking about. Were we? I can't think of examples which actually match those metaphors.
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eternalambiguity
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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
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Post by eternalambiguity on Sept 9, 2020 1:53:49 GMT
Was Iron Bull lying or was he giving his biased interpretation?
Who has claimed the former?
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Post by pessimistpanda on Sept 9, 2020 7:13:07 GMT
To be perfectly frank, if you don't want startling revelations that change one's understanding of the nature of the setting, or loopholes/exceptions that allow individuals to do things that were previously thought impossible... don't consume fantasy or science fiction?
'Oh this disease is incurable', until it's not.
'Oh this monster can't be defeated' until it can.
'Oh nothing can bring people back from the dead' until something does.
I could go on and on.
Even in the real world, when we say something is 'impossible', all that really means is that *nobody figured out a way yet*. Human history is rife with people doing what was previously thought impossible, so why should the rules of a fantasy setting be certain and immutable from the very first installment?
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Post by SirSourpuss on Sept 9, 2020 9:33:39 GMT
Were we? I can't think of examples which actually match those metaphors. Don't take the "character death" literally. It means that a lot of changes to the lore have dire ramifications to the setting, especially to things as established and unfolded in the past. Which, while could be explained away, through a very specific context, require a lot of concessions being made, that are usually bigger than the payoff. This damages the brand. In small ways, sure, but when these pile up, you end up alienating a lot of people from the customer base, to suit a writer's ephemeral vision of what something should or shouldn't do. Which will be undone in the next installment. So why bother? It makes the "fiction" part of the narrative way too obvious and when you're playing make-believe, it is important to keep up the pretenses. Otherwise the illusion is broken and the audience is gone along with it.
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Post by alanc9 on Sept 10, 2020 0:58:07 GMT
since objective truth is something we never have and never will have access to, in games or in reality There are objective truths, though. Like what an apple is. Or how many people I've killed. Whether truths exist is not useful. The question is always whether we have access to those truths. The number of people you've killed -- assuming "killed" has an undisputed meaning, which can be tricky in a fantasy setting -- is a simple integer, yep. Do you know it? How do you know it? Can you be wrong about it? Depends on the particular topic. They are usually wrong. I'd say "always," but I think there are a couple of trivial cases where they have a point. Can't remember what they are, though. I don't understand why the player would want to think about things differently from the player character. When and why would you do this? Theorycrafting excepted, of course, but having new data just makes that more fun.. If someone cares to make that argument, well, here we are. Until then, it's literal nonsense. There's no content.
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Post by alanc9 on Sept 10, 2020 1:00:40 GMT
Were we? I can't think of examples which actually match those metaphors. Don't take the "character death" literally. It means that a lot of changes to the lore have dire ramifications to the setting, especially to things as established and unfolded in the past. Which, while could be explained away, through a very specific context, require a lot of concessions being made, that are usually bigger than the payoff. This damages the brand. In small ways, sure, but when these pile up, you end up alienating a lot of people from the customer base, to suit a writer's ephemeral vision of what something should or shouldn't do. Which will be undone in the next installment. So why bother? It makes the "fiction" part of the narrative way too obvious and when you're playing make-believe, it is important to keep up the pretenses. Otherwise the illusion is broken and the audience is gone along with it. Can you be a bit more specific? As you often do, you've posted a bunch of vague blather which just sort of assumes that we're bothered by the stuff which bothers you. Exactly what bothers you, and why?
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Post by SirSourpuss on Sept 10, 2020 11:44:29 GMT
Whether truths exist is not useful. OK. We're done.
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Post by pessimistpanda on Sept 10, 2020 12:24:58 GMT
Lol
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