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Post by Walter Black on Apr 3, 2022 1:02:39 GMT
Awhile back when re-reading the "Evil Playthroughs" thread, considering some of the consequences (or lack thereof) for evil choices, I thought about the other side of the coin: what about collateral damage for traditionally "good" choices?
While Dragon Age was initially advertised as an adult fantasy with complex situations and no easy answers, far too often some major quests had Golden Options that required no sacrifice. The Circle option for Connor easily the worst, since we could put off the exorcism indefinitely and the demon would never reassert control. Before anyone brings up DA2, I mean logical reactions to what we did, as opposed to everyone being forced to hold the Idiot Ball for "drama". Consider how few times many of the following happen on a "Pure Good" run:
-After sparing an anragonist, they lie about changing and eventually go back their old ways. Maybe even harming even more innocent lives.
-We don't have the necessary resources to continue.
-We lose valuable allies because they don't think we're strong enough.
-Not enough people join because they're too bitter and/or broken to believe in the better future we propose.
-Innocents suffer because the situation was a lot more complicated.
I'm not saying none of this happens in DA, just not enough considering the previously established tone. I don't ask for this out of any "Grimdark fetish" (that bores me fast), but to provide a more realistic and adult narrative. More importantly, I see it as a RP challenge; will you maintain your morals when the world assaults them, and the writers don't simply hand you victory? Could Tevinter's abuses and ruthless society be made light of if we are not challenged by them?
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Post by Son of Dorn on Apr 3, 2022 3:01:45 GMT
For balancing bad and good choices, yes.
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Post by Absafraginlootly on Apr 3, 2022 3:42:28 GMT
Mostly I just want consequences for choices that make sense.
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Post by gervaise21 on Apr 3, 2022 7:27:27 GMT
Mostly I just want consequences for choices that make sense. I agree wholeheartedly with this. To my mind they should not be categorised as "good" or "bad" choices or even "heroic" versus "ruthless" but that occasionally the pragmatic, common sense approach should not result in negative outcomes that are wholly absent from the foolhardy, naive but virtuous one. I am particularly thinking here of that choice concerning Conor in DAO. There was absolutely no downside to leaving possessed Conor roaming free with only his mother to control him, which she had patently failed at before our arrival. There should at least have been a difference between going to the Circle after you had solved the problems there and going to the Circle and having to solve them. Clearly the latter would take more time, during which possessed Conor did not get up to anything untoward. Yet this was a demon that had been regularly attacking the village in the night, just for the kicks. Just how long could a mind controlled Teagan keep it amused? By contrast, I think there have sometimes been occasions when the evil choice has no negative consequences. In DA2 you can give Fenris back to Danarius and yet not one companion rejects you as a result. Varric was his drinking buddy; Isabella could be his friend with benefits; Sebastian had befriended him and Aveline was Captain of the Guard in a city where slavery is illegal, but the most you might get is a shift on the approval metre and even that was unlikely as by this stage, with the possible exception of Sebastian, the others were likely maxed out and so could not change. Unlike in DAO or DAI when you could argue people thought defeating the big bad was more important than their personal feelings on a matter, although Wynne and Leliana don't view it that way over the sacred ashes, in DA2 it was purely a matter of still wanting to associate with someone who had handed Fenris back into slavery. The fact that none of them rejected Hawke over this just didn't make sense. So I don't just want choices with consequences but consequences that make sense and companions that are true to themselves.
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Post by gervaise21 on Apr 3, 2022 7:55:26 GMT
Could Tevinter's abuses and ruthless society be made light of if we are not challenged by them? To be honest I am slightly worried how they are going to approach Tevinter next game. I think they have tried to make it easier to work with individuals like Dorian by changing him from a slavery apologist to someone who has freed all his slaves, a change of mind which he credits to his time in the south. It is also noticeable that they have now introduced an anti-slavery movement into Tevinter where none had been mentioned before (Dorian's influence again?). However, it is going to be a challenge to them to remain true to their depiction of Tevinter in the past and yet make the player actually think it is worth saving from the Qun. I hope they don't reduce it to a simplistic "Venatori bad, Lucerni good", whilst the rest of the shortcomings of the Imperium are largely ignored. There is also a similar problem with the Qun. By introducing the idea of a split in the Qun between the aggressive Antaam and the more reasonable leadership back on Par Vollen, they have clearly given themselves wriggle room so a player can work with the Qun without feeling morally compromised. Your suggestions for how to approach choices in the game bring to mind the Crestwood Choice that was in the sample of DAI that was shown off in 2013 but subsequently dropped from the game. From what I recall the player was given three options: stay and support your wounded soldiers; leave them to defend the village; or leave them to assault and capture the Keep. Each choice would have had both beneficial and negative results for the Inquisition, so it would not have been a simple choice between good and bad outcomes. Clearly staying with the soldiers would be good for morale and encourage future recruitment but both the village and Keep would be lost; saving the village would raise your status in the wider community and mean you could trade there in the future but at the cost of your soldiers' lives and the Keep; opting for an assault on the Keep would mean you have a major defensible position in the future but at the expense of your reputation with both your recruits and the wider community, with resources having to be brought in from further away. I was looking forward to playing that section of the game so was disappointed when it was abandoned.
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Post by catcher on Apr 3, 2022 21:42:22 GMT
I agree wholeheartedly with this. To my mind they should not be categorised as "good" or "bad" choices or even "heroic" versus "ruthless" but that occasionally the pragmatic, common sense approach should not result in negative outcomes that are wholly absent from the foolhardy, naive but virtuous one. I am particularly thinking here of that choice concerning Conor in DAO. There was absolutely no downside to leaving possessed Conor roaming free with only his mother to control him, which she had patently failed at before our arrival. There should at least have been a difference between going to the Circle after you had solved the problems there and going to the Circle and having to solve them. Clearly the latter would take more time, during which possessed Conor did not get up to anything untoward. Yet this was a demon that had been regularly attacking the village in the night, just for the kicks. Just how long could a mind controlled Teagan keep it amused? By contrast, I think there have sometimes been occasions when the evil choice has no negative consequences. In DA2 you can give Fenris back to Danarius and yet not one companion rejects you as a result. Varric was his drinking buddy; Isabella could be his friend with benefits; Sebastian had befriended him and Aveline was Captain of the Guard in a city where slavery is illegal, but the most you might get is a shift on the approval metre and even that was unlikely as by this stage, with the possible exception of Sebastian, the others were likely maxed out and so could not change. Unlike in DAO or DAI when you could argue people thought defeating the big bad was more important than their personal feelings on a matter, although Wynne and Leliana don't view it that way over the sacred ashes, in DA2 it was purely a matter of still wanting to associate with someone who had handed Fenris back into slavery. The fact that none of them rejected Hawke over this just didn't make sense. So I don't just want choices with consequences but consequences that make sense and companions that are true to themselves. Whole lot to unpack here. Hopefully I don't muff it. I agree more with absofragginlootly (why do I keep seeing Lobo's mug whenever I see that?) about staying away from straight good/evil decision points, at least where the big decisions occur. There are several varieties of values that can come into conflict making for more challenging RP decisions. Good example is the Harrowmont/Bhelen choice in DA:O. Even without having played the dwarven noble origin, Bioware does a pretty good job showing Harrowmont as a (mostly) principled protector of the status quo while Bhelen is a delightfully underhanded visionary. There are qualities and flaws in each one revealed in actual quests the Protagonist has to perform along with some side content (where was THAT in Inquisition?). That's probably one of the better parts of DA:O storytelling in that many of the major inflection points (Mages vs Templars, Zathrian vs. Werewolves, Anvil of the Void spring early to mind) are less GvE and press the Player to make value decisions on different values that could be considered good themselves. The situation with Connor isn't a good example to say that 'good' results don't have a cost in Dragon Age. First, the whole timing issue is more into that topic about timed quests. There's always been a tension between having an action that is urgent and cutting off a Player from options. The fact that the Blight waits for you to conveniently gather your armies is a big example from the same series. Second, just having the choice requires quite a few choices made in certain ways and any of those made one way can remove the option. Third, there is a downside to 'saving' Connor, though you don't get some of the payoff until Inquisition. If you have met Connor in DA:I and talked to him for awhile, you distinctly know what I am talking about. Even without that, sending a mage through the Fade without Blood Magic does lead to companion disapproval from Morrigan (if sent) and a big hit to Sten's approval. That's the same kind of effects you receive from other choices. I think Bioware thought that if you didn't pick an option that required direct physical confrontation with Connor, you wouldn't go further into the castle and would therefore miss out on quite a bit of loot. Should they maybe have locked the doors or eliminated access to the upper floor or at least the Vault? Probably and that would be a distinct loss for both the Blood Magic and Circle routes. In the end, the choice to save Connor with help from the Circle is not a simple slam dunk without a lot of online foreknowledge. I have other issues with DA: Exodus but your example is flawed by a simple element: that action loses you Fenris for the rest of the adventure and there simply aren't many companion options lying around. Let's say you have a Player who doesn't have Sebastian (remember DLC sales are usually 20-30% full game sales) and of course the Hawke Twin isn't available at that point either (and possibly dead). That choice alone leaves you with only five companions to fill three slots and only Aveline as a fighter. The resource constraints on Exodus make it tricky to do some of the same things with companion approval done in Origins or Inquisition. Inquisition demonstrates a different challenge: having appropriate impact on the Player for their choices. Focusing just on the major inflection points, this was one of the big disappointments of DA:I. Aside from a couple of different War Table missions (most of them with minor treasure or influence boosts equal to establishing a couple of camps), there's no difference between conscripting or allying with the mages, allying or dissolving the Templars of southern Thedas. I'm sure the options as to who leads Orlais was supposed to be a big decision, but again there's not much practical difference and a good chunk of the 'baggage' that should make it harder to pick Celene or Briala is all hidden in Masked Empire which I had never read. (Big peeve of mine: don't lock important background in ancillary products. If a Player should know it, it should be prominent in the game.) We've all complained at some time or another about how keeping the Warden's in southern Thedas possibly could lead to control and betrayal and it never happens. The challenge is how to visit consequences positive and negative on the player so that Players of all types feel it, but don't feel cheated by it. That was perhaps easier with my generation where harsh penalties in game were more common. It was a surprise to me that they actually included an insta-lose condition in Wicked Eyes, Wicked Hearts because that had been something Bioware and the industry as a whole had been moving away from. Something I remembered David Gaider saying long ago is that developers were moving away from even milder negative consequences for the most part as Players tended to just reload until they got the outcome that was more desirable leading to frustration. Anyone remember Witches wake from Neverwinter Nights/ It had a mechanic that encouraged occasional character death as a way to get additional lore with a side quest included. Bioware received many complaints because there were several players who simply reloaded on reflex when their character died and missed the content or were stuck. With as many Players will be needed to buy and enjoy DA4, getting this mechanic right will be one of the big challenges for this team. I wish I had the answers for them but I'm still working on that (and I owe gervaise a lore post over on the halla thread that has been much delayed ). Thanks everyone who actually read through this ramble.
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Post by coldsteelblue on Apr 4, 2022 7:50:54 GMT
Yes 100% I remember my first PT of DA:O & the Connor situation, I thought that by going to the circle & back, as I had yet to do the quest there, would result in the demon reasserting control, so I sacrificed Islode, when I later learned that nothing happened at all, I was like "oh" so re-did the playthrough.
Having to think carefully about ones actions makes for a much better roleplaying experience
Just my thoughts
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Post by Felya87 on Apr 4, 2022 8:51:28 GMT
I must be one of the few who don't feel leaving Connor behind for a little time once Recliffe is taken back is bad. Now people know what are dealing with, and there is a Chantry in the village with a templar, if I remember correctly, and I had reason to believe if nothing else, a Templar could at least stop any other attempt from the deamon to get magic in action. Not a perfect solution, but enought to stop Connor for a few days. I thought tho that if I'd took a detour from going to the Circle than Connor would have been killed for becaming a full abomination. The Cirlce is a long mission, but I never felt it take a long time overall...two days plus travel at most.
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Post by gervaise21 on Apr 4, 2022 9:04:32 GMT
I think Bioware thought that if you didn't pick an option that required direct physical confrontation with Connor, you wouldn't go further into the castle and would therefore miss out on quite a bit of loot. From what I recall, you can just go further into the castle after visiting the Circle so there was no penalty there. However, the penalty I am talking about is not in terms of missing out on loot or even companion approval/disapproval (which was fairly easy to remedy in DAO with the appropriate gift) but actual negative result of taking the Circle path. I have to admit on my first run I did wonder if I would return and find Teagan dead because the demon had grown tired of him, or some more villagers, but, as it turned out, I need not have worried because nothing at all bad resulted from leaving him on the loose. I am focusing here more on the role playing aspect rather than simply consequences as separate from this. How my character reacts in the world is always grounded in that world and the attitude of the people there and the background of my PC. For example, the Dalish are meant to be very wary of anything involving spirits and my Dalish Warden, having gone to the Dalish first for help, has the example of Zathrian in how badly things can go wrong when you start messing around with spirits. Blood magic is definitely considered taboo (which I thought was the reason Merrill was later shunned by her clan). So sacrificing Isolde to send a mage into the Fade was definitely not on. So the choice for him was between killing Conor, as he would have been required to do in his clan if one of their mages became possessed, or going for expert assistance at the Circle. The reason he opted for the latter is because he had gone to Redcliffe to get the assistance of the Arl. Since Eamon was sick and might die, Isolde as his wife was in charge, so it seemed expedient to keep her on side by not murdering her son. Then if the people in the Circle subsequently insisted upon his death, the responsibility was on their heads and I had done my best. So it could be argued my Dalish was taking a pragmatic approach, with the risk of possible further human deaths but it seemed a risk worth taking to gain the Arlessa's support. Anyway, I headed off to the Circle but, particularly after we got embroiled in the Circle's troubles, I fully expected that I might return to discover that there had been negative consequences to my previous decision but there were none. That just didn't seem to ring true to the world we were in. Mind you, I suppose you could argue that the opposite was also true and sacrificing either Conor or Isolde had no real impact on either the support given by Eamon or our standing generally in the world (as separate to the effect on Eamon himself and his family), so perhaps I was expecting too much in view of the fact this is a computer game and not a table top RPG. I have other issues with DA: Exodus but your example is flawed by a simple element: that action loses you Fenris for the rest of the adventure and there simply aren't many companion options lying around. This is a different issue. The PC is taking that decision in the full knowledge it will be losing them Fenris but should anticipate that it might lead to the loss of other supporters as well. So they are suddenly left with a dirth of supporters. Too bad. That is the result of your choice and you should live with it. Actually, since a lot of people play as warriors the loss of both Fenris and Aveline might not be too big a burden. Anyway, I was not arguing for all of them to abandon you but for it to result in at least someone doing so. Still, the same argument could apply to the decision over Anders, which coupled with your decision over which side you support, could lead to you having no mage at all. I'm not sure but I believe there was some sort of programming element that meant if you killed Anders and supported the Templars then Merrill would still stay on side regardless of her friendship/rivalry status. Now my first run I didn't have Sebastian in the game and Isabella didn't return for Act 3, so Varric was my only rogue as first game I played as a mage. Since Sebastian can leave if you spare Anders, that can also be the case if he is in the game. So I can see why Varric was made ultra loyal no matter what you do. I presume Sebastian didn't leave you over Fenris because they wanted him there for the confrontation over Anders but, let's face it, since he was an optional character anyway, why not let him reject you at this earlier stage instead of at the end? (In fact he could still return to confront you in Act 3, just as Anders does if you tell him to get lost in Act 2). He was the one you would most expect to object. He is meant to be an ultra devout Chantry brother, the organisation which outlawed slavery in the south and for whom Tevinter is the ultimate enemy. Yet a Tevinter Magister walks into Kirkwall in order to recover his property, Hawke hands Fenris over and Sebastian continues to support them. Why? Mind you, considering the amount of other things that Hawke gets mixed up in with Anders, which Sebastian knows about and yet does no more than talk about doing something with Fenris, I suppose it was in character. (Big peeve of mine: don't lock important background in ancillary products. If a Player should know it, it should be prominent in the game.) I absolutely agree with you over this. I had read Masked Empire and so I decided that my Dalish Inquisitor, considering they had been sent to the Conclave as a spy, would have done some digging to get more information about recent events in Orlais. However, that was just me justifying using my prior knowledge to inform my decision. That should not be assumed by the writers and, knowing the events of the book, I did feel that the politics and personal relations were simplified for the sake of the game. Incidentally, given what they had told us in game about the Game, let alone what was in Masked Empire, I think it was ridiculous to think that Briala would last 5 minutes as puppet master behind Gaspard. When Leliana suggested this to me I couldn't believe my ears or that I was actually meant to take it seriously. So she has the backing of the Inquisition, so what? We are based in Skyhold, they are based in Val Royeaux. If she suffers an unfortunate accident, what are we going to do? Destabilise the situation again by arresting Gaspard? It was why I could never understand the logic behind the blackmail in the first place. The situation needed resolving so we could concentrate on the real threat. Plus I thought the aim was to prevent Celene's death. So if we failed at that, then flagging up Gaspard's scheming, which had been done as part of the Game, in order to undermine him and prolong the civil war, did seem somewhat counter productive. Whilst I loved the irony of putting an elf in charge of Orlais, realistically it would never work in practice. Mind you, reconciling Celene and Briala publicly seemed to ignore the very reason Gaspard was able to undermine Celene and the events that led to the civil war in the first place. In fact, given the weakness of Celene as Empress that gave rise the the challenge to her rule by Gaspard, I would imagine that after Trespasser it wouldn't take long for Orlais to dissolve into infighting once again, whichever choice you make, with the possible exception of Gaspard who seemed to know how to deal with rivals. Anyway, I hope we don't find them doing anything similar in DA4, expecting people to have read previous novels or the short stories in order to understand a situation or who we are dealing with. At present we don't know what background they are going to give our PC but if they pretty much start from nothing then I will assume ignorance on their part rather than informing them with my prior knowledge. In fact, I hope they don't assume prior knowledge of Solas considering at this length of time many previous casual players will have lost interest and so they will be relying on attracting new people to bolster the numbers of stalwarts like ourselves. That is what struck me about that trailer at the end of 2020. New people won't even know what darkspawn are, let alone why the Dread Wolf is such a threat or why the elf in the trailer had earned that name. It was definitely speaking to the existing fanbase.
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Post by adonniel on Apr 4, 2022 17:51:07 GMT
I voted NO because when you exclude a happy ending from a story... well... then there no happy ending. I believe there is a high risk of running into a situation where no matter what you do, you will be left with that faint dissatisfaction of the story telling you 'hey you did well BUT...' This BUT gets real old real fast, and leads to a frustrating gaming experience. DAO has already given players a great variety of choices and a variety of perspectives on what is considered a good choice. There is no need to add a spoon full of salt to every single choice. I suppose you could add a penalty to the choice of leaving Connor and heading for the Tower of Magi. Let's say when you come back from the Tower, Connor is no longer dormant, but at the brink of running loose once more. While you're setting up to enter his mind, Connor kills Teagan or the Knights are battling Connor when you arrive and this results in Ser Perth and some of the knights dying. The consequences of all your actions will be: 1) you feel bad because you killed a little kid 2) you feel bad because you killed little kid's mother (will probably become the most popular choice because few ppl like Isolde and her banshee accent) 3) you feel bad because Teagan is hot or a little kid will kill his uncle and will eventually learn about it or you feel bad for letting the knights die Give me a break. I feel bad no matter how much I bust my butt trying. I'm glad I have at least one option that doesn't make me feel like a pile of poo at the end. When you want a grain of salt experience then you've got two other options to choose form.
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Post by gervaise21 on Apr 4, 2022 18:39:48 GMT
I'm glad I have at least one option that doesn't make me feel like a pile of poo at the end. When you want a grain of salt experience then you've got two other options to choose form. I understand that but some times that's the way things go and let's face it being a Grey Warden doesn't have a happy ending even if you do manage to dodge the bullet at the end by doing the deal with Morrigan (or someone else volunteers to die instead). To be honest, I was worried the writers might spring something like Teagan's death on me, so when I got back and he was still alive, I was euphoric. Then I thought about it and realised it was rather odd that nothing had happened. The decision that really annoyed me though was the Grey Warden one in DAI. They flag up how keeping the Grey Wardens is a really risky thing to do, which seemed like a big hint not to do it because it would come back to bite you; then the only negative outcome results from banishing them. Not to mention I only sent them away for their own safety (and mine) from Orlais until such time as Corypheus was dealt with, told Leliana not to spread the dirt on them across the rest of Thedas and yet in the epilogue everyone turns against them. There should have been some sort of downside to keeping them because as it was, the writers deliberately lied to the player in order to trick them into the bad ending. I was not happy when I discovered this.
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Post by Walter Black on Apr 4, 2022 20:01:38 GMT
I voted NO because when you exclude a happy ending from a story... well... then there no happy ending. I believe there is a high risk of running into a situation where no matter what you do, you will be left with that faint dissatisfaction of the story telling you 'hey you did well BUT...' This BUT gets real old real fast, and leads to a frustrating gaming experience. Except that Bioware were completely honest from the beginning that Dragon Age was going to be a complex, adult story with no easy answers. If you prefer more idealistic media, what's wrong with simply seeking them out, and allow DA to retain it's own unique identity?
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Post by adonniel on Apr 4, 2022 21:13:50 GMT
Except that Bioware were completely honest from the beginning that Dragon Age was going to be a complex, adult story with no easy answers. If you prefer more idealistic media, what's wrong with simply seeking them out, and allow DA to retain it's own unique identity? Oii? I'm the one in favour of keeping DA as is. It is my argument that I like the game the way it currently is - containing an array of more dubious and more idealistic options - choosing your own poison so to speak. This topic is the one in favour of changing something? No? Should I also presume that in your understanding 'adult' or 'complexity' equates to spreading doom and gloom? Or did you mean to tell me to go play another game because my understanding of what 'complexity' is differs from what you've imagined the game should be?
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Post by adonniel on Apr 5, 2022 0:06:18 GMT
I understand that but some times that's the way things go As you said so yourself, sometimes. That doesn't mean things always have to go the depressing route. I've played DAO fully about seven times and no template is identical to the other. I feel this game offers plenty of space to navigate and justify various routes as is; actually I have yet to encounter another game that does it better. Even with the ending, you can't keep both Loghain and Alistair, you have to choose one. In a cutesy game you'd recruit Loghain while Alistair happily claps his hands and congratulates you, and then everyone becomes friends against AD. You're also presented with minor choices such as in the Awakening when you can choose to spare the Messenger, which results in him choosing to protect people but he accidentally contaminates some of them, that option has no purely happy choice as executing him results in murdering a good inclined being without ever giving them a chance to make a conscious decision outside what some big bad evil wants. While I can appreciate minor events like that, I don't want all game events to be like that, especially with major choices I appreciate variety. At Orzamar you're also choosing two types of rulers and neither is perfect so you very often don't have sunshine in this game, but some major choices do offer a happier ending and I feel this brings hope and relief to the game. I feel having additional options in the mix that don't whip you with some kind of lash-back adds to the game, not deducts from it.
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Post by Buckeldemon on Apr 5, 2022 0:55:04 GMT
So I can see why Varric was made ultra loyal no matter what you do. In this case, I guess it is sufficient to say that he needs to be around in some form so he can later tell the tale. This is a different issue. The PC is taking that decision in the full knowledge it will be losing them Fenris but should anticipate that it might lead to the loss of other supporters as well. So they are suddenly left with a dirth of supporters. Too bad. That is the result of your choice and you should live with it. Actually, since a lot of people play as warriors the loss of both Fenris and Aveline might not be too big a burden. Anyway, I was not arguing for all of them to abandon you but for it to result in at least someone doing so. I wouldn't really place this on player class preference. Somebody could also argue that... DAO really wants to force us to play mage because of the micromanagent it takes and 'cause both mage party members aren't really low-maintenance ("Morrigan is a bitch!" or three ways to fight Wynne). Or force us to go rogue 'cause locks'n'traps are everywhere. While I would not invoke the Alone quest for it, there's also the risk and trend of making some things predictable if we end up getting the same mindset towards a certain issue on characters of a given class, like the "distrust/hate mages" warrior (common if not exclusive since DA2), the "shady agenda apostate" (at least one per main game), the "you are no fun" rogue (situationally done by Isabela, Varric or Sera) or the "circle apologist/circle superiority circle mage" (mostly a Wynne-&-Vivienne thing, but Anders in DA2 has some shreds of this at times as well) The decision that really annoyed me though was the Grey Warden one in DAI. They flag up how keeping the Grey Wardens is a really risky thing to do, which seemed like a big hint not to do it because it would come back to bite you; then the only negative outcome results from banishing them. Not to mention I only sent them away for their own safety (and mine) from Orlais until such time as Corypheus was dealt with, told Leliana not to spread the dirt on them across the rest of Thedas and yet in the epilogue everyone turns against them. There should have been some sort of downside to keeping them because as it was, the writers deliberately lied to the player in order to trick them into the bad ending. I was not happy when I discovered this. I'd say they could have done this via some... say, Inquisition force commitments. Instead of an optional WT OP chain where we can use wardens to fight some D-spawn (and depleting them according to detailed choices), we would have a situation in the main plot were we must decide on how to commit Inquisition troops, including the GWs and if and how we use them here could potentially create a mess, depending on some other choices. Like, having them fight too many Venatori (especially when having done CotJ) as opposed to red templars, for which Wardens would make sense, 'cause taint resistance.
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Post by catcher on Apr 5, 2022 23:55:50 GMT
First, always good to talk with you gervaise. Hope you don't mind that I clip some sections from your replay to avoid more massive walls of text. From what I recall, you can just go further into the castle after visiting the Circle so there was no penalty there. However, the penalty I am talking about is not in terms of missing out on loot or even companion approval/disapproval (which was fairly easy to remedy in DAO with the appropriate gift) but actual negative result of taking the Circle path. I have to admit on my first run I did wonder if I would return and find Teagan dead because the demon had grown tired of him, or some more villagers, but, as it turned out, I need not have worried because nothing at all bad resulted from leaving him on the loose. I am focusing here more on the role playing aspect rather than simply consequences as separate from this. How my character reacts in the world is always grounded in that world and the attitude of the people there and the background of my PC. My main point here is not that there isn't a lack of negative result if you game the situation, but that it is not unique to a 'virtuous' approach. In the same game, you can go visit the Dalish Camp with hunters writhing in pain due to incipient lycanthropy, then galivant off to participate in participatory Dwarven Politics and depopulate the Deep Roads of squads of darkspawn, then return to the camp and the same hunters are writhing, unchanged. Same game again, you can find out that the Knight Commander of the Fereldan Circle tower has lost control of the tower and despaired to the point of having sent for the Rite of Annulment to cleanse the tower if you can't resolve the problem sooner. Then you can hawk off to Denerim to clean up the town, somehow outrace the templar reinforcements and clear the tower before they arrive, saving Irving just in time, again. I'm sure you get the point. This has been an issue since CRPGs began, more notable for exceptions instead of occurrences. The freakier part of the Redcliffe line happens at the very beginning, where just crossing the first bridge and speaking to Thomas dooms the village and closes off several side quests if you so much as drop back to Camp for supplies. You are correct that you can choose the Circle of Magi approach and continue into the castle which is why I mentioned that they probably should have shut that off in some way (probably just the upstairs since there was a significant gift in the Study). I understand the desire to have a roleplay effect with every major choice, but the fact of the matter is that many Players are still affected more by loot than by story (and some role play Characters who are motivated by loot so...). A path that allows for more loot in return for morally questionable decisions is a pretty standard usage case so I wouldn't dismiss either explicit rewards or implicit opportunity costs. The PC is taking that decision in the full knowledge it will be losing them Fenris but should anticipate that it might lead to the loss of other supporters as well. So they are suddenly left with a dirth of supporters. Too bad. That is the result of your choice and you should live with it. Actually, since a lot of people play as warriors the loss of both Fenris and Aveline might not be too big a burden. Anyway, I was not arguing for all of them to abandon you but for it to result in at least someone doing so. Your statement was that there was no negative result of an 'evil' choice and gave the example. There was a negative result (loss of Fenris) and I pointed that out. Your actual contention is that the consequence is not as significant as you would have hoped which is fair, but the developers are still constrained by a lack of companions in relation to DA:O so they had to pick their leavings carefully (and most of those are nearer the end). With the Rivalry/Friendship mechanic, there's no way to take into account previous actions one way or another to determine if Varric is Fenris' drinking buddy or just another hanger on. That's why I wish the Approval/Disapproval mechanic went not only between companions and the Protag but also between the Companions. Anyway, I hope we don't find them doing anything similar in DA4, expecting people to have read previous novels or the short stories in order to understand a situation or who we are dealing with. At present we don't know what background they are going to give our PC but if they pretty much start from nothing then I will assume ignorance on their part rather than informing them with my prior knowledge. In fact, I hope they don't assume prior knowledge of Solas considering at this length of time many previous casual players will have lost interest and so they will be relying on attracting new people to bolster the numbers of stalwarts like ourselves. That is what struck me about that trailer at the end of 2020. New people won't even know what darkspawn are, let alone why the Dread Wolf is such a threat or why the elf in the trailer had earned that name. It was definitely speaking to the existing fanbase. The re-re-marketing of this will be...interesting. Like you, I think Bioware will need to account for far more than the rabid fans of DA in the marketing. I also think even those of us who are rabid fans don't know as much about what Solas is up to then we think we do. Maybe I'm just hoping they can redeem a pretty lame rationale for Solas' "plan" from Trespasser. In any case, the Player should be able to she all the cards on the table in the game, not hunting through various comics and books (and I just got my copy of Tevinter Nights a couple of weeks ago ). Ultimately, I hope there's more actual story impact and divergence when you choose one value over another or whatever you consider the lesser of evils. Finding a way to impact the Player across a wide range of Players may be challenging, but I believe it could also be rewarding. Thanks again for listening.
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Post by biggydx on Apr 9, 2022 3:15:51 GMT
I think so. I don't mind games like Dragon Age allowing players to reach a - relatively speaking - happy ending. I do think there should be some degree of pain in reaching that endgame state though.
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Post by Cyberstrike on Apr 9, 2022 3:42:26 GMT
Mostly I just want consequences for choices that make sense. I agree wholeheartedly with this. To my mind they should not be categorised as "good" or "bad" choices or even "heroic" versus "ruthless" but that occasionally the pragmatic, common sense approach should not result in negative outcomes that are wholly absent from the foolhardy, naive but virtuous one. I am particularly thinking here of that choice concerning Conor in DAO. There was absolutely no downside to leaving possessed Conor roaming free with only his mother to control him, which she had patently failed at before our arrival. There should at least have been a difference between going to the Circle after you had solved the problems there and going to the Circle and having to solve them. Clearly the latter would take more time, during which possessed Conor did not get up to anything untoward. Yet this was a demon that had been regularly attacking the village in the night, just for the kicks. Just how long could a mind controlled Teagan keep it amused? By contrast, I think there have sometimes been occasions when the evil choice has no negative consequences. In DA2 you can give Fenris back to Danarius and yet not one companion rejects you as a result. Varric was his drinking buddy; Isabella could be his friend with benefits; Sebastian had befriended him and Aveline was Captain of the Guard in a city where slavery is illegal, but the most you might get is a shift on the approval metre and even that was unlikely as by this stage, with the possible exception of Sebastian, the others were likely maxed out and so could not change. Unlike in DAO or DAI when you could argue people thought defeating the big bad was more important than their personal feelings on a matter, although Wynne and Leliana don't view it that way over the sacred ashes, in DA2 it was purely a matter of still wanting to associate with someone who had handed Fenris back into slavery. The fact that none of them rejected Hawke over this just didn't make sense. So I don't just want choices with consequences but consequences that make sense and companions that are true to themselves.
I agree 100% on this. It seems (and the key word here is: SEEMS) like some people want a good deed to end up a bad outcome with no logical reason as to how the chain of events from from doing a small good deed to super big bad outcome should work and/or make sense.
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