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Post by n7double07 on Nov 15, 2022 21:18:22 GMT
It's normal for protagonists to face adversity, but going back to my previous post, there's a part of being a Grey Warden that makes your character almost 'dirty.' You can argue there are parallels between the Warden and the Inquisitor because the Inquisitor is marked by Solas, but I don't really see it that way; at least, I don't think there's a *strong* analogy.
The punchline of the Inquisitor as a character was being an unwitting pawn, and the Mark was there to highlight that. The Warden's story was a bit more gruesome, and their ironic nature as a tainted being was central to that 'uphill battle' narrative that I mentioned earlier. I don’t really see having the Taint in and of itself as dirty. Fine if you don't, but I'm sure you can at least understand why that perception exists.
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Post by Hanako Ikezawa on Nov 15, 2022 21:31:10 GMT
I don’t really see having the Taint in and of itself as dirty. Fine if you don't, but I'm sure you can at least understand why that perception exists. Sure I can see it, but if that’s the case then the Anchor is the same thing. We got it while trying to stop Corypheus which led to the deaths of everyone at the Conclave. Neither is the protagonist’s fault, but we are still ‘dirty’ from it.
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Post by n7double07 on Nov 15, 2022 21:58:58 GMT
Fine if you don't, but I'm sure you can at least understand why that perception exists. Sure I can see it, but if that’s the case then the Anchor is the same thing. We got it while trying to stop Corypheus which led to the deaths of everyone at the Conclave. Neither is the protagonist’s fault, but we are still ‘dirty’ from it. I addressed that before. The analogy is there; I just don't think it's particularly strong.
The Anchor itself is something that fundamentally makes the Inquisitor extraordinary to those around them. With that, it also becomes a strong point of contention. It also sets the Inquisitor up to triumph against Corypheus, only for the narrative to fall apart and it be revealed that not only was their attainment of it a mistake, but they had ironically become a pawn to higher beings taking advantage of their ordained leadership role.
The major irony of the Warden on the other hand, is that they must, in a sense, relinquish their own humanity to defeat the forces of darkness.
I doubt this will change your mind, as there is some degree of subjectivity here. I think the Warden's case can be more easily characterized as dismal and placed in the 'dark' bin. The Inquisitor's journey is dark in a lot of ways also, so I see where you're coming from. The distinction between 'dark' and 'high' fantasy is fuzzy and these debates can get silly if taken to an extreme.
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Post by Hanako Ikezawa on Nov 15, 2022 23:06:16 GMT
Agreed. It’s very much subjective.
To be honest I never saw any of the Dragon Age games as dark fantasy. Dark elements sure, but not full on dark fantasy. I mean if there are games like JRPGs that are targeted towards teenagers and adults that are darker than you, you don’t get to call yourself dark fantasy.
Which is good, since many times a studio will go so hard trying to make things dark for the sake of dark that it becomes a caricature.
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Post by Absafraginlootly on Nov 15, 2022 23:22:34 GMT
In terms of visuals dai is the best looking game (except for hair) with the most engaging environments, so I'd like Dreadwolf to lean towards dai in that respect (subject to context of course, some areas will recquire different lighting and style choices)
In terms of story/the depiction of certain groups in Dreadwolf... DAO is very upfront with the struggles of the casteless, city elves, dalish and circle mages, particularly when you do that origin, but even if you do not. You see that they're suffering. I would prefer Dreadwolf lean towards that when it comes to slavery, blood magic, qunari use of qamek etc. If I'm somewhere where that stuff is happening I want to see it not just occasionally hear about it or read a codex.
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Post by catcher on Nov 16, 2022 1:34:43 GMT
The Anchor might also have something to do with it. Once we had established that we had this special item that could close rifts, allegedly from Andraste and making us her Herald, everyone had a reason to keep us alive and even senior figures, like Cassandra and Leliana, were willing to differ to us with decision making. So, our status wasn't earned, just handed to us and even improved upon by Josephine. I've already mentioned above how after losing Haven we just get given an even better HQ with no effort at all on our part. Contrast that with DAO where we had to deal with our name being blackened by Loghain, who was also actively trying to kill us, and at the same time had to convince various factions to support us by our own efforts, all the time having to deal with the darkspawn threat as well. Everything we achieved felt genuinely earned by blood, sweat and tears. So, from that PoV, it definitely had a darker, grittier tone than DAI. If "by our own efforts" you mean by crises that somehow only an outsider could address with such exquisite timing that even one of our Companions comments on the unlikelihood? What part of closing rifts, solving problems, surviving bears, and restoring peace and order are not 'earning it'? In one game, you are gifted/cursed with a unique ability to irrevocably kill an Archdemon and the gift will eventually kill you. In the other, you are gifted/cursed with a unique ability to close/open doors to the Fade and the gift will eventually (without Solas' intervention in Tresspasser) kill you. Differences in story-telling approach are not insignificant but neither are they some kind of abandonment of the depiction of the world of Thedas as a sometimes nasty, ugly place. To wit... Adding to the above, in ORIGINS the systematic abuses of elves, castless, and other commoners were laid bare for all to see, whereas in INQUISITION they felt like an afterthought. DA:I ignored and retconned the dangers of magic and constant threat of possession to hype up mages as an oppressed minority, a move I found eye rollingly hypocritical, given their inborn advantages over normals. Basically, the X-Men's adolescent power fantasy of "they hold us down because we really ARE better than they are". As the kids say, ORLY?! I guess you never picked up the Contentious Objector quest in the Hinterlands where a mage who just wants to stay out of the fighting becomes a Major Terror Demon and a nasty early combat. Or played the whole In Hushed Whispers main quest where the world is overrun with demons to the point that even the Venatori despair? Or visited the top of Elfsblood Tower in Emprise to view and read the fate of someone who falls for his own inner demon? Or encountered the Blood-Spattered Venatori Diary in the Hissing Wastes as a mage succumbs to his own Pride? Or entered the Chateau d'Onterre in the Emerald Graves? Or so on and so on and so forth. The above may be your remembrance but its not backed by actual things that you can find and/or happened in Inquisition. Seriously, how often in INQUISITION did we hear of various sexual assaults, some of which went unpunished? Where could we sell people into slavery, or wipe out whole towns, including children? And no, this isn't another "let us play villians again" argument, but a recognition of what kind of world Thedas is. How can you take in all this, along with everything else mentioned, and not see ORIGINS as dark fantasy? I don't think Hanako is questioning that Origins isn't one kind of dark fantasy but why Inquisition wouldn't be considered such. For example, the Mayor of Crestwood herds scores of refugees into a cave system then intentionally drowns them and their guards. That's not dark because the Inquisitor isn't driving the refugees in with a whip? Lelania is a woman who is violated during In Hushed Whispers in a way that certainly approaches what is done to a Broodmother. Is that not dark because she doesn't bloat and grow tentacles? Does a game have to include sexual assaults in order to be dark? Isn't the slaughter of the elven servants in Halamshiral during Wicked Eyes and Wicked Hearts enough horror or does the Inquisitor need to have the chance to butcher them too? There's plenty in Inquisition to prove that Thedas is still sometimes a nasty, bloody place and there are many, many examples of that. I think that's what Hanako is asking (free to correct me, Hanako), but I know that's what I've been asking for a while myself. Ironically, what solidifies DRAGON AGE:ORIGINS as dark fantasy for me lay in it's nuances. While there are exceptions, for the most part people aren't simple; good people can fall to fear and desperation, heroes can make bad calls, and villians can have sympathetic motives. ORIGINS said, "here's everyone, the good, bad, weird, ordinary, and everything in between. Make up your own mind". By contrast, INQUISITION had a more "these are the characters you are meant to like and sympathize with, and these are the ones you should hate" vibe. Most of the antagonists felt like they came out of a Saturday Morning Cartoon to me. There are some very limited antagonists in Inquisition, but its not all Erimond and Corypheus. Alexius is desperate to find a cure for Felix so he turns to the Elder One's power to help. He also provides one of the best defenses of the Venatori themselves while in a prison cell ("My crime was an attempt to restore power to a country sheltering the rest of you. Will the Wardens fight the Qunari when Tevinter crumbles? Will Orlais send Chevaliers against the battlefleets? You southerners have no idea.") Calpurnia wants to ease the burden and eventually free the slaves of Tevinter and slaughters thousands in that pursuit. Samson is driven to hurt the elites that he feels have wronged and cast aside the Templars in phrases that sound very familiar in today's politics. One of the most monstrous villans is Vivienne who uses the Inquisition to punish personal enemies and savages Cole constantly and she's ostensibly on your side. If you want the little moments of villany, heroism, or just gettin by, all you have to do is hang out around a circle of refugees camped out in the Hinterlands, Emerald Graves, or Exalted Plains, a couple of people talking in Haven, Skyhold, or Val Royeux, or even a couple of fishermen on the frozen lake in Emprise. There are dozens of these kinds of conversations lurking all over Inquisition. You DO have to go looking for them in some cases but the shock of overhearing one of these gems out of the blue was stunning to me. It feels less and less like the DRAGON AGE I grew to love, and something being twisted into what it was meant to critique. So again I have to ask: if you don't like dark and complex adult fantasy, why have you engaged with DRAGON AGE thus far? If you prefer more idealistic stories, why not seek those materials out, and let DA retain it's own unique identity? This is the most distressing quote to me because it both devalues my enjoyment of BOTH GAMES and attempts to mentally fence future Dragon Age games from people who might not share your particular, narrow definition of a complex, adult fantasy. It is the rallying cry of the elitists I have heard and despised since the days that BG1 purists declared BG2 heretic because you couldn't wander around in (mostly empty) spaces. Here's a thought: you will enjoy games (and life) much more if you focus more on things you like in a game whether they fit a particular pattern of adult fantasy or not. That doesn't mean that you start liking things you don't. Inquisition is a flawed game in my own opinion but it does have several enjoyable elements as well. More participatory story-telling and better defined, deeper villans are both worthy goals for DA:D. I also feel certain, given the heist nature and the other elements in the literature leading up to DA:D, that our Protagonist will have the opportunity to do more ethically questionable or even dirty work. If there's also a chance for that Protagonist to eschew that with appropriate consequences, many types of Players benefit and that is a better game, in my opinion, for all of us. Despite our differences, good to talk to you and looking forward to your thoughts.
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Post by colfoley on Nov 16, 2022 2:18:55 GMT
Walter BlackThat is kind of part of the thing though. What makes Dragon Age unique? Is that definition agreed upon by the community as a whole? Should Dragon Age be unique by chasing the Witcher or Game of Thrones in terms of their tone or should it try and be its own thing? Even despite Mark Darrah's commentary on the subject which is certainly interesting to consider I really don't see the substantative shift in tone between Origins, 2, and Inquisition. As I've kind of joked in the past the only thing that is really lighter about the game is just the better lighting and color pallet because of the better tech. But as catcher exaustively goes into below (some examples I might not even have been aware of) there is a lot of horror in Inquisition and it still deals with heavy concepts with maturity and moxy that some of their compeititon lack. Sure the presentation could probably be better in this area, but in the end it is there. The Anchor might also have something to do with it. Once we had established that we had this special item that could close rifts, allegedly from Andraste and making us her Herald, everyone had a reason to keep us alive and even senior figures, like Cassandra and Leliana, were willing to differ to us with decision making. So, our status wasn't earned, just handed to us and even improved upon by Josephine. I've already mentioned above how after losing Haven we just get given an even better HQ with no effort at all on our part. Contrast that with DAO where we had to deal with our name being blackened by Loghain, who was also actively trying to kill us, and at the same time had to convince various factions to support us by our own efforts, all the time having to deal with the darkspawn threat as well. Everything we achieved felt genuinely earned by blood, sweat and tears. So, from that PoV, it definitely had a darker, grittier tone than DAI. If "by our own efforts" you mean by crises that somehow only an outsider could address with such exquisite timing that even one of our Companions comments on the unlikelihood? What part of closing rifts, solving problems, surviving bears, and restoring peace and order are not 'earning it'? In one game, you are gifted/cursed with a unique ability to irrevocably kill an Archdemon and the gift will eventually kill you. In the other, you are gifted/cursed with a unique ability to close/open doors to the Fade and the gift will eventually (without Solas' intervention in Tresspasser) kill you. Differences in story-telling approach are not insignificant but neither are they some kind of abandonment of the depiction of the world of Thedas as a sometimes nasty, ugly place. To wit... Adding to the above, in ORIGINS the systematic abuses of elves, castless, and other commoners were laid bare for all to see, whereas in INQUISITION they felt like an afterthought. DA:I ignored and retconned the dangers of magic and constant threat of possession to hype up mages as an oppressed minority, a move I found eye rollingly hypocritical, given their inborn advantages over normals. Basically, the X-Men's adolescent power fantasy of "they hold us down because we really ARE better than they are". As the kids say, ORLY?! I guess you never picked up the Contentious Objector quest in the Hinterlands where a mage who just wants to stay out of the fighting becomes a Major Terror Demon and a nasty early combat. Or played the whole In Hushed Whispers main quest where the world is overrun with demons to the point that even the Venatori despair? Or visited the top of Elfsblood Tower in Emprise to view and read the fate of someone who falls for his own inner demon? Or encountered the Blood-Spattered Venatori Diary in the Hissing Wastes as a mage succumbs to his own Pride? Or entered the Chateau d'Onterre in the Emerald Graves? Or so on and so on and so forth. The above may be your remembrance but its not backed by actual things that you can find and/or happened in Inquisition. Seriously, how often in INQUISITION did we hear of various sexual assaults, some of which went unpunished? Where could we sell people into slavery, or wipe out whole towns, including children? And no, this isn't another "let us play villians again" argument, but a recognition of what kind of world Thedas is. How can you take in all this, along with everything else mentioned, and not see ORIGINS as dark fantasy? I don't think Hanako is questioning that Origins isn't one kind of dark fantasy but why Inquisition wouldn't be considered such. For example, the Mayor of Crestwood herds scores of refugees into a cave system then intentionally drowns them and their guards. That's not dark because the Inquisitor isn't driving the refugees in with a whip? Lelania is a woman who is violated during In Hushed Whispers in a way that certainly approaches what is done to a Broodmother. Is that not dark because she doesn't bloat and grow tentacles? Does a game have to include sexual assaults in order to be dark? Isn't the slaughter of the elven servants in Halamshiral during Wicked Eyes and Wicked Hearts enough horror or does the Inquisitor need to have the chance to butcher them too? There's plenty in Inquisition to prove that Thedas is still sometimes a nasty, bloody place and there are many, many examples of that. I think that's what Hanako is asking (free to correct me, Hanako), but I know that's what I've been asking for a while myself. Ironically, what solidifies DRAGON AGE:ORIGINS as dark fantasy for me lay in it's nuances. While there are exceptions, for the most part people aren't simple; good people can fall to fear and desperation, heroes can make bad calls, and villians can have sympathetic motives. ORIGINS said, "here's everyone, the good, bad, weird, ordinary, and everything in between. Make up your own mind". By contrast, INQUISITION had a more "these are the characters you are meant to like and sympathize with, and these are the ones you should hate" vibe. Most of the antagonists felt like they came out of a Saturday Morning Cartoon to me. There are some very limited antagonists in Inquisition, but its not all Erimond and Corypheus. Alexius is desperate to find a cure for Felix so he turns to the Elder One's power to help. He also provides one of the best defenses of the Venatori themselves while in a prison cell ("My crime was an attempt to restore power to a country sheltering the rest of you. Will the Wardens fight the Qunari when Tevinter crumbles? Will Orlais send Chevaliers against the battlefleets? You southerners have no idea.") Calpurnia wants to ease the burden and eventually free the slaves of Tevinter and slaughters thousands in that pursuit. Samson is driven to hurt the elites that he feels have wronged and cast aside the Templars in phrases that sound very familiar in today's politics. One of the most monstrous villans is Vivienne who uses the Inquisition to punish personal enemies and savages Cole constantly and she's ostensibly on your side. If you want the little moments of villany, heroism, or just gettin by, all you have to do is hang out around a circle of refugees camped out in the Hinterlands, Emerald Graves, or Exalted Plains, a couple of people talking in Haven, Skyhold, or Val Royeux, or even a couple of fishermen on the frozen lake in Emprise. There are dozens of these kinds of conversations lurking all over Inquisition. You DO have to go looking for them in some cases but the shock of overhearing one of these gems out of the blue was stunning to me. It feels less and less like the DRAGON AGE I grew to love, and something being twisted into what it was meant to critique. So again I have to ask: if you don't like dark and complex adult fantasy, why have you engaged with DRAGON AGE thus far? If you prefer more idealistic stories, why not seek those materials out, and let DA retain it's own unique identity? This is the most distressing quote to me because it both devalues my enjoyment of BOTH GAMES and attempts to mentally fence future Dragon Age games from people who might not share your particular, narrow definition of a complex, adult fantasy. It is the rallying cry of the elitists I have heard and despised since the days that BG1 purists declared BG2 heretic because you couldn't wander around in (mostly empty) spaces. Here's a thought: you will enjoy games (and life) much more if you focus more on things you like in a game whether they fit a particular pattern of adult fantasy or not. That doesn't mean that you start liking things you don't. Inquisition is a flawed game in my own opinion but it does have several enjoyable elements as well. More participatory story-telling and better defined, deeper villans are both worthy goals for DA:D. I also feel certain, given the heist nature and the other elements in the literature leading up to DA:D, that our Protagonist will have the opportunity to do more ethically questionable or even dirty work. If there's also a chance for that Protagonist to eschew that with appropriate consequences, many types of Players benefit and that is a better game, in my opinion, for all of us. Despite our differences, good to talk to you and looking forward to your thoughts. Pretty wonderfully said all the way through. Almost tempted on posting that applause gif but that would be super cliche. I do think though that maybe the issue is one of presentation and depth. The horror was certainly there but Origins and 2 was certainly a lot more in ones face about it with the tenticles and the Hespith's and the Hawk abomination being seen and what have you. This is probably the issue with the overall top down feel of the Inquisitor and Inquisition for lack of a better word. The horror was certainly there, I won't ever say it isn't, but maybe the next protagonist could be down more in the muck next time?
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Post by Walter Black on Nov 16, 2022 3:17:22 GMT
The Anchor might also have something to do with it. Once we had established that we had this special item that could close rifts, allegedly from Andraste and making us her Herald, everyone had a reason to keep us alive and even senior figures, like Cassandra and Leliana, were willing to differ to us with decision making. So, our status wasn't earned, just handed to us and even improved upon by Josephine. I've already mentioned above how after losing Haven we just get given an even better HQ with no effort at all on our part. Contrast that with DAO where we had to deal with our name being blackened by Loghain, who was also actively trying to kill us, and at the same time had to convince various factions to support us by our own efforts, all the time having to deal with the darkspawn threat as well. Everything we achieved felt genuinely earned by blood, sweat and tears. So, from that PoV, it definitely had a darker, grittier tone than DAI. If "by our own efforts" you mean by crises that somehow only an outsider could address with such exquisite timing that even one of our Companions comments on the unlikelihood? What part of closing rifts, solving problems, surviving bears, and restoring peace and order are not 'earning it'? In one game, you are gifted/cursed with a unique ability to irrevocably kill an Archdemon and the gift will eventually kill you. In the other, you are gifted/cursed with a unique ability to close/open doors to the Fade and the gift will eventually (without Solas' intervention in Tresspasser) kill you. Differences in story-telling approach are not insignificant but neither are they some kind of abandonment of the depiction of the world of Thedas as a sometimes nasty, ugly place. To wit... Adding to the above, in ORIGINS the systematic abuses of elves, castless, and other commoners were laid bare for all to see, whereas in INQUISITION they felt like an afterthought. DA:I ignored and retconned the dangers of magic and constant threat of possession to hype up mages as an oppressed minority, a move I found eye rollingly hypocritical, given their inborn advantages over normals. Basically, the X-Men's adolescent power fantasy of "they hold us down because we really ARE better than they are". As the kids say, ORLY?! I guess you never picked up the Contentious Objector quest in the Hinterlands where a mage who just wants to stay out of the fighting becomes a Major Terror Demon and a nasty early combat. Or played the whole In Hushed Whispers main quest where the world is overrun with demons to the point that even the Venatori despair? Or visited the top of Elfsblood Tower in Emprise to view and read the fate of someone who falls for his own inner demon? Or encountered the Blood-Spattered Venatori Diary in the Hissing Wastes as a mage succumbs to his own Pride? Or entered the Chateau d'Onterre in the Emerald Graves? Or so on and so on and so forth. The above may be your remembrance but its not backed by actual things that you can find and/or happened in Inquisition. Seriously, how often in INQUISITION did we hear of various sexual assaults, some of which went unpunished? Where could we sell people into slavery, or wipe out whole towns, including children? And no, this isn't another "let us play villians again" argument, but a recognition of what kind of world Thedas is. How can you take in all this, along with everything else mentioned, and not see ORIGINS as dark fantasy? I don't think Hanako is questioning that Origins isn't one kind of dark fantasy but why Inquisition wouldn't be considered such. For example, the Mayor of Crestwood herds scores of refugees into a cave system then intentionally drowns them and their guards. That's not dark because the Inquisitor isn't driving the refugees in with a whip? Lelania is a woman who is violated during In Hushed Whispers in a way that certainly approaches what is done to a Broodmother. Is that not dark because she doesn't bloat and grow tentacles? Does a game have to include sexual assaults in order to be dark? Isn't the slaughter of the elven servants in Halamshiral during Wicked Eyes and Wicked Hearts enough horror or does the Inquisitor need to have the chance to butcher them too? There's plenty in Inquisition to prove that Thedas is still sometimes a nasty, bloody place and there are many, many examples of that. I think that's what Hanako is asking (free to correct me, Hanako), but I know that's what I've been asking for a while myself. Ironically, what solidifies DRAGON AGE:ORIGINS as dark fantasy for me lay in it's nuances. While there are exceptions, for the most part people aren't simple; good people can fall to fear and desperation, heroes can make bad calls, and villians can have sympathetic motives. ORIGINS said, "here's everyone, the good, bad, weird, ordinary, and everything in between. Make up your own mind". By contrast, INQUISITION had a more "these are the characters you are meant to like and sympathize with, and these are the ones you should hate" vibe. Most of the antagonists felt like they came out of a Saturday Morning Cartoon to me. There are some very limited antagonists in Inquisition, but its not all Erimond and Corypheus. Alexius is desperate to find a cure for Felix so he turns to the Elder One's power to help. He also provides one of the best defenses of the Venatori themselves while in a prison cell ("My crime was an attempt to restore power to a country sheltering the rest of you. Will the Wardens fight the Qunari when Tevinter crumbles? Will Orlais send Chevaliers against the battlefleets? You southerners have no idea.") Calpurnia wants to ease the burden and eventually free the slaves of Tevinter and slaughters thousands in that pursuit. Samson is driven to hurt the elites that he feels have wronged and cast aside the Templars in phrases that sound very familiar in today's politics. One of the most monstrous villans is Vivienne who uses the Inquisition to punish personal enemies and savages Cole constantly and she's ostensibly on your side. If you want the little moments of villany, heroism, or just gettin by, all you have to do is hang out around a circle of refugees camped out in the Hinterlands, Emerald Graves, or Exalted Plains, a couple of people talking in Haven, Skyhold, or Val Royeux, or even a couple of fishermen on the frozen lake in Emprise. There are dozens of these kinds of conversations lurking all over Inquisition. You DO have to go looking for them in some cases but the shock of overhearing one of these gems out of the blue was stunning to me. It feels less and less like the DRAGON AGE I grew to love, and something being twisted into what it was meant to critique. So again I have to ask: if you don't like dark and complex adult fantasy, why have you engaged with DRAGON AGE thus far? If you prefer more idealistic stories, why not seek those materials out, and let DA retain it's own unique identity? This is the most distressing quote to me because it both devalues my enjoyment of BOTH GAMES and attempts to mentally fence future Dragon Age games from people who might not share your particular, narrow definition of a complex, adult fantasy. It is the rallying cry of the elitists I have heard and despised since the days that BG1 purists declared BG2 heretic because you couldn't wander around in (mostly empty) spaces. Here's a thought: you will enjoy games (and life) much more if you focus more on things you like in a game whether they fit a particular pattern of adult fantasy or not. That doesn't mean that you start liking things you don't. Inquisition is a flawed game in my own opinion but it does have several enjoyable elements as well. More participatory story-telling and better defined, deeper villans are both worthy goals for DA:D. I also feel certain, given the heist nature and the other elements in the literature leading up to DA:D, that our Protagonist will have the opportunity to do more ethically questionable or even dirty work. If there's also a chance for that Protagonist to eschew that with appropriate consequences, many types of Players benefit and that is a better game, in my opinion, for all of us. Despite our differences, good to talk to you and looking forward to your thoughts. The key differences in most of the quests you mentioned is how read or hear about what happened, and only deal with the aftermath; we're *told*, not shown. In ORIGINS we could see the full traumas as they happened, from Redcliffe and Connor, the Ferelden Civil War, mages forced to become Abominations, Hespith, the viscous cycle of Zathrian's clan versus the werewolves and more. Not to mention everything personal our characters and companions go through. We could try to help, and suffer the consequences when we failed. But too much of INQUISITION'S darker moments happen off screen to those we don't know and likely never will. While the game does have it's occasional horrors, it is that distant disconnect is why so much of it fails to resonate with many of us. Also, while I agree that good stories should experiment with multiple ideas and tones, there's only so far you can stretch future chapters before they become unrecognizable to the original intent. As much as I enjoyed the goofy fun in SAINT'S ROW 4, it wasn't the more grounded crime noir of the first two. Likewise, the Adam West and Christian Bale Batmen only work as independent entities, and not as continuations of the same character.
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Post by gervaise21 on Nov 16, 2022 9:01:51 GMT
If "by our own efforts" you mean by crises that somehow only an outsider could address with such exquisite timing that even one of our Companions comments on the unlikelihood? This quote that you address was originally mine so I will answer your objections. So far as coincidental crises are concerned, that is connected to the overall writing, not the tone of the game. What part of closing rifts, solving problems, surviving bears, and restoring peace and order are not 'earning it'? In one game, you are gifted/cursed with a unique ability to irrevocably kill an Archdemon and the gift will eventually kill you. In the other, you are gifted/cursed with a unique ability to close/open doors to the Fade and the gift will eventually (without Solas' intervention in Tresspasser) kill you. Differences in story-telling approach are not insignificant but neither are they some kind of abandonment of the depiction of the world of Thedas as a sometimes nasty, ugly place The ability to kill an arch-demon is not relevant until the final reel. Thanks to Grey Warden secrecy on the matter, no one is aware of the uniqueness of the Grey Wardens in this respect, so Loghain and others see no reason why it would be disastrous to kill you. It is why I thought Duncan was crazy placing all of his Grey Wardens on the front line (apart from two who didn't even know the secret) when the arch-demon hadn't even made an appearance, but I digress from my main point. From the outset of DAI the PC had a unique ability that everyone knew about and gave them an immediate status and power. You retain those advantages right through until the end of Trespasser. You were also elevated to Divine messenger status by the circumstances of you receiving the Anchor, whether you claimed this or not. By contrast, the Warden had the power to sense darkspawn (hardly an advantage when they are everywhere) and the arch-demon (although this seemed limited to your dreams). So, essentially you are on the same level as everyone else in general abilities (allowing for certain natural skills) and considerably lower on the social scale compared with many of those you had to deal with (even the human noble had lost most of the advantages of their position in society). I also pointed out how your introduction to the world was brutal. With DAI I would say it was more confusing. Also, whilst both unique abilities will eventually kill you, the Inquisitor does not discover this fact until the final DLC, whereas the Warden knows from the outset the downside to being a Grey Warden. Then Riorden informs you of the ultimate twist in the tale of being one. First time I played, I turned down Morrigan's offer and from then on, I was convinced I was going to die by the end (having guessed Riorden wouldn't make it). I was literally fighting my way across Denerim to my death. That had a genuine impact on me. The fact that I accepted Alistair's offer when he stepped up at the end and wanted to do it to save his friend, only added to the emotion of the situation for me. Whichever way I had chosen, it would have been a bittersweet ending after all our efforts and that was a good thing. Maybe that wasn't dark but it definitely blew me away in a way that the ending to DAI didn't, not even the extended story in Trespasser. I agree that DAI was not without its moments of darkness but it did at times feel more like this was the result of the activities of the Venatori rather than an underlying feature of the setting itself. I knew they were there in the background because I had played the previous games and read all the lore but I do wonder how much a new player would appreciate that fact. Often the more typical Thedas aspects were found in optional side-quests rather than something you would automatically encounter. As for your PC personally, did they ever experience prejudice, adversity or loss in the way the Warden did in their origin story, which was directly related to how life is generally in Thedas? I recall the odd insult, maybe, at the beginning as an elf and a War Table mission which could go badly wrong but no one in game acknowledged that fact if it did. Yes, I know you can get yourself ejected from the Winter Palace ball, but let's face it, you had to be pretty stupid not to appreciate how to play the Game. Incidentally, I'm not saying that one was necessarily preferable over the other. I've enjoyed all the Dragon Age games. I'm simply acknowledging that there was a difference in tone between DAO and DAI. I also wonder if DA:D will be closer to DAO than DAI when it comes to the progress and development of our PC, since they've said they are going to start from nothing and the writers are going to explore what they do to address issues when those in authority are ignoring them. I suppose you could argue that the latter was also a theme of DAI but at least they have promised that there will be "no magic hand" with our new hero.
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Post by fairdragon on Nov 16, 2022 10:02:19 GMT
Everything we do see onscreen in DAI is just like in DAO. This isn't what i remember. In DAO: I can kill a child (Connor). Duncan Kill Jordy. You can leave Redcliffe without helping. You can kill all mages in the tower. and so on. while i don't remember many of this choices and cutscene in DAI. Yes we fight against people and see people we don't know die. But the only dark choice we have is Iron bulls quest and i miss it in many runs. correct me if i'm wrong. Both have dark story, but the world feel less dark because of the choices we can make and things we see. Both storys are about hope, but DAI show a world with little changes while in DAO you see the world change. So DAO feel more of a fight.
An example: Redcliffe vs Haven. In Redcliffe we can go, in Haven we have no choice what to do. If we stay in Redcliffe we have some choices how to help, while in Haven we only can rescue a few people.
While Haven feel epic, Redcliffe feel more dark.
I like the dark tone + story and choices more than, epic tone + dark story less choices.
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Post by colfoley on Nov 16, 2022 11:14:05 GMT
If "by our own efforts" you mean by crises that somehow only an outsider could address with such exquisite timing that even one of our Companions comments on the unlikelihood? What part of closing rifts, solving problems, surviving bears, and restoring peace and order are not 'earning it'? In one game, you are gifted/cursed with a unique ability to irrevocably kill an Archdemon and the gift will eventually kill you. In the other, you are gifted/cursed with a unique ability to close/open doors to the Fade and the gift will eventually (without Solas' intervention in Tresspasser) kill you. Differences in story-telling approach are not insignificant but neither are they some kind of abandonment of the depiction of the world of Thedas as a sometimes nasty, ugly place. To wit... As the kids say, ORLY?! I guess you never picked up the Contentious Objector quest in the Hinterlands where a mage who just wants to stay out of the fighting becomes a Major Terror Demon and a nasty early combat. Or played the whole In Hushed Whispers main quest where the world is overrun with demons to the point that even the Venatori despair? Or visited the top of Elfsblood Tower in Emprise to view and read the fate of someone who falls for his own inner demon? Or encountered the Blood-Spattered Venatori Diary in the Hissing Wastes as a mage succumbs to his own Pride? Or entered the Chateau d'Onterre in the Emerald Graves? Or so on and so on and so forth. The above may be your remembrance but its not backed by actual things that you can find and/or happened in Inquisition. I don't think Hanako is questioning that Origins isn't one kind of dark fantasy but why Inquisition wouldn't be considered such. For example, the Mayor of Crestwood herds scores of refugees into a cave system then intentionally drowns them and their guards. That's not dark because the Inquisitor isn't driving the refugees in with a whip? Lelania is a woman who is violated during In Hushed Whispers in a way that certainly approaches what is done to a Broodmother. Is that not dark because she doesn't bloat and grow tentacles? Does a game have to include sexual assaults in order to be dark? Isn't the slaughter of the elven servants in Halamshiral during Wicked Eyes and Wicked Hearts enough horror or does the Inquisitor need to have the chance to butcher them too? There's plenty in Inquisition to prove that Thedas is still sometimes a nasty, bloody place and there are many, many examples of that. I think that's what Hanako is asking (free to correct me, Hanako), but I know that's what I've been asking for a while myself. There are some very limited antagonists in Inquisition, but its not all Erimond and Corypheus. Alexius is desperate to find a cure for Felix so he turns to the Elder One's power to help. He also provides one of the best defenses of the Venatori themselves while in a prison cell ("My crime was an attempt to restore power to a country sheltering the rest of you. Will the Wardens fight the Qunari when Tevinter crumbles? Will Orlais send Chevaliers against the battlefleets? You southerners have no idea.") Calpurnia wants to ease the burden and eventually free the slaves of Tevinter and slaughters thousands in that pursuit. Samson is driven to hurt the elites that he feels have wronged and cast aside the Templars in phrases that sound very familiar in today's politics. One of the most monstrous villans is Vivienne who uses the Inquisition to punish personal enemies and savages Cole constantly and she's ostensibly on your side. If you want the little moments of villany, heroism, or just gettin by, all you have to do is hang out around a circle of refugees camped out in the Hinterlands, Emerald Graves, or Exalted Plains, a couple of people talking in Haven, Skyhold, or Val Royeux, or even a couple of fishermen on the frozen lake in Emprise. There are dozens of these kinds of conversations lurking all over Inquisition. You DO have to go looking for them in some cases but the shock of overhearing one of these gems out of the blue was stunning to me. This is the most distressing quote to me because it both devalues my enjoyment of BOTH GAMES and attempts to mentally fence future Dragon Age games from people who might not share your particular, narrow definition of a complex, adult fantasy. It is the rallying cry of the elitists I have heard and despised since the days that BG1 purists declared BG2 heretic because you couldn't wander around in (mostly empty) spaces. Here's a thought: you will enjoy games (and life) much more if you focus more on things you like in a game whether they fit a particular pattern of adult fantasy or not. That doesn't mean that you start liking things you don't. Inquisition is a flawed game in my own opinion but it does have several enjoyable elements as well. More participatory story-telling and better defined, deeper villans are both worthy goals for DA:D. I also feel certain, given the heist nature and the other elements in the literature leading up to DA:D, that our Protagonist will have the opportunity to do more ethically questionable or even dirty work. If there's also a chance for that Protagonist to eschew that with appropriate consequences, many types of Players benefit and that is a better game, in my opinion, for all of us. Despite our differences, good to talk to you and looking forward to your thoughts. The key differences in most of the quests you mentioned is how read or hear about what happened, and only deal with the aftermath; we're *told*, not shown. In ORIGINS we could see the full traumas as they happened, from Redcliffe and Connor, the Ferelden Civil War, mages forced to become Abominations, Hespith, the viscous cycle of Zathrian's clan versus the werewolves and more. Not to mention everything personal our characters and companions go through. We could try to help, and suffer the consequences when we failed. But too much of INQUISITION'S darker moments happen off screen to those we don't know and likely never ill. While the game does have it's occasional horrors, it is that distant disconnect is why so much of it fails to resonate with many of us. Also, while I agree that good stories should experiment with multiple ideas and tones, there's only so far you can stretch future chapters before they become unrecognizable to the original intent. As much as I enjoyed the goofy fun in SAINT'S ROW 4, it wasn't the more ground crime noir of the first two. Likewise, the Adam West and Christian Bale Batmen only work as independent entities, and not as continuations of the same character. Isn't that part of the point though? If a franchise like Batman can accomodate wildly different tones in its works and still be called 'Batman' then why can't Dragon Age? And taking this thought to its own conclusion these kinds of tonal shifts tend to happen all the time from different releases of a franchise, to different episodes, even different scenes or moments within scenes. One moment the situation can be dark and serious, the stakes can be high, the choices the characters have to make can be a matter of life and death..and then in an eyeblink they are cracking fart jokes. (Literally just watched an episode of Farscape do it). Sure there is a theoretical upper limit for everything and no one would confuse the Roger Moore era of Bond for the Daniel Craig but yet they are both still Bond. Writing remains the intersection between what an author wants to do with a given work and how the audience recieves his writing. One may not like it, one may even love it, but really these shifts in tone...far, far, greater then what has happened in Dragon Age, happens all the time in fiction. Everything we do see onscreen in DAI is just like in DAO. This isn't what i remember. In DAO: I can kill a child (Connor). Duncan Kill Jordy. You can leave Redcliffe without helping. You can kill all mages in the tower. and so on. while i don't remember many of this choices and cutscene in DAI. Yes we fight against people and see people we don't know die. But the only dark choice we have is Iron bulls quest and i miss it in many runs. correct me if i'm wrong. Both have dark story, but the world feel less dark because of the choices we can make and things we see. Both storys are about hope, but DAI show a world with little changes while in DAO you see the world change. So DAO feel more of a fight.
An example: Redcliffe vs Haven. In Redcliffe we can go, in Haven we have no choice what to do. If we stay in Redcliffe we have some choices how to help, while in Haven we only can rescue a few people.
While Haven feel epic, Redcliffe feel more dark.
I like the dark tone + story and choices more than, epic tone + dark story less choices.
I think for this reason I find the conversation on darkness to be kind of a 'trap'. What audiences really mean about this sort of thing is more about maturity and a sense of 'realism.' And while DAO certainly had plenty of dark moments in it, and while like I said maybe Inquisition's issue was that they weren't in your face enough... On the other hand do we need all of that to tell a mature story? Do we need sexual assault and child killing? Do we need to commit mass murder in order to tell a story on the human connection? Maybe. But what I have found in my own consumption of media is that if a story gets too 'dark' then that tension can snap in your face and your story risks turning into caricature. That line, much like my contradictory thoughts on how to handle Inquisition's 'darkness' is a bit hard for me to find, but I know it when I see it. A setting that is just this unending cycle of mysery and injustice looses all of its nuance and eventually all of its tension. I think Dragon Age Origins and DA 2 went right up to that line, the Witcher video games crossed it, and Inquisition took that pressure off just a little bit. Telling a mature, dark, story without any risk of being edgy for the sake of being edgy.
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Post by FiendishlyInventive on Dec 6, 2022 1:58:23 GMT
Just wanted to post the images that sold me on Dragon Age years ago. Plenty of colour here, light and shadow visually, I wonder if Dragon Age can ever recapture what it is I found so immensely appealing as a young'in that I found lacking in II and especially in Inquisition.
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Post by catcher on Dec 6, 2022 3:21:03 GMT
Sorry I've been much delayed in posting. Crunch at work and a child home from college. I'm not going to be able to comment on every point that's been brought up but I'll do my best to cover The key differences in most of the quests you mentioned is how read or hear about what happened, and only deal with the aftermath; we're *told*, not shown. In ORIGINS we could see the full traumas as they happened, from Redcliffe and Connor, the Ferelden Civil War, mages forced to become Abominations, Hespith, the viscous cycle of Zathrian's clan versus the werewolves and more. Not to mention everything personal our characters and companions go through. We could try to help, and suffer the consequences when we failed. But too much of INQUISITION'S darker moments happen off screen to those we don't know and likely never will. While the game does have it's occasional horrors, it is that distant disconnect is why so much of it fails to resonate with many of us. Failing to ressonate is quite a distance from 'ignored and retconned', no? That fits far better with my own perception of Origins and Inquisition but I think you overstate both how much Origins shows and how much Inquisition tells and how important each of those may be even if they are true. An example from each to illustrate my point. Both the transformation of Branka's Clan and the conversion of Grey Wardens to demons by their own mages are terribly dark stories of betrayal in the hope of gaining power to avert some larger tragedy. Yet, in Origins, you don't see what happens to Branka's Clan, only the aftermath. The Warden gets somes notes along the way, then the poem recited in small pieces, then the discussion with the wrecked Hespith. All this builds slowly to the horror of the Broodmother and, most importantly to me, the final, despairing words of Hespith ("But the true abomination... is not that it occurred, but that it was allowed") The Anvil of the Void is almost an anti-climax after that build and release. In Inquisition, you do get to watch multiple Wardens butcher their brothers or sisters to raise demons. You even get to see elven girl from Crestwood butchered by the head of the order that saved her life (if you make the right/wrong choices) for a demon, of Pride (naturally). The Culling of the Wardens has far less emotional impact because of a poor build of the rationale and a facillitating villan who is so mustache-triwlingly bad, I was looking under sand dunes for Dudley Dooright and his Horse. They get kindof close to an actual connection when Livius tries to convince Clarel and the Wardens that the Inquisition just doesn't understand their obssession, but all the previous failures are just too much and the writers literally have to call in draco ex machina. The build is scattered and unfocused, undermining any emotional or visceral impact. It isn't tone. It isn't show or tell. Its in the way that they use it. I just don't see the evidence that makes this a case of the Nolan Batman Trilogy versus the 1960s Batman television program. This quote that you address was originally mine so I will answer your objections. So far as coincidental crises are concerned, that is connected to the overall writing, not the tone of the game. <snip> Pretty sure this was in response to me instead of Walter. Hope I don't step on anything. The reason I quote this line and leave out the rest of the (excellent as always) analysis is that I do not deny that there are some differences of approach. However, does any Dragon Age game have to follow just the pattern Origins laid down in order to be considered dark in tone? That's an assertion I would deny just as I would if someone tried to convince me the Exodus is also somehow sweetness and light despite missing several of the elements you cite for Origins. Writers' choices (forced or otherwise) in storytelling does not equate to tone for me. My off-handed comparison of the Taint versus the Anchor was not meant to be axiomatic, but there's far more similarities than differences and even the differences were leveraged (more clumsily as I pointed out above) to provide more emotional weight to the story. Inquisition doesn't include playable origins but then, this also isn't the first or even second game of the series. Every novel in a series doesn't re-re-reintroduce all the world building of the first, nor should a third game in a series. While being a Grey Warden makes you a target for Logain's bullies, it also gets you additional consideration and loot in Lothering, entrance into Orzamar, entrance without getting too pointed a reception at the Dalish Camp, jobs from Sergent Kylon in Denerim, etc. So being a Grey Warden is not all burden (or even close) in Origins. In Inquisition, from the beginning, Cassandra draws down on you for even picking up a weapon to defend yourself in the opening and she knows you may be their only hope. The nascent Inquisition gets no advantage from your 'Herald of Andraste' propiganda as the Chantry disowns you, the Templars claim you are beneath their notice, even a minor Orlesan nobleman tries to steal Haven out from under your feet. Not really any better than the Warden in respect or worldly power. Where you DO get power in Inquisition is by solving problems with your steel, guile, magic, and friends just like in Origins. It's more 'smeared out' than Origins, but it works exactly the same. Further, you are asked several times about how the Anchor feels and there are multiple points that it causes the Inquisitor visible pain throughout the base game. Even if its not spelled out, the hints are strong that this power could be dangerous to your health. Finally, Inquisition introduces fairly early the idea that your Inquisitor can feel responsibility for their troops. From the slaughter by the Blades in the Storm Coast, to the lure of captured troops in the Fallow Mire, to the undercover operation with Bull in Skyhold, to the numerous times you can either tell a subordinate to take care of the troops or push them to achieve objectives regardless of cost. There is nothing like this in Origins. The differences between mostly leading a small group in Origins versus an orginization in Inquisition are important, but there's no abandonment of dark tones in Inquisition I can find from that. This isn't what i remember. In DAO: I can kill a child (Connor). Duncan Kill Jordy. You can leave Redcliffe without helping. You can kill all mages in the tower. and so on. while i don't remember many of this choices and cutscene in DAI. Yes we fight against people and see people we don't know die. But the only dark choice we have is Iron bulls quest and i miss it in many runs. Let me refresh your memory. In Inquisition I can: Curse most of the Mages in Southern Thedas to 'indentured servitude' with a nasty cult of the 'Vints OR Condemn the remaining Templars to death at the hands of their own corrupted bretheren Through inaction and solely on a hunch, allow the Empress of Orlais to be assassinated by her own cousin and hope I can put together an alliance that will keep Orlais together and won't blowup in the world's face Exile the remnants of the Grey Wardens from southern Thedas eventhough I know the good they do outside fighting the Darkspawn (Blackwall and Crestwwod wardens) Multiple times, choose to save/help troops to reduce casualties Choose to cooperate with ancient elven defenders of a forgotten temple or just bull through them like another obstacle That's just mainline quests. Just sayin' An example: Redcliffe vs Haven. In Redcliffe we can go, in Haven we have no choice what to do. If we stay in Redcliffe we have some choices how to help, while in Haven we only can rescue a few people. While Haven feel epic, Redcliffe feel more dark. The large army of Red Templars/Venatori marching on Haven might have something to do with the inability to just skedaddle. Large opposing armies tend to do that. Redcliffe is really a bad place to talk about choices though. If you leave town, yes, it can get wiped by undead. In the same quest area though, you can leave the demon child running around the castle it just took over a couple weeks before to jaunt up Lake Calenhad, possibly free the mages from their own issue. Maybe take a trip in the Woods to see what the Dalish are up to. You know, I hear the Frostbacks are lovely this time of year. Oh, wait, about that Conrad kid. Of course, that's a weakness of many CRPGs including Origins. Using a singular example from Origins, doesn't really illustrate whatever point you are trying to make. Thanks all for your time and thoughts even if I don't agree.
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Post by fairdragon on Dec 6, 2022 11:02:05 GMT
Through inaction and solely on a hunch, allow the Empress of Orlais to be assassinated by her own cousin and hope I can put together an alliance that will keep Orlais together and won't blowup in the world's face this is the only one which i forget. The rest isn't shown enough to feel something or is build up only if you played origins. The Mages in Southern Thedas are your enemies and you don't see familiar faces under them. samething for the Templar. ancient elven defenders are shown as enemies too. So you can easy don't feel bad for killing them. doesn't really illustrate whatever point you are trying to make. My point is that i can feel bad for what happend in DAO. I feel like i can fail. While in DAI I have more of a Marvel feel, to put it bluntly. Nothing can go wrong.
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Post by catcher on Dec 12, 2022 2:11:16 GMT
this is the only one which i forget. The rest isn't shown enough to feel something or is build up only if you played origins. The Mages in Southern Thedas are your enemies and you don't see familiar faces under them. samething for the Templar. I would dispute this on several fronts. First, you don't 'know' any darkspawn, werewolves, random dwarven or human thugs, undead, etc. There are cases where you might be fighting variously Dalish villagers, the corpses of Haven villagers, perhaps a companion or two but that requires certain choices so for most if not all the game, you aren't fighting 'familiar faces'. Second, you don't have to have played Origins to know something about each side. Of course, you get a view of the worst all over the Hinterlands but there are more nuanced views as well. There is Lysette and, to a lesser degree, Cullen and Cassandra in Haven to give the protagonists some perspective on Templars. Also in Haven, you can get some input from Viviene on the best of the Circle and Templars. There's also Minaeve in Haven for a different view of Circle life. Then there are more than a few mages in Redcliffe (including, if he is saved in Origins, Conner ironically enough) to give your character a better perspective on them. There's connections galore available to you in Inquisition, they just won't be trying to stick a sword or lightning bolt in you later. ancient elven defenders are shown as enemies too. So you can easy don't feel bad for killing them. Or you can talk to Abelas and find out how desperate the situation is and avoid additional slaughter. Sounds like a nuanced, complex situation to me but I'm a loose nut so... doesn't really illustrate whatever point you are trying to make. My point is that i can feel bad for what happened in DAO. I feel like i can fail. While in DAI I have more of a Marvel feel, to put it bluntly. Nothing can go wrong. I won't dispute what you feel, but the instance still doesn't seem to match to the feeling. First, leaving Redcliffe Village early is the ONLY instance in all of Origins like that so its hard to make that an illustration of how the whole world works. Second, it is undermined almost immediately by another immediate situation that you can potentially ignore for a large chunk of game time. Third, there are two situations in Inquisition that do not require a TPK that can END the game badly for you, not just a village (timer on Champions of the Just and zero reputation in WHWM). There's nothing like that in Origins so, if you feel invincible in Inquisition, it comes up to something else than whether a village can die at one point in Origins. Thanks for your input.
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Post by fairdragon on Dec 12, 2022 8:50:37 GMT
Thanks for the debate. I think we can agree to disagree.
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Post by gervaise21 on Dec 12, 2022 11:46:12 GMT
Or you can talk to Abelas and find out how desperate the situation is and avoid additional slaughter. Sounds like a nuanced, complex situation to me but I'm a loose nut so... Only if you take the time to dance on the pretty tiles first. I know it is meant to have shown you respect their customs but it really is a lot of time being wasted when by rights there is meant to be a sense of urgency in preventing Samson/Calpernia getting to the Well first. I think a lot of people, particularly new players, wouldn't realise this was a typical Bioware ploy to make you work for the ideal outcome. Take as long as you like dancing on the tiles (and first run through it did take me a while to get it right), it won't make any difference to the overall outcome concerning who gets to the Well first but it does have a bonus that prevents bloodshed.
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Post by biggydx on Dec 12, 2022 18:11:48 GMT
I think we have to remember that the tone set by Origins was one in which Thedas was already broiled in calamity. We had a blight to handle, and so the tone was going to be darker just by the nature of the threat we faced. With the blight gone - relatively speaking - it makes sense that the tone would become less oppressive as the previous games.
My only hope is that they [BioWare] don't try to pull a Marvel with every moment that should be taken seriously.
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helios969
No Clue
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Post by helios969 on Dec 13, 2022 5:34:47 GMT
Given we're going to be in Tevinter they should go for majestic with dark undertones...wealth and beauty underscored by dirty and downtrodden slaves; control and stability in their cities vs. the perpetual war with the Qun in the north; the Magisterium prim and proper in public but engaging in dark rituals involving blood magic behind closed doors...those sorts of things.
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Hanako Ikezawa
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hanakoikezawa
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Post by Hanako Ikezawa on Dec 13, 2022 6:53:59 GMT
My only hope is that they [BioWare] don't try to pull a Marvel with every moment that should be taken seriously. I think we’re pretty safe from that. Even the “goofier” games kept serious moments completely serious.
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fairdragon
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fairdragon
Dragon Age: Origins, Dragon Age Inquisition, Baldur's Gate
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Post by fairdragon on Dec 13, 2022 10:42:24 GMT
and first run through it did take me a while to get it right I give up on that after some tries. My controller, the tiles and me doesn't work that well together.
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fortlowe
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
XBL Gamertag: fortlowe
Posts: 44 Likes: 71
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fortlowe
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
fortlowe
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Post by fortlowe on Jul 8, 2023 4:55:27 GMT
On tone, it would be amazing if we could, as players, contribute our tone to our characters responses. This idea has been previoulsy fleshed out on the old Bioware boards. A really long time ago, some really smart people on the old BSN got together to consider the topic extensivley. Not a one of them a game developer, but all deeply invested in Dragon Age and Mass Effect.
The basic premise from a months long discussion, and an eventual congress, was a dialogue system that if it's possible at all, only Bioware could make it. Or maybe Telltale could give it a shot.
Essentially it's a three leveled dialogue selection system.
The first level, of course, is the question or statement an NPC presents to the main character. This level is presented, obviously, based on previous actions and/or plot points the player has done, said, or experienced. This level is the stimulant the game presents for the player to react to.
The second level is, of course, the decisive action. Yes? No? Maybe? What? Bash! Rob! Kiss? Run! This level determines what the player chooses to do in response to the initial stimulating dialogue prompt. It's also where most dialogue sytems complete the dialogue loop. Present dialogue prompt. Choose dialogue input from below options.
A third dialogue input layer would allow TONE to be included in that dialogue input selection. You could choose a "Yes" response, but also choose a hesitant, or entusuastic, or bemused, etc, TONE.
Example:
NPC: "Give me the McGuffin or I'll burn that village you like so much!
Responses:
A: Yes A(Angry): Here! I'll burn YOU for this! A(Sad): *sighs* Here. Just don't hurt them... A(Wily): Oh you want this deadly cursed...ummm extremely VALUABLE McGuffin? SURE!
B: No B(Angry): Burn it then. But you will NOT have this McGuffin! And know before I kill you, I'll burn everything you love! B(Sad): *Conspicuously pocket McGuffin* All of mine would die so that you would not have this. *cries* B(Wily): McGuffin? *pockets McGuffin less conspiuously* What McGuffin? I heard there was a McGuffin over the hill that way! *points to draw the NPC's attention away* *runs away while the NPC isn't looking*
And so on. The dialogue choices would encompass the primary direction of the player characters narrative arc. While the TONE choices (angry, sad, & wily could of course be a part of suit of tonal responses) would determine the characters tonal arc or rather the player character's personality.
As far as input method, after hovering over the dialogue choice, the secondary tonal menu would appear.
This tonal input should require a resevoir to contribute to, I think. The Pargon and Renegade system is much maligned, however, almost equally maligned, DA2 very handily solved this problem, with what I think was a competent precursor to the above dialouge system. I'd wager, it was a test run of that system before we old BSN'ers imagined it, or something very similar to it. In DA2, you could make tonal selections, in three avenues, if not three levels. The three avenues were Goood, Bad, or Smart Assed.
Those avenues required a narrative commitment. Good writing in that game mitigated some of the level limitation. In spite of that, more frequently than not, the DA2 dialogue system would still result in being limited to choosing a narrative option that also required a break in tonal immersion. This also occured in DAI, but to an even lesser observable extent, do to a more open ended pesonality construct.
Still, if DAI, had this more immersive dialogue sytem? Maker!
Anyways, I make a post regarding this notion here every few years just to remind Bioware that we REALLY wouldn't mind if they co-opted this idea. We know it would be quite the undertaking. Hardware limitations, budget constraints, branching dialogue scipt writing, voice acting, coding, and a bunch of other problems that we arm chair devs have no idea about could make this truly impossible to accomplish.
We get it. Still, if this WAS somehow possible? Even with a less than graphically overwhelming game, deploying this dialogue system, along with, of course, a rich classically Bioware style narrative, each of which I don't think exists anywhere else, would return Bioware to near the center of any conversation concerning interactive entertainment, I think.
P.S.: I realize this is not the 'Tone' this thread was intending to address. Still, I think it's an appropriate place to stick this reply.
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