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Post by Link"Guess"ski on Feb 28, 2017 1:24:37 GMT
From interview: (one of many regarding this conception) Personally I think it's a misconception. Plot comes from characters and aid the characterization in return. The bond between Shepard and Ashley when they romance in my playthrough is aided by the fact that they're caught in dire events that make their fate uncertain, that they just lost their mutual friend Kaidan on Virmire and share that loss, that when we learned about the truth about "Sovereign" Ashley can react in frustration over her inability to fight back when the Reapers come. This all makes the bonding more contextualized. It's not just Shepard and Ashley talking because the two happen to be on the same team and they stumble into each other. It's these two bonding because they're going through the same story-events together and that puts them in a similar position. It remains to be seen however the story-character relation works in Andromeda but all sneak-peaks and interviews, whether it's Fabrice or Mac Walters seem to reinforce this idea that "Story is less important, because people like the characters the most." but IMO you can't just remove a part of the recipe and expect the overall taste will be as spicy. Somewhere along the line the characters will inevitably feel less memorable as a result of reducing a story they can share as a team. The more you reduce the impact of plot, the more the character/relationships turn towards meandering.
Now erase my paragraph in your head and read the interview excerpt again, take it at face value -- do you agree with what Fabrice says about story vs characters?
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Post by Kabraxal on Feb 28, 2017 1:33:34 GMT
It's about the characters first and foremost. There is a reason ME3's ending caught so much flak... and it really isn't because the story went off the rails for 10 minutes, but because you spend three games building the character relationships and you got 10 minutes of "that didn't matter, make this arbitrary choice, and we won't tell you shit about what happened to the characters in the long term".
The reason Bioware games are so beloved is because they provided an experience that almost no other game had... and really most games still don't give: you get to react and grow and build relationships with characters. It's the selling point for their games.
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Post by colfoley on Feb 28, 2017 1:43:33 GMT
Without characters to care about there would be no reason to care about the story.
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Post by Cypher on Feb 28, 2017 1:45:05 GMT
I think it's just hard to contextualize for a lot of people, so they focus on how the story affected the characters they tend to bring up. So maybe, at face value, it's oh, so and so is cool, but without the story itself to react to, these personalities are ultimately meaningless.
It's coming off wrong on the fan side; whether or not that influenced the writing of Andromeda remains to be seen, but as of now, I think Bioware's side is only talking about it the way they are because it's how they were talked to about it and they're poorly articulating it themselves rather than them shoving a bunch of character moments in the forefront at the expense of the context that makes those character moments important to begin with.
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Post by Deleted on Feb 28, 2017 1:50:45 GMT
I agree with Condominas... the nature of an RPG means that the player is putting the characterization of the PC first and foremost in their minds. What changes in the story as the player constructs a different personality for the PC is how the other characters playing opposite that PC react to what the player does. There is also a certain expectation that, by changing the personality of the PC, the player will also influence the story in different ways. The main thrust of the plot should hold together, but the game is played surrounding all the little nuances that each player can do differently with the characters... ultimately even causing some changes within the plot. In a novel, where there is no character input from the reader, the plot takes precedence; but RPGs are a whole different ballgame that, I think, flips this importance around.
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Post by theflyingzamboni on Feb 28, 2017 1:52:24 GMT
Well, I can enjoy a mediocre story with fun and compelling characters, but it's a real challenge to enjoy a good story with mediocre characters. Also a challenge to even make a good story with mediocre characters. So...
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Post by zaefkol on Feb 28, 2017 1:52:28 GMT
For narrative focused games, I think that both are equally important, but I also come from the school of thought that all the best stories are character driven in nature.
I can have a positive experience with any game that has great characters but a forgettable plot. And I can have a positive experience with any game that has a great plot but forgettable characters. I will enjoy my time with either hypothetical game, but the experience will ultimately be fleeting.
The best games have great characters whose motivations drive a great plot. These are the games that stick with me and make me want to replay them.
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Post by Link"Guess"ski on Feb 28, 2017 1:54:11 GMT
It's about the characters first and foremost. There is a reason ME3's ending caught so much flak... and it really isn't because the story went off the rails for 10 minutes, but because you spend three games building the character relationships and you got 10 minutes of "that didn't matter, make this arbitrary choice, and we won't tell you shit about what happened to the characters in the long term". The reason Bioware games are so beloved is because they provided an experience that almost no other game had... and really most games still don't give: you get to react and grow and build relationships with characters. It's the selling point for their games. Personally I disagree a little, teensy tiny bit. I for one was most angry at first because I thought they dropped the entire reaper concept on the floor. To me that was always the biggest "statement" of them all, aside from alien relationships and organics vs synthetics. It not only asks "what is life" but it contained potentially pondering themes about "what is existence?" an answer that can't be answered but it surely could've been dissected more. Reapers were literally gods that were so far above us, they were a sign that no matter how far into space you get, there'll always be something out there that's larger than we can comprehend, but it's true that by ME2 the concept had much more started to focus on relationships and characters. I'd still argue though that those things were strongly reinforced by the turmoil. I can't imagine caring for Mordin if all he had was his funny personality. He was great because of his belief in redoing the genophage until he course-corrected and found redemption in curing it when the world needed that cure and when the entire galaxy needed the Krogan to have optimism and support in fighting for everybody's lives. I think you lose incentive to make me care about a story if you're designing it under the pretense that it's not as important as relationships. Mordin's relationships to his friends in ME2 and ME3, in my eyes, are only as strong as their relation to his belief about issues that are 100% tied to the plot and lore; the context, of the story. That context isn't just a bunch of vague stuff. It's not "There was a people that I sterilized. I don't regret it. But we may need their help, so now I'll cure them". It's "I sterilized the Krogan, and we need them now, so I'll cure them", and there's a whole other backstory to the Krogan, reinforced by Wrex which is reinforced by Saren because Saren built a clone-army of Krogan that made us realize what the Krogan viability meant to Wrex. You see what I mean? The plot keeps the wheel turning. You need it to make the relationships more than just fluff. There's plenty of context in Andromeda. There's some kind of plot too, but I worry about the fact that they've started by creating characters and then making the plot secondarily because you can't be sure they all tie together in the way ME123 did. You can't start out by making a Citadel DLC. You need to build everything up with a great plot before the relationships by themselves feel important.
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Post by colfoley on Feb 28, 2017 1:59:48 GMT
I think the big problem is that it's not a mutually exclusive thing. Plot nor characters exist in a vacuum and ideally they both support one another.
Characters give you a reason to care about the events of the story (the plot), while the plot gives the characters something to do.
I just personally prefer character to plot.
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Post by dropzofcrimzon on Feb 28, 2017 2:00:14 GMT
Let me use halo 4 as an example.
The plot was decent, it brought forth lore from the books with everyone wanted (in the form of the didact) it was not as large scale as halo 1 to 3 but it was certainly much more in depth and well written than them........but it was all pushed in the background by what mattered and that was the personal story and growth between John and Cortana
Characters make the story memorable, not the events themselves or how far reaching it all is
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Post by Link"Guess"ski on Feb 28, 2017 2:13:20 GMT
TBF, Halo 4 was a trope-ridden plot where Master Chief was suddenly "the chosen one" and then half the plot existed outside the game and the minor characters were not part of any particular arc within the main plot, they just came and went here and there and only paid off if you read the external material.
But I agree. The John/Cortana plot was what drove the game. It was still a plot though, where Cortana was going down so you go the whole game to seek out some doctor or whatever that can aid Cortana, so that's a cornerstone.
What I fear for Andromeda is that like in certain past BioWare games, characters become their own one-off stories and the rest is just relationship-building that happens becuase you talk to each other like a dating-sim almost. Granted, some characters in ME2 and DA:I were awesome because the dialogue revolves around their themes and plots in context of the setting. The question is, will Andromeda depict its new setting enough that each character will represent some aspect of it? I heard someone say you could talk to... whoever it was, about religion. That's interesting, it reminds me of Ash. I hope it all ends up feeling like it thematically resonates with whatever Ryder's main story arc leads to though. There can be some banter that's just meandering and personality riff-raff, but I hope there's a lot of banter too that is used as a means to explore the story in more detail.
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Post by Deleted on Feb 28, 2017 2:13:55 GMT
I think we're utilizing the words in the wrong way. We talk like they can be evaluated separately.
That's not how it happens.
The story can't be at the center of attention because without good characters or at least one good main character, there's no real good story. You wouldn't relate to it. What if the Reapers invaded the Milky Way and there wasn't anyone in the spotlight trying to defeat them? Would that motivate you? Imagine if instead, we got a look on the fleets fighting, resistance organizing, without focusing on any single character. Would you care at all?
Now, imagine the opposite. What if you put Garrus, Tali, Liara, Wrex and Legion into a room and all they did was crack jokes at you, drinking, playing cards, but without any background? Would you care about them at all, without knowing where Garrus came from, his past, his vigilante personality, his motivations? Or Tali, without knowing anything about her story with the fleet? About Wrex, without knowing about his views on the genophage, his leadership to his people? Why would you care about this character that you've never met or heard about before? You need context, you need their story.
You can't have one without the other. I personally think that Bioware is making a mistake when they're presenting their case like that. It's not that the characters are more important. It's that the story behind everything, behind them are extremely important, and that is what makes them, and everything in fact, special.
You can only relate to characters because their personalities, issues and reactions can be related. Did you ever stop Reapers in real life? Or fought in a zombie apocalypse? Or dealt with mages and templars, and demons falling from the sky? You will only relate to stories that you've experienced.
You want to be a hero in these games because you know you're going to be hero to your characters. Because you matter to them. And you can only do this with a good story.
You're going to remember these characters more than the story because the story is the foundation of what make these characters great.
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Post by Link"Guess"ski on Feb 28, 2017 2:20:22 GMT
Hehe, I may have strategically planted the black/white comparison to get a discussion going, just sayin'!
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Post by malanek on Feb 28, 2017 2:26:39 GMT
Stories can be plot driven or character driven. Just because it is one form or the other doesn't mean no effort should be put into the other side. For what its worth I consider ME1 and ME3 to be plot driven while ME2 was possibly Biowares only character driven story (you could argue DA2 had aspects of it as well).
I do sort of worry about this quote, simply because a genuine character driven story should still have a great main plot, you simply let the characters and their decisions guide the story rather than fitting them into the story.
I want a clever, original, engaging and emotionally gripping story from ME Andromeda.
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Post by Link"Guess"ski on Feb 28, 2017 3:30:37 GMT
Stories can be plot driven or character driven. Just because it is one form or the other doesn't mean no effort should be put into the other side. For what its worth I consider ME1 and ME3 to be plot driven while ME2 was possibly Biowares only character driven story (you could argue DA2 had aspects of it as well). I do sort of worry about this quote, simply because a genuine character driven story should still have a great main plot, you simply let the characters and their decisions guide the story rather than fitting them into the story. I want a clever, original, engaging and emotionally gripping story from ME Andromeda. Me too but for the longest time my expectation has been set at "Inquisition-level plot" which means skipping from moment to moment in the main story without proper buildup becuase most of the "meat" is dedicated to the world-building of each explorable zone or the meandering banter between companions plus sex and romance for every sexuality/gender representation ever.
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Post by jymm on Feb 28, 2017 4:06:36 GMT
Life is about priorities, and so is any constructive or creative endeavor like game development. So a studio decides how much to invest in programming, art, sound, writing, etc. And then they decide how much of their limited art resources go to facial animation or inventory UI. Or in this case, how much of their writing resource goes to "plot" vs. "character". I think the most successful organizations figure out what their own special sauce is. They fill their niche, identify their market, and connect with that market repeatedly and reliably. Bioware's niche in my opinion is definitely characterization. They wrap a lot of other elements with quality ranging from fair to excellent into their product, but the repeated bet you can make is that they'll have compelling three dimensional characters to interact with. If you bought a Bioware game and it had lousy combat mechanics you might bitch about it on the forums, but it probably wouldn't prevent you from buying the next one. If you bought one and it was chock-a-block with utterly dull characters with only a few lines of dialog then you'd be speechless. And you'd feel betrayed. And you'd sure think very carefully before picking up their next title.
So I think Condominas is right to identify character as the most essential ingredient to delivering on their promise to consumers. Its Bioware's special sauce. I can think of few who can do it as well and I can think of no other developer who does it so prolifically. Creating 2-3 characters in a single game that are really compelling, interesting, dynamic characters who respond in nuanced ways to your player choices is rare. Creating a half dozen per game is something only Bioware does (that I'm aware of).
The whole reaper plot is not that new. Darkspawn aren't wildly different than the orcs that Tolkien envisioned almost 100 years ago. And the connections between ME1, 2, and 3 are often tenuous and even nonsensical. The plot is serviceable, maybe hedging into "good" at times, but its never been top class, if you ask me. I hope the plot isn't worse (as in full of inconsistencies or generally thinner) than prior games, but I also don't need it to be better. So yeah, long story short, I side with character.
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Post by missileglitcher on Feb 28, 2017 4:11:23 GMT
Characters are extremely important and play a huge role. Story is more important.
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Post by Mihura on Feb 28, 2017 4:22:33 GMT
Agree completely, characters are the life of the story, they should drive it forward and not the opposite. That is why Dragon Age 2 to me was one of the best games bioware made when it comes to a compelling story, despite everything.
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Post by stealthfox94 on Feb 28, 2017 4:50:58 GMT
Characters for sure.
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Post by Lebanese Dude on Feb 28, 2017 5:15:25 GMT
Personally I think it's a misconception. Plot comes from characters and aid the characterization in return. The bond between Shepard and Ashley when they romance in my playthrough is aided by the fact that they're caught in dire events that make their fate uncertain, that they just lost their mutual friend Kaidan on Virmire and share that loss, that when we learned about the truth about "Sovereign" Ashley can react in frustration over her inability to fight back when the Reapers come. This all makes the bonding more contextualized. It's not just Shepard and Ashley talking because the two happen to be on the same team and they stumble into each other. It's these two bonding because they're going through the same story-events together and that puts them in a similar position. It remains to be seen however the story-character relation works in Andromeda but all sneak-peaks and interviews, whether it's Fabrice or Mac Walters seem to reinforce this idea that "Story is less important, because people like the characters the most." but IMO you can't just remove a part of the recipe and expect the overall taste will be as spicy. Somewhere along the line the characters will inevitably feel less memorable as a result of reducing a story they can share as a team. The more you reduce the impact of plot, the more the character/relationships turn towards meandering. You cannot possibly extract the characters from the plot and expect the same results, that's true. However, when you say that it's the context that affects relationships, you're actually making his point. You don't think of it as the setting. You think of it as how the setting influences the characters. At this point, people don't remember the events at Virmire as much as what came from it. Only the most hardcore people remember the Salarian squad for example, or what the mission involved really. Krogan breeding facility? That's not important. Most remember the death of Kaidan/Ashley etc and the later conversations about them. There's also Wrex. In short, the story is important as you said of course, but only as far as providing context for the characters. BioWare has never really been about that main story arc and that's for a good reason. A lot of the writing budget is devoted to the characters, dialogues with them, and missions that pertain specifically to them. Technically speaking, these stories are all part of the main story arc. We just categorize them differently.
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Post by KaiserShep on Feb 28, 2017 5:19:35 GMT
Yeah, Bio's primary strength has always been its central cast and how we can interact with them. Shit, Mass Effect 2 gets praised as the best thing since Jesus invented pocket pitas while it had a paper-thin monster plot shoved somewhere in its companion-centric episodic format.
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Post by Lebanese Dude on Feb 28, 2017 5:21:21 GMT
Yeah, Bio's primary strength has always been its central cast and how we can interact with them. Shit, Mass Effect 2 gets praised as the best thing since Jesus invented pocket pitas while it had a paper-thin monster plot shoved somewhere in its companion-centric episodic format. lol exactly. That was the first time the "optional" companion quests formed the bulk of the story. They are also a significant part of other games, but ME2 took it to the extreme and people liked it. Ironically, people disliked DA2 even though it had a similar format, only because the main story had a bit more significance.
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Post by ryerye17 on Feb 28, 2017 5:22:27 GMT
This is a very odd polarization. It depends on who you talk to. Classical writers and critics (such as Plato) would argue that plot is the most important factor in a narrative and that characters exist to serve the plot. More modern drama critics though (including Lajos Egri) postulate that character is the heart of the story and the plot should spring naturally from character's motivations, conflicts, etc.
It's a matter of preference/perspective.
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Post by Lebanese Dude on Feb 28, 2017 5:23:25 GMT
It's a matter of preference/perspective. Yet we can all agree on Cullen's hotness.
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Post by colfoley on Feb 28, 2017 5:28:24 GMT
This is a very odd polarization. It depends on who you talk to. Classical writers and critics (such as Plato) would argue that plot is the most important factor in a narrative and that characters exist to serve the plot. More modern drama critics though (including Lajos Egri) postulate that character is the heart of the story and the plot should spring naturally from character's motivations, conflicts, etc. It's a matter of preference/perspective. Hell it seems to be the difference between old tv and new tv or old books and new books or old games and new games or old movies and new movies. A lot of writing, in its infancy, at least so it seems to me...tend to be a lot more plot driven, and then they all go through moments where the characters become more and more important.
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