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Post by midnight tea on Apr 13, 2018 3:46:32 GMT
While I don't think the current crop of talking points even classify as "ripping" or contradicting established lore (since it's in-world lore, not WoG) I'm inclined to think that if devs DO see fit to alter their lore they don't do it casually. It's their baby and it inevitably ruffles feather, they must think the benefits outweigh the drawbacks and as the creators of the lore they're probably in a better informed place to make that call. Yea, I'm not even sure whether we're talking about ripping, or "ripping" in a sense of "I don't like where things are going", or "I don't really understand something, therefore I deem thee a lore-ripper".... in any case, I just have to shake head at a general idea that even actual noticeable changes to story are supposed to be always viewed as negative. Anybody who's even dipped a toe in storytelling knows that telling one is a constant game of course correction. It doesn't matter how long someone worked on world-building and how painstakingly detailed it is - it just comes with the territory. The more complex the tale, the more complex the maneuvers to keep it cohesive at all times. And I don't really think it can get more complex than massive multi-media RPG franchise with branching narratives that ultimately are all parts of one, huge arc told over a span of years/potential decades. It may even be that *gasp* - somebody at some point got a better idea than before when it comes to certain story parts. Or a change was implemented to fix something that wasn't really working in the first place (or - in case of games or movies or tv series - part of plot got cut or compressed, leaving things in a weird place). Or to avoid a problem they may encounter in the future - like you said, they do know their story, where it's going or what it allows better than we do, after all.
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Post by thats1evildude on Apr 13, 2018 4:09:23 GMT
I used to think people cared about internal consistency ... then I watched Doctor Who Oh, please don't mention the Doctor Who fandom. They might hear you, and then we'll have to endure long rants about which was the best Doctor and why the show hasn't been good since Season XXXX. They're only slightly less unhappy than Star Wars fans, whose defining trait is how much they hate Star Wars.
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Post by TheodoricFriede on Apr 13, 2018 4:23:59 GMT
They're only slightly less unhappy than Star Wars fans, whose defining trait is how much they hate Star Wars. I hate to tell you this man, but you talk to any Bioware fans lately?
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Post by thats1evildude on Apr 13, 2018 4:27:25 GMT
They're only slightly less unhappy than Star Wars fans, whose defining trait is how much they hate Star Wars. I hate to tell you this man, but you talk to any Bioware fans lately? Granted, the ME fans have become a doomsday cult, but I think the Dragon Age fans remain somewhat hopeful. That's what I've observed here and in other places, like Reddit and Twitter.
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Post by Andraste_Reborn on Apr 13, 2018 5:19:26 GMT
I used to think people cared about internal consistency ... then I watched Doctor Who Oh, please don't mention the Doctor Who fandom. They might hear you, and then we'll have to endure long rants about which was the best Doctor and why the show hasn't been good since ?????? Hey, some of us are happy! (Of course, I am lucky enough to love every Doctor and to be looking forward to Thirteen.)
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Post by Gilli on Apr 14, 2018 0:47:57 GMT
iluvia @yluviiastarting twitter with some Dorian #DragonAge @biomarkdarrah @patrickweekes [HASH]DAT
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Post by Gilli on Apr 14, 2018 0:59:48 GMT
Vic @commissions open! ✨ @bloodwritSo my Mom wants to cosplay Flemeth, and I already cosplay Morrigan. Wouldn't we be perf? (my mom's pic just got published in an offshoot magazine for vogue Italia, I love her) #DragonAge [HASH]DAT
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Post by PapaCharlie9 on Apr 14, 2018 20:25:31 GMT
I hate to tell you this man, but you talk to any Bioware fans lately? Granted, the ME fans have become a doomsday cult I'm stealing that line. Just giving you a heads-up.
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Post by PapaCharlie9 on Apr 14, 2018 20:34:58 GMT
It's the application of suspending the audience's disbelief. You want to make it realistic enough so as to not break most people's suspension of disbelief, anything beyond that is a question of style and what people like. That's all, really. Well yeah, and keep it internally consistent, which is what I underlined and pointed at. It's not black and white. The value of internal consistency is a function of how important audience reasoning is to the narrative. For example, if you are writing a locked room murder mystery and part of the intended fun of the read is for the audience to try to figure out whodunnit, your validated, non-red herring clues better be pretty damn internally consistent, or expect valid criticism. In fact, the best way to identify a red herring clue is to show that it is internally inconsistent with known facts. On the other hand, if you are writing Ulysses, the importance of audience reasoning is vanishingly low. "Audience reasoning" is kind of broad, though. For example, any kind of theorizing about unexplained lore could fall under audience reasoning. Which is why I'm so put out by the profligate use of unreliable narrators in DA lore, particularly for Codexes. It's basically pointless to try to reason from any lore in the game as to what might have really happened in history. And yes, I know that is oh so realistic, but as to the point of the original tweet, fuck realism. That's not all that important to begin with. I get all the realism that I need irl.
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Post by PapaCharlie9 on Apr 14, 2018 20:44:51 GMT
Mike Bithell @mikebithellHi, Aspiring game designers. The solution to any given problem is very, very rarely "make it more realistic".. Thanks. Mike Patrick Weekes @patrickweekesOne of my coworkers repeats “Believable, not realistic,” at least once a day, and he’s always right. David Gaider @davidgaiderYeah. The word I remember using was “plausible”. Even then, the goal is more about internal consistency - the bar for what someone personally considers “believable” is awfully subjective. (I'm commenting on the original tweets, but I like the GIF so much I quoted yours!) This might be more a semantics problem than anything else. I've seen all kinds of community complaints that this or that in some game is "not realistic" or is "too realistic", about games that have nothing to do with realism. So when someone complains about the lack of realism in some game, what they may very well mean is a perceived lack of internal consistency. And even that needs some unpacking, since what I believe most complaints about "internal" consistency are really about, at their core, is a violation of the player's mental model of the game's known facts. If the mental model is as the game intended, then the flaw is in the game (unless the game is intentionally fucking with players, in which case all bets are off), but more often than not, the flaw appears to be in the player's mental model to begin with, imagining known facts in the game that the game never establishes.
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Post by Serza on Apr 14, 2018 21:44:47 GMT
Making shit more realistic, even in-universe is ALWAYS the damn answer.
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Post by rras1994 on Apr 14, 2018 21:58:09 GMT
Making shit more realistic, even in-universe is ALWAYS the damn answer. It really isn't, what people think is realistic and what actually is realistic are two completely different things. Do you think anyone would be happy if a character in DA was called Tiffany for example? Or do you think it would pull people out of the game? Yet Tiffany actually is a Medieval name, so it would be realistic to name a character that in Dragon Age, it just really wouldn't feel that way at all. That's what the devs are getting at here.
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Post by Serza on Apr 14, 2018 22:18:09 GMT
Yeah, guess I should put my ass back in the ME boards where it belongs.
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Post by thats1evildude on Apr 15, 2018 1:01:45 GMT
Making shit more realistic, even in-universe is ALWAYS the damn answer. Realism doesn't really cut it in a world filled with dragons and mages.
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Post by midnight tea on Apr 15, 2018 1:20:15 GMT
Making shit more realistic, even in-universe is ALWAYS the damn answer. It really isn't, what people think is realistic and what actually is realistic are two completely different things. Do you think anyone would be happy if a character in DA was called Tiffany for example? Or do you think it would pull people out of the game? Yet Tiffany actually is a Medieval name, so it would be realistic to name a character that in Dragon Age, it just really wouldn't feel that way at all. That's what the devs are getting at here. Bit of a side-note - I do find it amusing that in order for some things to be viewed as 'realistic' they may have to pander to widely held misconceptions or anachronisms.
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Post by Nightscrawl on Apr 15, 2018 1:29:13 GMT
I prefer the term "illusion of realism." It plays to the idea of what players/viewers/readers think should be real, or what makes sense. Look at all of the ridiculous posts about the time travel after release. In reality, all we have are some theories about how time works, and certainly no way to test those by actually traveling through time at will. But some people perceive that one fictional universe's method of time travel makes more sense, then that becomes sort of a mental model and anything that deviates from that is "not realistic." I actually saw someone use that phrase for the time travel in DAI. It was absurd.
I also saw someone compile a post about the different types of dragons as if they were some real animal. None of the types applied to Dragon Age dragons, primarily concerning the fact that the sexual dimorphism is severe and only the females reach the full winged status. I believe GRRM has also gotten criticism for his unrealistic dragons. Let's write that out again: unrealistic d r a g o n s.*
* The only sort of talk I will accept as valid are those same thoughts posed of Pegasus relating to wing size and shape and the ability to fly. But even then, it's a fantasy creature, just go with it.
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Post by Awkward Octopus on Apr 15, 2018 2:46:09 GMT
"Realism" in fiction is an interesting thing to think about. I personally like the integration of not-necessarily-reliable information sources in a world like Thedas, because to me, that's part of the story of the world. How different people and different cultures have varying levels of understanding and motivation for re-telling those stories, etc. But I can also see how that would be annoying to people who really like to steep themselves in the lore, and don't want to be misled, or feel like changes are a lazy ret-con rather than a revelation.
I like the method of looking at the world through a keyhole. Explain just enough relevant information to be a part of the world, that your point-of-view character should know, to set up your tent poles, and then add in more bits as you need them. When you have a universe like this one that lasts years and has new entries frequently and multiple writers, it means that the people writing it are going to get new ideas and learn and grow as people and, yes, even change their mind. If you've set every little detail down in a giant bible from the start, there's little room to add and change. Obviously, key points are best to remain consistent (unless our understanding of those changing IS the plot). Heck, even Tolkien, king of worldbuilding, revised The Hobbit before releasing LotR because he fleshed out ideas about the ring and Gollum, and had changed the kind of storytelling he wanted to do as his kids grew older.
It's hard, and you're not going to please everyone. And you have to be careful. Remember, trying to spell out too much is how we got midi-chlorians. *Shudder.*
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Post by Fen'Harel Faceman on Apr 15, 2018 4:07:59 GMT
[HASH]DAT
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Post by thats1evildude on Apr 15, 2018 4:30:37 GMT
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Post by midnight tea on Apr 15, 2018 4:44:26 GMT
Btw, I bet that there's going to be Highlander reference somewhere in DA4.
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Post by Fen'Harel Faceman on Apr 15, 2018 4:59:29 GMT
Btw, I bet that there's going to be a Highlander reference somewhere in DA4 somewhere. There can be only Solas.
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Post by jjdxb on Apr 15, 2018 20:18:17 GMT
Personally I believe that realism is important, but only in a certain context.
Realism in worldbuilding isn't that important. There are huge logical inconsistencies in the Star Wars and Harry Potter worlds (see the Holdo manoeuvre and magic in general), but they still achieved great success. Rather, the realism that needs to be there is in the "human" condition (insert species as required). Writers need to ask "Is this what a person (in that universe) would really think or do when presented with this x?"
Now, I'm not arguing that there's no reason for Bethesda not to include nukes in TES:VI. That would be incredibly immersion breaking. What I am arguing for is very internal. People change, worlds change, physics change but what must remain realistic and believable is the subconscious and conscious mechanisms by which a person responds to their surroundings and makes decisions. Each action of every character must make sense as a possible outcome of environmental inputs.
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Post by Ieldra on Apr 16, 2018 12:49:15 GMT
"Realism" in fiction is an interesting thing to think about. I personally like the integration of not-necessarily-reliable information sources in a world like Thedas, because to me, that's part of the story of the world. How different people and different cultures have varying levels of understanding and motivation for re-telling those stories, etc. But I can also see how that would be annoying to people who really like to steep themselves in the lore, and don't want to be misled, or feel like changes are a lazy ret-con rather than a revelation. I like the method of looking at the world through a keyhole. Explain just enough relevant information to be a part of the world, that your point-of-view character should know, to set up your tent poles, and then add in more bits as you need them. When you have a universe like this one that lasts years and has new entries frequently and multiple writers, it means that the people writing it are going to get new ideas and learn and grow as people and, yes, even change their mind. If you've set every little detail down in a giant bible from the start, there's little room to add and change. Obviously, key points are best to remain consistent (unless our understanding of those changing IS the plot). Heck, even Tolkien, king of worldbuilding, revised The Hobbit before releasing LotR because he fleshed out ideas about the ring and Gollum, and had changed the kind of storytelling he wanted to do as his kids grew older. It's hard, and you're not going to please everyone. And you have to be careful. Remember, trying to spell out too much is how we got midi-chlorians. *Shudder.* I prefer the term "consistency" to "realism", because realism means "like reality", and fantastic stories often aren't in some significant ways. Within a broader doctrine of consistency, there is the principle that not everything must be told or shown, but what is shown should be consistent. There is also, obviously, space for differing perceptions by in-world characters, but if the story tells or shows us something, rather than characters in the story, it should remain consistent over time and between different places. Two examples: The bad example: In the mage origin story of DAI, Jowan famously uses blood magic - by cutting himself - to defend himself and his love against some templars. The in-world inhabitants of the Circle view this as a horrible crime and a sacrilege, but as the player you're more likely to see this differently: Jowan broke the rules and that's bad, but there's nothing especially horrible about cutting yourself to cast some spell, especially considering he was threatened by a handful of heavily-armored and -armed knights. This scene fundamentally shapes a mage player's perception of blood magic: Jowan's action came across as self-defense and was clearly, recogizably, scripted to evoke some sympathy. Clearly, you thought, Thedas has some hard and unforgiving rules about blood magic, and that's how the world is, but they're actually not very rational and at least partly rooted in superstition. Whether Jowan was justified breaking the rules and trying to escape, that might remain controversial, but the blood magic was likely a non-issue in the minds of players. However, this discrepancy is never explored later. As of DA2 the story acts as if blood magic is automatically horrible, as if it was always about human sacrifice, with not even an option for the *player* to express a differring opinion, to the point of making Hawke, a character we have played, having a strict and unchangeable opinion about it in DAI (to say nothing about being able to play a blood mage in DA2 - gameplay/story segregation is a form of inconsistency if the gameplay elements concerned are rooted in the world's lore). Various other DA-related media then go out of their way to justify this stance, but for people who played a mage in DAO this comes across as a wilful "evilization" of an element that should maybe be controversial but not universally despised, and I, for once, always saw the new material as artificial, serving the writers' changed intentions against the weight of early material. The good example: This is about Game of Thrones (or rather, A Song of Ice and Fire, the original source material). About 15 years ago (after Storm of Swords had came out), I had an online discussion about whether or not the gods and supernatural entities of Westeros existed - namely the Lord of Light and the Children of the Forest, who were connected with real events that undeniably happened by fiat of the story rather than character's beliefs, as opposed to the Seven, who weren't. Remember this was long before the TV series, which has been going significantly beyond the book material. My opponent claimed that since these events happened and the story told them as real, the gods must exist, but my position was that they actually never appeared as actors in the story, all that the story actually showed was belief in them. Obviously, different opinions about the source of the various resurrection/reanimation effects existed and would exist among readers, even should the characters be unambiguous in-world, but the story itself never expressed a preference. Whether you thought Melisandre's magic was her god's magic or simply magic, that didn't matter and you could leave the question open to be resolved later, or even not at all. So, when it turned out that at least the Children of the Forest were real in the TV series, there was no perceived inconsistency to the earlier written material, because the story never suggested that they weren't real. And should it turn out that Melisandre's god does not exist, there would likewise be no inconsistency with the earlier material. Meanwhile, DAO actually did suggest that blood magic wasn't automatically horrible.
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Post by ladyiolanthe on Apr 16, 2018 13:33:23 GMT
^ And in DAI we get a perspective again that says blood magic isn't horrible (Solas). I'm more willing to give BioWare the benefit of the doubt. It seems to me that the varied perspectives make Thedas a richer place than it would have been if it had just had a clear-cut, unchanging body of lore since Day 1.
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Post by Nightscrawl on Apr 16, 2018 13:38:34 GMT
Ieldra Mage used to be my canon for both DAO and DA2. I disagree with your perception of blood magic as DAO presents it. While I do concede that the games do tend to focus more on the sacrifice aspects of it, both DAO and DA2 have specific mentions (and even one real example with Idunna in DA2) of the mind control aspect -- it's part of Cullen's rant during Broken Circle -- so that has always been a concern. I don't see anything you described as being "inconsistent" or even bad. Also, whether the player's view of blood magic itself is shaped is highly dependent on the player and also their RP. As someone who usually plays a goody-goody rule follower, I'd be inclined to listen to, and believe, when authority figures say that something is bad and forbidden. I think this is even more important on the very first play when you're still learning about the world and don't know blood magic from any other type of magic. I've always thought that the sympathy Jowan's story was meant to evoke was based around his ill-advised romance. Regarding magic, he is clearly worried that, while older and Circle resident longer than the PC, he still hasn't been taken for his Harrowing, suggesting lack of skill/talent, which he supplemented by turning to a forbidden magic... because he is a fool. I don't usually have much sympathy for Jowan for the use of blood magic, because his deciding whether to use it is, to my mind, a wholly separate infraction from falling in love with the Chantry initiate (also forbidden): he made a rational choice to use it, whereas his dalliance is based on irrational emotions and hormones. This doesn't mean I agree with the punishment he and his girlfriend were to receive, but I still think he was a fool. That said, I do agree that DAI Hawke was... unfortunate. That example is one reason I'm not keen on having my Inquisitor potentially be an NPC in DA4. [edit] And there's the whole "consorting with demons" thing, which is the whole basis for Broken Circle.
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