Bioware choices (here we go again)

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norashepard

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And even if the choice doesn't change much about the plot, remember that Male Wardens who did the boning, wait, I mean, ritual, will get to see their crazy demon child and go "That's my kid. I made that." And that's pretty cool.

That's basically how I feel about all of this. Many people want their choices to change big sweeping things, and there are a few choices like that, but not enough to be significant. But Bioware does do a ton of choices when it comes to the characters. Each of the characters in DA:O had several paths, both of friendship and enemies. And Hawke, for example, could be a prick, a goody two shoes, a sarcastic git, or all three, plus (depending on choice!) completely alone in the world by the end of the game, or still living happily with a brother or sister, and a merry band of friends/assholes. Hell, you didn't even have to have three of the companions. They were optional choices. There's a LOT of choice that goes into who Hawke is, even without race options like in DA:O. It's not as fancy as some big sweeping thing, but honestly, for me it's more impressive.
 

i64ever

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Aug 26, 2008
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I agree that your choices should have some impact on the game, but how much is reasonable to expect? Morrigan's demon baby is probably central to the plot. If you chose not conceive it or have Alister to the deed, what should happen? Having the baby not exist at all would probably mean a completely different story. While that would be nice, its probably not realistic to expect.

I would hope that if you did the "right" thing, the game would acknowledge that in the dialog (Not call you the baby daddy, not have NPC's make you feel guilty for helping span an abomination), and perhaps a different side quest (Looking for the daddy?)

I hate to say it, but as much as I love computer rpg's, if you want a game where huge portions of the plot change based on your changes instead of just a few details, you probably want to play a tabletop game with a GM.
 

schtingah

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Jun 1, 2011
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The Choices in Mass Effect carrying over made a lot of sense because it was one story from the perspective of one person. The choices my Shepard made influenced her and the universe around her and it wouldn't feel right for either of those things to change.

But in Dragon Age while the stories have some touching points they're three different stories about three different people, so I'm not that bothered about my choices following through.

I liked the way in Dragon Age 2 you had a couple of choices of what happened in the first game if you didn't have a save, and I'm hoping it'll just be like that again. Because I don't have my saves any more and unlike what I did for ME3 I don't really want to play through the games again.
 

SonOfMethuselah

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Oct 9, 2012
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Raikas said:
SonOfMethuselah said:
As for the story front, I think Bioware's biggest problem over the last few years has been a move away from the more intimate, character-based stories into things that might be dubbed "epic." I mean, a threat against almost all significant sentient life in an intergalactic civilization (or "civilizations," if you want to discern the different races)? That's a pretty huge leap from something like, say, Jade Empire. Bioware have always been best at character interaction.
I actually think that DA2 was very much character-driven and non-epic - Hawke doesn't save the world, he's just buffeted along by history while his city falls apart. If anything, I imagine that the poor reception of that game means we can expect DA:I to be a return to an Origins-style hero's quest.
*facepalm*
This is why you don't have multiple tabs open with different forums in each one. You forget things, man.
What I meant to add was that, really, the only reason Dragon Age II is really worth playing is for the character moments. DAII very much felt like some kind of narrative experiment, one that was interesting, but ultimately a failure because it doesn't feel like your actions have any weight. I'm totally in agreement with you.
 

Mikeyfell

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SonOfMethuselah said:
I think if Bioware can get back to the character moments in Inquisition, then at the very least there will be a few bright spots within the game, even if it does, unfortunately, turn out to be underwhelming overall.
Definitely, my favorite part of DA2 was picking random party members and just walking around Kirkwall waiting to trigger some random banter.

I hope they have more of a "Camp" set up like DAO so it's easier to talk to all your party members at once.
 

LostCrusader

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Feb 3, 2011
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And at the end of DA3, Old God Baby grows up and takes to the stars, wondering if organic and synthetic life can coexist...
 

SonOfMethuselah

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Mikeyfell said:
SonOfMethuselah said:
I think if Bioware can get back to the character moments in Inquisition, then at the very least there will be a few bright spots within the game, even if it does, unfortunately, turn out to be underwhelming overall.
Definitely, my favorite part of DA2 was picking random party members and just walking around Kirkwall waiting to trigger some random banter.

I hope they have more of a "Camp" set up like DAO so it's easier to talk to all your party members at once.
It always stumped me that they didn't do that in DA II. I mean, you've got that big ol' manor house, but the place was completely empty. Seemed to me like it would have made a fine resting place for my companions. Just screams "missed opportunity" to me.

EDIT: I probably should point out that I know it wasn't "completely" empty, but most of your party members had their own hangouts, which maybe made sense in the context of the game, but made talking to them all a lot more of a chore than it should have been.