I'll clarify. You did not enjoy the writing... well, maybe even that's not true, though you certainly give that impression. I'm saying that the converse to me enjoying the writing not making it necessarily good is that you disliking the writing does not necessarily make it bad...Starke said:And your point is? Remember I like most of the Bioware library. I'm just under no illusion that their writing is good.
Well, your *exact* quote was "Dragon Age has an egregious disparity between the hype it received, "an innovation in dark low fantasy," and all that bullshit, and a product that ends up, on the whole as a (relatively) kid friendly high fantasy version of Lord of the Rings."Labcoat Samurai said:Your point was that Dragon age is a kid-friendly lord of the rings.I never said anything of the kind.
Sure it is, when that was the benchmark you used to argue that it was not dark fantasy. Until this post, it was the only benchmark you offered. So all I have to do to refute your point is establish that it is darker than your benchmark. It still may not be dark fantasy, but I fairly easily return us to square one (i.e. you say it isn't, I say it is). Of course it hardly matters. Just as being darker than LotR doesn't make it, unequivocally, dark fantasy, being lighter than something that you would consider dark fantasy does not make it, unequivocally, not dark fantasy. Which is why I said the argument is a black hole.Yeah, that didn't work out so well. As a piece of advice arguing that LotR isn't darker than DAO is neither.
Heh, yeah, you see a lot of that on the internet. Still, my approach is lazier than having to come up with some sort of prima facie argument of my own.BTW, assaulting individual pieces of evidence rather than attacking the thesis actually takes more work, generally speaking, so it's neither the lazy nor the easy approach and you should be commended for that. The lazy approach tends to involve attacking the thesis and ignoring the evidence.
Hmmm.... that's debatable. But other than that observation, I shall not debate it.And easier still to type.That's easy to say.
That's strained usage of "same". It's particularly strained below as you try to fit round pegs into square holes to get every backstory to fit this definition.The relevance is, its the same trick being played over and over.Labcoat Samurai said:I *could* do that. Or I could question its relevance to the point.This is actually two completely separate elements. The writing is, in general bad. For a snapshot, quickly name off the party members in Mass Effect 2 who don't have family issues tied into their loyalty quests at the hip.
So a hallmark of good writing is arbitrary variation? I can see the thinking Bioware *should* have had: Wow, this character works so well if we have her trying to protect her sister from the life her eugenics-practicing father foisted upon her, but, sadly, we already have another character who has issues with his father and the moral dillemna that comes with realizing his hero is deeply flawed, even capable of terrible things. I mean, they're completely different issues altogether, but it's critical that we don't leave ourselves open for some person on the internet to claim we didn't "vary things up" enough.Now, in general as a writer you want to vary things up a bit, unless you're going for a theme.
No. It wouldn't. All the people I know well enough to know one way or the other have family issues tied into who they are and how they live their lives. Most of them, in very pronounced ways. But with your broad brush, there's not a person alive I couldn't paint, and you illustrate just how broad that brush is down below.That would actually be most people.Labcoat Samurai said:Name a single real person who doesn't have family issues tied into who they are and how they live their lives.
I know the family issues of my friends. They shared them with me because we are friends. Generally, in Bioware games, you have to reach out to the person, and they only share once you do.Think of it this way, you've known your parrents all your life. Now after 27 years of experience with my parents, concern over my father's health (he's 72) does raise some strange behavior towards him from me, but that behavior doesn't extend to others. In every single case I can think of, Bioware characters, when they have family issues feel compelled to share them with the player.
Heh. You mean they have only a single loyalty quest or side mission. This much is true. But as to having only one family issue, I'd first list Ashley, who has an issue she deals with with her father's reputation as well as her feelings toward her youngest sister, which are completely separate. With the breadth of your brush, Thane has his son and the Hanar who raised him. Miranda has the issue with her father, and it informs her desire to protect her sister. Garrus has the issue with his father, and again, applying your brush, the loss of his squad that was like family to him. In many cases, you're right that there's just the one issue, but I think that's more a matter of available time than anything else.They always act neurotically because of their family issues. And they always have only a single one.
Nah, it's more like the relationship of master to student or mentor to protege. Of course, that shares some traits with parent to child, but let's not lose the nuance here while we're arguing over whether or not it has any.The closest we get is the betrayal of his former team member. His reaction to his former assistant's betrayal is more consistent with family than that of a (somewhat) hardened operative's reaction to betrayal by a colleague. And his assistant's behavior is incredibly similar to the petulant BS we get from Thane's child.Labcoat Samurai said:Nor Mordin's.
Note that you had to qualify that they are family in a very real way. You wouldn't have to do that if they were literally family. And they are not family in the sense that we think. They are like a hive mind, knowing each others' thoughts and working as one, but at the same time maintaining individuality. It's more like an entity struggling with itself and its nature than it is a familial issue.Legion is a family issue in the most literal sense. His family is at war with itself. This comes off of the nature of the geth architecture. In a very real way they're all family.Labcoat Samurai said:Nor Legion and Zaeed for that matter (despite your footnote).
Well hell, then you're his family too. And you're everyone's family. And my relationship with Miranda was incestuous.Zaeed is more of a fraternal issue. The Blue Suns are his family, in a very concrete way.
She seems less bothered by the lack of a family than by the general lack of a childhood. When you do her loyalty quest, she doesn't pine over how she might have had a father who could buy her ice cream, or some such. Instead, she remembers the other children, and she remembers the things she was attached to.It kind of is. I mean, in a way she's more the abused child, and you can paint Cerberus as her family, but her lack of a family is what I was alluding to.Labcoat Samurai said:Jack doesn't actually have a literal family. The lack of one could be called a family issue, I suppose, but I'm not really sure how broad a brush you're applying with that term.
And, IMO, Legion, for the reason I stated above. And if we're being narrow, Grunt's issue is more with wanting to belong with his people than with Warlord Okeer. I mean, he refers to Okeer as "father" I believe, but doesn't seem to have any particular hangups or issues about him. Merely *having* a father, particularly a figurative one, doesn't qualify to me as a family issue.For the most part I'm trying to keep it fairly narrow. Aside from the DLC characters the only one that stands at odds is Garrius (who got his dues in in the first game), and Mordin (who certainly behaves like it.)
I thought you were going with the "rebellious formerly repressed youth" stock character, but you surprised me by dusting off "destroyed innocence and lingering shellshock."To generate a character like Jack's psychology, what you would need is a basically nurturing, but restrictive environment. Religious extremists might fit the bill (and similar stimuli have resulted in similar results historically). But realistically a fairly average upbringing with a low level of familial resentment combined with an extreme trigger event sometime in her late teens (loss of family in a bataarian raid would work) would be more reliable.
Personally, I think your back story would be a fine explanation for her behavior. Hardly the only believable one, but serviceable. Might not quite explain the *extent* of her behavior as well as the back story they chose, but had that been Jack's back story, I'd not have questioned it.
Ah, so, in short, you see her as primarily defined by her rebellious tendencies, and the lack of a clear social order against which to rebel undermines the believability of her character. I hope I got it right, because otherwise, my counterargument will kind of miss the point.This has to be after her model of social norms and softer personally have been pretty well established. After that, her post Cerberus experiences could model something of the personality we see, but its her early history that undermines this model.
What Jack fundamentally lacks would be social norms to rebel against. Her treatment should result in a character who is predatory and feral, or completely devoid of emotion and psychopathic. A combination of both is possible, but would be rather bizarre.
I don't see her as fundamentally rebellious. I see her as a fundamentally angry borderline sociopath. The reason she isn't a complete sociopath, presumably, is that she isn't genetically one. That is, she still has the capacity for empathy and wants to care about others somewhere deep down, but she's distrusting of others and has never been comfortable letting her guard down enough to care about someone. She could have been a normal person, and she did have hints of normality even growing up, including friends (which is a place she would have been further damaged by having to fight them), and toys with which she developed sentimental attachment.
But to a large extent, she was just looking for an outlet. She fell in with a bad crowd, and went along with them because it gave her something to lash out against (as well as an outlet for her sexual desires). Seems pretty believable to me.
Yeah. But like Morrowind and Oblivion, with this big open world to run around and explore, there's so much potential to use your imagination. I loved my character's transformation from a sheltered science geek to a western style ranger. It started when he watched the sheriff of Megaton get gunned down right in front of him, and he vowed, after that point, to do whatever it would take to protect those people and to pick up the job the Sheriff left behind. Which is kind of funny, because the Sheriff's death ultimately has little impact on the game, but that kind of thing just works for me.It's actually the lack of freedom though, that's the issue. Fallout 1, when it presented you with a hostage situation would then follow it with about four or five ways of solving it. Fallout 3 generally boils down to a handful of options, and, when it comes to the main story, a single option only (every main quest vault and (original) ending come to mind here).
But we were talking about writing... so anywho...
I was wrong about you. You said you weren't a snob and I didn't believe you. Many, but not all, of those are games I've played. Of those, many are ones where I enjoyed the writing, but didn't find it particularly remarkable. None of the games you listed had writing I would call "bad", but many of them are not unimpeachable choices. So... a cookie for surprising me, I guess.Not a comprehensive list by any means, but excellent writing in recent video games: Bioshock and Bioshock 2, Alpha Protocol, Two Worlds (the game is actually successfully doing some quite complex things structurally with the writing, and the dialog, while weird (very weird (no weirder than that)) and anachronistic, is consistent and entertaining (in a renfair on mescaline kind of way)), Saints Row 2, Far Cry 2 (though that could be my fondness for Nietzsche seeping through), Metro 2033 (though there may be translation issues), The Witcher, and Neverwinter Nights 2: Mask of the Betrayer (though the original game is also quite well written). I'm tempted to add Dawn of War 2 to the list as well, because, while hammy as fuck, it accurately captures the tone of the Marines from the setting, and would be a fairly interesting mystery (if the various factions weren't all detailed on the box for multiplayer).
I didn't incorrectly attribute any comments. This was speculation on my part that you maybe were referring to the writing not as being bad for a video game but rather bad for an RPG, and I suggested that that was, perhaps, more defensible since there aren't many games that qualify as RPGs. You said that that wasn't true, but depends on what you consider "truly worthy", and I countered that it also depends on what you consider "many". And here we are, all caught up.Why am I reminded of President Clinton debating the meaning of "the"? Regardless, this was spinning off a comment you attributed incorrectly to me.
Perhaps. How old exactly? Earlier you said you had 27 years experience with your parents. Does that make you 27? Or did you start counting from a later age?Might be a sign I'm turning into an old bastard. Mowing down loads of enemies still entertains me, but not as much as it used to.
If you're 27, I have a couple of years on you, and I still enjoy games like Gears of War, Halo, and Modern Warfare.
On the other hand, I kind of feel like I've outgrown my taste for JRPGs... but I don't think it's because I'm older so much as different. I feel like gaming has moved on, and they haven't.