Yeah, besides the really obvious issue with lazy map design (seriously, how hard would it have been to design a few different caves or outdoor areas? Did they think we wouldn't notice?), that's the aspect of Dragon Age 2 that most ruffles my feathers.AsurasFinest said:Decisions: Not one, not even bloody one decision had any consequences. Take away Merills knife to fix the mirror, guess what? She fixes it anyway!
Decide not to take your sibling with you to the Deep Roads? Doesn't matter they go away regardless
Pick Mages over Templar? Mages still attack you regardless of your choice, with any blood mages being evil, cackling morons. Not one of them had any humanity like Jowan did in Origins or other blood mages which could be reasonable.
Mind you, for all the really quite glaring design flaws I'll happily expound upon at length whenever the subject is broached, I actually enjoyed my time with the game, but the sense that all roads lead to the same outcome is really quite pernicious. Going back and analyzing the various supposed decision points the game presents you with reveals a fairly stark truth: Players can only really impact the cosmetic surface details.
Well that's not entirely true - you can and probably will end up either end up driving certain party members away, selling them out, or killing them (there's a binary choice eventually between two of those options), and one might simply leave and never come back if a certain stat isn't high enough, but for the most part the things you can change are Hawke's personality and how your NPC companions react to Hawke.
And that's basically it - every other decision, as you pointed out, is either a meaningless choice between two or more options that end up being functionally identical if you go back and do things differently, or if the decision was a real one with some actual weight to it, the game writers snatch that decision away from you.
So at one point in chapter 2 a sympathetic Templar asks for your assistance with some escaped mages hiding in a cave. Once inside said cave, you are presented with 3 possible choices:
...or not. No, see, during the chapter transition, the writers decided that those mages get caught and now that woman I "showed the light" to is vengeful and bitter and hates my guts, blaming her capture on me as if I had turned on her in the first place instead of helping her. Rather than take the lesson about the dangers of blood magic to heart when Hawke and company had to put down the cackling with unholy power previous spokesman of the escaped mages, she's (naturally!) turned to blood magic herself and is therefore unadulterated evil in a can just like every single other blood mage in the game, and that friendly Templar? Yeah, he continues his work assisting the mage underground but she ends up killing him (and picking an absurd fight with you) for basically no reason. Yay choices!
- 1) Turn the mages in.
2) Help the mages escape by killing the Templar outside, even though he actually wants to help them and is a decent fellow.
3) Be less bloodthirsty and bluff the newly arrived Templar search party, with assistance from the friendly Templar outside, into looking elsewhere for the escaped mages, who are then free to make their escape without further bloodshed.
...or not. No, see, during the chapter transition, the writers decided that those mages get caught and now that woman I "showed the light" to is vengeful and bitter and hates my guts, blaming her capture on me as if I had turned on her in the first place instead of helping her. Rather than take the lesson about the dangers of blood magic to heart when Hawke and company had to put down the cackling with unholy power previous spokesman of the escaped mages, she's (naturally!) turned to blood magic herself and is therefore unadulterated evil in a can just like every single other blood mage in the game, and that friendly Templar? Yeah, he continues his work assisting the mage underground but she ends up killing him (and picking an absurd fight with you) for basically no reason. Yay choices!
There's nothing inherently wrong with a plot on rails, but what Dragon Age 2 does is railroad the player onto the writers' vision of the "one true plot (because we didn't actually design any branching narrative so the only choices you can make that we won't just revert behind the scenes later can't impact anything important)", much like an annoying Dungeon Master forcing a D&D group into doing what it is that he wants them to by thwarting their attempts to do anything else. It's far more annoying when a linear plot is disguised under illusory choices than it would be if the game never pretended it was actually giving you options.
On topic: Yeah... I don't think I'll be picking this DLC up, not right away anyhow - if it gets glowing reviews and the content length matches the price I might consider it, but I remember what the Dragon Age: Origins DLC was like. Pattern recognition is after all one of my strengths!