Paragon Fury said:
Like the choice to kill Leliana n Dragon Age Origins mattered for Dragon Age 2?
Bleidd Whitefalcon said:
I vaguely remember you guys claiming the same thing for DA2. How'd THAT work out for ya? *cough*Leliana*cough*
Ed130 said:
So you mean this time Leliana will stay dead?
Or are you talking out of your arse again?
EDIT: Just remembered...
I think that says about all I came here to say.
We haven't forgotten BioWare. We haven't forgiven.
The Internet Never forgets.
Fans Never forgive.
Btw, you also claimed ME3's ending wouldn't be an A, B, or C choice. How'd that work out for you?
Short version: BioWare can't be trusted to make good on their promises. They've lost faith with their audience. Make good on this promise BioWare, and you might have a chance to start winning back some support.
GabeZhul said:
Sometimes I wonder what people are expecting from previous choices. Everyone should realize that having choices that have great effect in the narrative pose a HUGE additional workload for the developers and said workload scales exponentially with the length of the games in question. We simply don't have the technology to create procedurally changing worlds with AIs to accommodate your choices, so every single "choice that has an effect" means that a team of designers, programmers and other creative people has to work X days/weeks on mapping out the effects of the changes and implementing them into the game.
Bioware has been testing the limits of this approach for a while, but as Mass Effect 3 had already proven, after a while the only way you can deal with the growing number of choices and their interactions is by simply numerating them, otherwise you would have to deal with branching plots that no development team could keep track of and exorbitant development times. Simply put, carryover game-continuity is still in its baby shoes and we should be happy they are even trying instead of complaining about it... unless of course you think we should have tens of thousands of developers and ten year development cycles, that is.
I'll never deny there is an extraordinary, and quite frankly, prohibitive amount of work involved to do it correctly. However, there are two ways you can do it:
A. Give the player a handful of meaningful choices, which you know can be utilized in future games.
B. Give the player lots of choices, but make it clear there is a set Canon for how things play out.
Bioware is trying to have their cake and eat it. They give us choices, tell us they all matter, then Retcon it and say "We decide what dead means in Dragon Age" [Direct quote]. That's the core of the problem. BioWare's PR lately (i.e. the past 5-6 years) has been atrocious. If you promise something in a game (in any product, really), no matter difficult it is to do, people have every right to expect it.
If you can't do it, don't promise it. If that's too hard, at least be upfront about your failing.
And Marketing is no excuse. The point of marketing is not simply to get people to buy it. Marketing is attempting to make the product AS IS look appealing. Otherwise, you're just a scammer, a snake oil merchant selling products, not by their actual merits, but convincing people they have qualities they really don't. That's not just immoral. It's borderline Illegal.
So, sorry, but no. People have every right to expect these things from BioWare, because BioWare keeps promising them. If they can't do it. They need to admit that.