That's not what he's doing. He's putting more thought into how his world works than any D&D or Bioware designer has ever put into theirs.You mean those settings which Sawyer is ripping off for his game?
That's not what he's doing. He's putting more thought into how his world works than any D&D or Bioware designer has ever put into theirs.
what romance? there was no romance in my motb, only eating gods and subjugating the known universe...Everything in MoTB is about the the fucking romance.
Everything, the ancient conflicts and your own story were put in motion because of the ancient doomsdayromance. Furthermore, the potential fling/bond with Safiya is well integrated into the plot because you and her are kindred souls. And if that relationship fall apart in the end, well, that makes her/your betrayal all the greater.what romance? there was no romance in my motb, only eating gods and subjugating the known universe...Everything in MoTB is about the the fucking romance.
Point with relationship points is that i hate to know what will happen next. Points you earn screams "HEY EARN POINTS OR I WILL LEAVE YOU, YOU WILL havve BAD ENDING WITH THAT CHAR"
This is a good point. Do keep in mind that most people who complain about losing influence points do so because they don't like the consequence for their actions. In those games you know that conforming to another character's ideals equal a good ending and that not doing it equals to a bad ending, they rage not because the ending was preditable but because there isn't a fake sense of progression at every step. Hence the Love/Hateromance sliders in DA2.
That's not what he's doing. He's putting more thought into how his world works than any D&D or Bioware designer has ever put into theirs.
Do you actually believe that or did it come as info along with his semen?
Typical Bioware shit.
Origins scratched the surface of what was possible with reactivity, however whatever it did do, it did in a impotent, anticlimactic fashion. None of it meant anything in the end. Typical Bioware disappointing shit.
That'd be fine if the narrative was strong. When the narrative can be unironically summarised as BSB then we have a problem. Well, two problems.Gaider has said plainly he is more about making you feel like your choices matter when they don't really, so they can tell a strong narrative they want, rather than real choice and consequence.
No. Bullshit. The reinforcements were entirely useless, entirely swappable, and in fact they were so worthless that I ended up not using any of them because I was saving them for when I would really need them. That moment never came. The whole choices translating into the reinforcements was also incredibly sloppy.To begin with, all of the major quests had multiple solutions that affected the content of your end-game reinforcements, and the end-game was actually designed so that your reinforcements mattered. Not very skillfully, but somewhat convincingly.
The number of permutations is pretty impressive, too bad they rarely make any difference whatsoever. Redcliff is perhaps the worst offender. So many ways to deal with Connor and the wife, and no matter what you do the earl guy will end up treating you exactly the same way after this sequence ends, since his support is essential to the main plot. This is the problem with that Gaider quote Dalek mentioned earlier, since the narrative is so incredibly rigid nothing you do can ever have any real or satisfying effect on anything else. The hub structure that Bioware are so fond of reinforces this, since each hub is neatly and completely separate from the others, so by design nothing in one part of the narrative ever intersects with another. The problem with DAO is that at some points (again Redcliff) the narratives do intersect, but no matter what you do the outcome will be exactly the same.When you think about it, most of the scenarios entailed a significant amount of detail -- golems and Branka lives/golems/no golems Branka dies + Harrowmont/Bhelen, etc. Or the outcomes of saving/killing Connor in Redcliffe.
Missing or recruiting companions is now a feature? Seriously, am I supposed to praise Bioware for reimplementing a feature that they actively tried to kill off themselves? Until KOTOR came along it was unthinkable to have party members forced on you or immortal just because the plot said so. As for all the synergy stuff I call bullshit. Nothing about Loghain had anything to do with the Companion Personality Hardening system (no matter what you do Alistair gets butthurt and leaves), it barely factors into the Dark Ritual aside from being yet another permutation of possibilities with no real consequence, and you must be high on something when you go on about "PC's own magnetism, influence, and charisma on the people involved" since none of this exists in the game. And let's not dwell too much into the Companion Personality Hardening system (I'm laughing uncontrollably every time I type this by the way) since all it involves is giving people gifts. Yeah, that's some complex Companion Personality Hardening system.There were multiple opportunities to miss recruiting or kill off companions if you weren't observant, and recruiting the Secret Companion had a great deal of synergy with the King Making, the Dark Ritual, the Companion Personality Hardening system, and your PC's own magnetism, influence, and charisma on the people involved.
They had already been done better, years prior. Repeating something others have already done but not doing it as well is NOT what "achievement" means.A lot of ths got soured later by the mediocre save file transfer system and the creeping influence of the "Bioware canon", but taken in its own context these were no mean C&C achievements.
No it wouldn't. That's bullshit suckerpunching.Real C&C would have been the werewolves turning on you in the end, if you went with them.
A different boss fight is game C&C. There are three different ending fights in the section you mentioned (Witherfang and wolves, Zathrian and ents, Zathrian and elves). Plus there's systematic reactivity when it comes to companion approval modifiers.It's story C&C in a cutscene, never game C&C.
But there are mutually exclusive achievements in DA:O.That would infuriate the dudebros who would rant about not getting the achivements for both paths.
I dunno. There are only so many ways you can filter this sort of thing:BioWare forums getting absolutely flooded at the moment.
I'm actually quite surprised, you'd think the official game forums of a high profile company would be on top of the situation. I was under the impression one of the reasons for the change from BSN was improved security. This is becoming pathetic.
On a forum-related note, I find it interesting that my "main" BioWare Social account (that got banned) wasn't ported over to their new account system, but my non-banned account was. Wonder if that means I can re-register.
The solution to this may be to have a somewhat solid main quest but to create side quests that have many options, where there are different choices and consequences that affect the different people and areas in the game that don't relate to the main quest. Although, I'm not certain how easy or viable this would be. But you could still have the sort of epic main story that can't be changed much combined with the reactivity in side quests with mini storylines that are easier to provide many options and solutions to completing them.The number of permutations is pretty impressive, too bad they rarely make any difference whatsoever. Redcliff is perhaps the worst offender. So many ways to deal with Connor and the wife, and no matter what you do the earl guy will end up treating you exactly the same way after this sequence ends, since his support is essential to the main plot. This is the problem with that Gaider quote Dalek mentioned earlier, since the narrative is so incredibly rigid nothing you do can ever have any real or satisfying effect on anything else. The hub structure that Bioware are so fond of reinforces this, since each hub is neatly and completely separate from the others, so by design nothing in one part of the narrative ever intersects with another. The problem with DAO is that at some points (again Redcliff) the narratives do intersect, but no matter what you do the outcome will be exactly the same./quote]
No. Bullshit. The reinforcements were entirely useless, entirely swappable, and in fact they were so worthless that I ended up not using any of them because I was saving them for when I would really need them. That moment never came. The whole choices translating into the reinforcements was also incredibly sloppy.
Missing or recruiting companions is now a feature? Seriously, am I supposed to praise Bioware for reimplementing a feature that they actively tried to kill off themselves? Until KOTOR came along it was unthinkable to have party members forced on you or immortal just because the plot said so. As for all the synergy stuff I call bullshit. Nothing about Loghain had anything to do with the Companion Personality Hardening system (no matter what you do Alistair gets butthurt and leaves), it barely factors into the Dark Ritual aside from being yet another permutation of possibilities with no real consequence, and you must be high on something when you go on about "PC's own magnetism, influence, and charisma on the people involved" since none of this exists in the game. And let's not dwell too much into the Companion Personality Hardening system (I'm laughing uncontrollably every time I type this by the way) since all it involves is giving people gifts. Yeah, that's some complex Companion Personality Hardening system.
Real C&C would have been the werewolves turning on you in the end, if you went with them. Shit like that. Neither Dragon Age or Mass Effect has the balls to do stuff like that though, or at least very rarely. Cured the genophage? Didn't cure it? Either way you lose one group and gain another on some random stat page that doesn't really effect anything. All you get is the brief cutscene difference.
It's story C&C in a cutscene, never game C&C. That would infuriate the dudebros who would rant about not getting the achivements for both paths.
When they rarely do impact gameplay with a choice, like say Justice attacking you at the end of The Awakening if you spare The Architect, it's pretty good. If they did that shit ten times more often and throughout the game rather than at the end it would be impressive.