Same here. I played the alpha with Sebille and I noticed that I hardly ever chose any of her personal dialog options simply because she is a psycho, which is not what I really wanted to roleplay. You could say I was essentially roleplaying her out of character.Ha. I enjoyed how the previewer played one of the Origin characters ... and didn't like her, avoiding her dialogue options as much as possible.
Not sure if serious. Origin characters aren't necessarily one-dimensional. Whatshername the murderer could scream "I MURDER YOU" but sometimes she can still say "pass the salt" instead. Up to you exactly how you want to play them.One can't help but wonder what's the point of having options outside the "origin" you chose. Everything else would ultimately be out-of-character and contradict that "origin story".
No, it's actually more complex than your view. A person will not always react the exact same way in similar situations. And even if they did, there's nothing wrong with one player playing an origin character differently than another player. Perhaps MY version of Lohse is less concerned with her whatever quest and more concerned with something else. This is called an "interpretation". It's something you do when you interact with a game instead of reading it like a book.That's a very simplistic view of personalities.
"The third-person [view] that we’re using in the dialogues, it fits well with roleplaying and the origin system we’re doing. We’re getting resistance to that from certain corners. I’m interested to see if that is universal resistance or just a couple people who don’t like it."
Thank you
September 29, 2016
![]()
So, it's been two weeks since Divinity: Original Sin 2 steamed into Early Access. There's been a lot of talk in Larian HQ about how it’s been going, and- well... We love you people!
We love the adventurers that saved Gareth from the ruins.
We love the ones that left him to burn.
We love the rogues that stole everything in Fort Joy.
We love the mages that teleported into situations we never predicted.
We love every heroic gesture, every dastardly deed, every bug uncovered and every dialog you broke because you said "huh, I wonder if they thought of this..." (We hadn’t, but we have now, thanks to you!)
We love that you tell us about the bits of the game that work and we love that you keep hammering at the bits that don't (yet).
But most of all, we love how much YOU love the game.
It's easy for us to spend months staring at our screens, fretting about every little flaw, and some days you forget about how much fun this is. But you people - you wonderful, beautiful people - are the antidote to every glaring mistake and frustrating bug. Each positive review, each forum post about how much fun you had, each tweet laughing about something that you discovered - they're all fuel for the fire that will drive this to be an RPG to remember.
Two weeks ago, tens of thousands of people joined our team, and the strength that you brought with you has invigorated us all. We boast about the community that we have and what you bring to the Larian team, but this time you've just blown us away.
So thank you. From the bottom of our hearts: THANK YOU.
There's still a long way to go - we have maps to make and bugs to fix, but after two weeks of feedback, we’re confident that we're on the right track. And with you all by our side, we're sure that we'll stick to it.
Thank you for taking these first few steps with us; we can't wait to share the rest of the journey with you.
Love and Fireballs,
-Team Larian
PS. Just because you get a nice letter, it doesn’t mean you’re off the hook for reporting bugs! Get back to work! *Cracks whip.*
And one character in one playthrough can be portrayed as complex enough to have multiple possible responses to situations. I can press "nicey" in one conv and "meany" in the next conv without breaking character. A character can sing more than a single note and still be consistent.I'm talking about one character in one playthrough.
If I play a game twice with the same character, and portray them differently in the SAME situation, and I have done this, then I have proven that the SAME character can react differently in the SAME situation. It is proven. It is a fact. I have done it. It has happened.There can be no proof that the same person will react differently in the SAME situation (literally), because when you replay a game it's not a similar situation, it's the *same* one.
Of course they are. You pick how they act. That's what interpretation is, and that's what role-playing is.Characters are not up for interpretation when you are the one making choices for them
Ahahahahahahahahahaahahahahahahahaaaaaaaaaaaaaaaaaaahahahahaha.(and the better a musician is the more he'll tell you that there is only ONE interpretation of a given piece and that's how it is played)
Of course you aren't "interpreting" historical facts. You're interpreting how the character would respond to them. By, you know, making choices about it.In this context you aren't interpreting their origin stories, since they are given at the start and there is no interpretation in "He's a mercenary and is looking for his son".
Of course there is. The point is whatever the player wants it to be, as long as he doesn't throw the backstory completely out the window.There is no logic or point behind a character which isn't concerned with its plot.
That conclusion would be valid if your premises were valid, but they're not. A premade character is not carved from a block of stone. An RPG is not a book or movie.This whole thing creates a hugely massive divide between the character, the narrative and the player. In the end you have characters which aren't affected by their own character, history and personality, and even their goals and motivations, doesn't that sound schizophrenic and impossible in any realistic context?
The love for it is definitely not universal either. You actually seem to be the only person praising this annoying drivel. Most people seem to either hate it or they simply don't care."The third-person [view] that we’re using in the dialogues, it fits well with roleplaying and the origin system we’re doing. We’re getting resistance to that from certain corners. I’m interested to see if that is universal resistance or just a couple people who don’t like it."
I doubt that the resistance is anywhere close to universal.
I wonder how long it will take until Swen finally realizes that the entire new stat system is not very good.Swen was surprised by complaints about physical and magical armor. He's not sure how much is dictated by people's reluctance to let go of DOS1 mindset.
No it doesn't. It has some very specific options which you may or may not choose to enact as part of your interpretation of the character. Again: just because a character has a background does not mean every reaction is pre-graven in stone.Zombra, the important parts: You and dialogue options are not the character, a predefined character is someone else entirely and has very specific reactions to specific stimuli
Wrong again. Once again I'm living proof. Yesterday someone asked me, "How are you?" and I said, "Doing good." Someone else asked me the same question and I said, "I don't know, I'm feeling weird lately." The world didn't come to an end. I am a complex character with a neurochemically biased personality, yet my reactions are not 100% predictable and sometimes I even push againt the traits written on my character sheet.I'm talking about a real human being when I'm talking about reacting to the same situation, not replays. That can't be proven and I'd wager that if it could a person would make the same choice every time.
Ahahaha, thanks for reminding me. Oh man. Hahahahaha. Hahahahahahaha. Ahhhh. Enlighten me.You have no idea how profoundly ignorant the laughing part is.
No it isn't. There is no "real" response. The tagged response is a unique option unlocked by that character's unique background. But he doesn't have to respond that way. A character is not a block of stone.You can't role-play a predefined character, and you see you can't by the tags in the dialogue options, they are the "real" responses of the character in question, because that role is already chosen (it's a mercenary who wants to find his son or a schizophrenic psychic or whatever), everything else is by definition out-of-character and is overriding the "dominant" personality. By overriding the personality, you make development impossible and their personal quest becomes meaningless and just another thing on the bucket list. It's not about being mean or nice, it's about character depth and place. If there weren't any tags or any specific dialogue options then it might not be so bad, but alas.
Don't be silly. An artist may have a point in mind when they create something, but if the viewer takes away something else from it, they're not "wrong". That's why art and science are two different words.There literally can not be a character who isn't concerned with its own plot, that character would be a foreign entity and, again, by definition be pointless in the narrative. If you don't see how that's a problem and an artistic incompetence then I really can't help it any further. Only hack writers say "oh, the point is whatever you want it to be", yeah, no, that's just absurd and amateurish beyond belief.
Of course it is. An RPG is not a book or movie.The structures and "pillars" of a narrative transcend mediums and are still fundamental for something to be called a competent narrative. Without them it's just random, inconsequential scribblings that mean nothing to nobody. The characters having a role in their own story is one of the basics of every written work ever, it would be so utterly pointless to be otherwise. It's not a video game writer's place to "experiment" with narrative tools when the structure of the narrative is so ...basic.
Please make up your mind. Are you talking about real life people who can react differently to similar things, or block-of-stone fictional characters who must always stick to a one-dimensional script or be branded "inconsistent"?Choosing to murder a child in one dialogue option and choosing to save one in the other is not "character depth", it's the inability of the writer to write consistently.
But that is exactly what is being presented here. It's just that some of these "quasi-entities" have a background story that goes with them, and more dialogue options. No other difference.It's ok for a game like Fallout where stats ARE the character because there you don't have a character, you have a quasi-entity which forces events.
It's OK if you don't like the origin characters, but there absolutely is a "need" for them. Some people like them and have fun with them (even if you can't wrap your head around how to role-play them). That's all that's necessary or required. And nothing Larian has done prevents roleplaying; you just don't get how interpretation works.There's no need for consistency, development or all this, according to you, inconsequential bullshit that just prevents "roleplaying".
You mean enjoy the characters I play in an RPG? Thanks, I generally do and I intend to continue. I'm delighted to exercise my options in games - it's why I play RPGs in the first place. It's kind of hard to imagine why you would ever play them though - you'd clearly be happier with noninteractive hobbies.There are a lot of other things you are missing the point of, but I have explained enough and I won't repeat myself since I was as clear as I could be. Enjoy your non-entities that don't matter to their own plot. And people wonder why video game writing is in shambles.
When are we going to get the EA on GOG? It's already been 2 weeks :p
so according to lacrymas dialogue choices spread out far so as to be opposites are bad and everyone should have the same single/similar option? (save child by fighting / save child by bribe /save child by kidnapping other guys familyi guess this wont work for you)
you want writer to dictate how character will act but Is the one roleplaying here YOU or the writer behind character?
maybe what you want is more similar to 'cinematic' games like tomb raider or assassins creed.
also in case you go about trying to raise this opinon around, please keep in mind system as it is doesnt prevent either of us from playing as we see fit but on the other hand what you want outright denies my preference.