Vault Dweller said:
There were no real choices and consequences, self-contained or otherwise, in the standard Bio design.
Maybe I wasn't clear. Let me try and enumerate on what I meant.
In the typical Bioware design, the sorts of choices you make only have a mechanical effect on the game within the quest or questline barring a few persistent elements, namely alignment shifts (Reputation, Light/Dark side, Wimp/EXTREME points) or character rewards (stats, experience, gold, and items).
For example, in BG1, you have the choice between siding with a merchant in the woods, or a band of druids. If you side with the merchant, you can pick up a quest later from him. If you don't, you lose out on the quest; also his brother, plus a few goons will jump you later when you reach the city of Baldur's Gate. There are no real branching paths as far as the main game goes, just a choice with consequences within the questline, completely contained within it. Outside of the questline, your actions influence nothing really. Every other quest or questline is entered with a blank slate.
This applies to Dragon Age as well. All of your actions in the four different hubs are, essentially, contained only in their respective questlines. What you do in the Forest doesn't effect much in the Underground or the Mage Tower (yes...I know the example with the mages in Redcliffe, but that's more an outlier than a standard, and is terribly easy to game around). Yes, choices do influence the allies you have in the final battle, but nothing drastic is changed in the gameworld. The only external things influenced by your actions are ending slides, which while nice, don't really effect gameplay much, they're more flavor. That isn't to discredit what flavor can do; as anyone who has played Arcanum knows, even a simple series of fetch quests can be quite entertaining given proper flavoring.
Of course, I don't think I've really fleshed out the Bioware formula entirely. In fact, going off the description of self-contained questlines I've written, it would seem to encompass every quest in most every RPG. What external effects does killing Gizmo in Junktown have (besides nuking the ability to use gambling)? How does your handling of Shrouded Hill's troubles do anything later on (besides the Thieves' Guild tip)? Does anything in New Reno matter outside of it? Essentially, what makes the Codex favored games better than Dragon Age? They all follow a similar formula oftentimes, no?
The difference with those games is all about multiple approaches to problems and that different characters should likely experience content in a proportionally different way, given the choices they make, both in game and in character development. Dragon Age's Redcliffe quest...it's mostly the same when two characters run through it. Compare to the myriad of options different characters have to tackle the Fallout 1 endgame areas. Redcliffe is more comparable mechanically to BG2's Underdark and drow city section than to Mariposa, I'd think. There are a lot of choices in those two Bioware questlines, but they'll play out similarly for most characters, with some minor differentiability for different playthroughs.
In summation, I still don't see Dragon Age questlines and roleplaying as anything special. It is merely a refinement (a real one, not the BG2 to NWN/KOTOR kind) of the Bioware standard of role-playing, mostly via better flavoring. Not to say it's bad, just nothing really special.
You enter the Sahuagin City. Your goal is to leave, but you can't until you deal with a local problem. The king wants you to kill the prince. You have no choice but to go kill the prince fighting your way through the map. At that point you get a single choice: kill the prince or agree to help him and go kill the king.
To illustrate my point, let's take this example. What does this design remind you of? It should remind you of the elves/werewolves questline, in which you fight through the exact same slog of encounters no matter what, and then have a choice, which mechanically results only in a choice of boss fight. Prince or king corresponds to elf leader plus trees or wood spirit plus wolves. For the most part, the core mechanics of Bioware quest design are unchanged.
Bloodlines had a great atmosphere, writing, characters, voiceovers. The game was linear and quest design was hardly anything special. I'll be more than happy to elaborate if it's necessary.
I read your other posts on Bloodlines. Makes sense. I can agree to count Bloodlines out in terms of quest design. Thinking of it now, yeah, many quests had little in the way of differentiability or choices with consequences embeded within them.
Alpha Protocol was kinda awful. Very few redeeming features.
This, however, I have to disagree with wholeheartedly. While the combat and stealth mechanics were frankly, shit, the dialogue stance system was retarded, and it had some questionable design issues elsewhere, it most certainly had features to redeem it. Namely writing, and the way it reacted to player choice. It did a pretty good job of dealing out different possibilities depending on player choice. The endgame, especially, was a good example of how to bring all the choices you made together, much better than ME2's terrible flop of a final mission, or Dragon Age's endgame, which was the same for all choices, sans a few party members who may ditch/swap out, and what amount to combat powerups (armies and the "heroes" that might join you in the last phase of the final boss fight).