Lots of Mexicans and blacks now have the money to buy games
Still not enough. Also, I'm pretty sure most Mexicans don't wanna play as black characters in videogames, either.
Lots of Mexicans and blacks now have the money to buy games
Already made this point but Awakening was where the series went off the rails. Throwing away the dark fantasy apocalypse plot so they could do 'workers of the world unite' instead.Awakening sould be real Part 2, not just mere DLC. Compressing it into an add-on form stifled any potential for something more.
Which would've been more of a fair tradeoff if she was fully developed as a companion, but alas... she is not. Same as with the other non-origin characters.You do get Minthara though, if heavy smokers are your thing.No goblin equivalent to tiefling content after first chapter, siding with Ketheric just meaning that you skip some content before you are forced to fight him anyway at the end of chapter 2
Sure, but those go for a different design philosophy. If we compare BG3 to DAO instead, I think that Origins provides a superior illusion of narrative freedom due to how the dialogue is written. DAO dialogue also occasionally provides conventional C&C, but its strength lies in how it frames the character's self-justification for their choices. You can paint a very different mental image of your Warden from one playthrough to another despite otherwise making similar choices. BG3 meanwhile gives you more concrete narrative choices to be evil only for it to result in less narrative content for your playthrough hence playing evil makes for a less defined PC and often an awkwardly evil one at that when critical path stuff simply does not allow for you to be evil while also not giving you the same sort of self-justification through dialogue that Origins offers.But this is my point: will you have even this much choice in Dragon Age? I doubt it. Look at those dialog wheels. It's Oblivion and Mass Effect all over again.
Sure, but those go for a different design philosophy. If we compare BG3 to DAO instead, I think that Origins provides a superior illusion of narrative freedom due to how the dialogue is written. DAO dialogue also occasionally provides conventional C&C, but its strength lies in how it frames the character's self-justification for their choices. You can paint a very different mental image of your Warden from one playthrough to another despite otherwise making similar choices. BG3 meanwhile gives you more concrete narrative choices to be evil only for it to result in less narrative content for your playthrough hence playing evil makes for a less defined PC and often an awkwardly evil one at that when critical path stuff simply does not allow for you to be evil while also not giving you the same sort of self-justification through dialogue that Origins offers.
Ultimately, Durge stuff aside, being evil in BG3 mostly equals to:
-> doing evil stuff which cuts you off content rather than providing alternative content compared to a good playthrough
-> doing evil stuff whose consequences the narrative has to nullify in order for you to continue on the narrative path which was designed with a good PC in mind
-> when an evil alternative is not provided, being forced to do good stuff while also not being provided adequate self-justifications through dialogue to properly frame your choices as an evil PC
Regardless is pretty hilarious to have BG3 come out, take over the whole conversation, leave people hungry for more, and then you have to show your 5 year old design based on 10 year old focus testing for an audience that no longer exists. No wonder these hacks were so eager to shit on turn based games.
I'll never forget when BG3 launched and all these devs came out to throw cold water on it.
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The difference is Mass Effect as a series had an established identity in it's trilogy of games. In other words, it had a legacy to cheapen in the first place. Dragon Age had one game before radically altering the art style, lore, tone, core combat, and even genre. It's one thing to be a fan of DA titles individually, but when someone calls themselves a fan of a series that has no baseline, what the hell does that even mean?It's the basic larceny plot. You create an interesting quality product that gains a loyal customer base. Then you gradually cheapen the product in order to find out just how much worse it can get before it begins to severely affect your profits.
This "sweet spot" is actually pretty low on the quality scale. People just don't care if the brand is recognisable enough. This is exactly what EA has been doing to both Mass Effect and Dragon Age since they took over. They streamline and pander for as long as they can get away with it.
Eh. In terms of polish, yes. In terms of content, she has more than most DAO characters.Which would've been more of a fair tradeoff if she was fully developed as a companion, but alas... she is not. Same as with the other non-origin characters.
At the very start, maybe. After that, it's almost 100% fake Bioware choices. The only thing they do sort of better is giving the player the "freedom" of the order they explore areas. Gather the 4 mcguffins etc., like in KOTOR.If we compare BG3 to DAO instead, I think that Origins provides a superior illusion of narrative freedom due to how the dialogue is written.
I disagree, since the evil acts you can commit are far more meaningful than the flavor evils of other games. Are you a Durge that gives into madness? Are you a custom PC who is evil in other ways? Are you a brain-eating mind flayer? Are you a manipulator who played the druids against the teiflings, or were you a chaotic evil psychopath who butchered the teiflings for the fun of it?BG3 meanwhile gives you more concrete narrative choices to be evil only for it to result in less narrative content for your playthrough hence playing evil makes for a less defined PC
Here's how my Durge path went:-> doing evil stuff whose consequences the narrative has to nullify in order for you to continue on the narrative path which was designed with a good PC in mind
I agree, but I think this is why these decisions are made, beyond ESG bucks.Lots of Mexicans and blacks now have the money to buy games
Still not enough. Also, I'm pretty sure most Mexicans don't wanna play as black characters in videogames, either.
Meh. The Reapers should have been a one-off thing, gone with the defeat of the Sovereign, not an overarching nemesis for 3 games.the cheapening started with ME2 already. A bland bug-alien race called "collectors" as the main villain instead of the fascinating reapers.
Never in my life did I think I'd end up saying this but, based vidya journos.They definitely don't like it: https://www.pcgamer.com/games/dragon-age/larian-already-made-the-dragon-age-4-i-was-hoping-for/
Med. The Reapers should have been a one-off thing, gone with the defeat of the Sovereign, not an overarching nemesis for 3 games.the cheapening started with ME2 already. A bland bug-alien race called "collectors" as the main villain instead of the fascinating reapers.
The US government is controlled by 2.4% of the population that happens to hold dual citizenship.Journos are reading our doomposts.
Where is this from? I don't see it in the article.
She has neither a personal quest (not that DAO were anything fancy, mind you) nor enough camp dialogue, Her romance likewise is half-assed and doesn't have a proper gradual progression.Eh. In terms of polish, yes. In terms of content, she has more than most DAO characters.Which would've been more of a fair tradeoff if she was fully developed as a companion, but alas... she is not. Same as with the other non-origin characters.
Sure, but it's the dialogue that does the heavy lifting imho. As previously mentioned, your choice can be interpreted differently depending on how you frame it for your PC and that adds depth to your PC. I also think that they did a reasonable job of balancing the content between the various faction choices that end the zonal storylines. And whichever faction you pick, the amount of content you get afterwards is equal (i.e. null besides who shows up for the battle at the end).At the very start, maybe. After that, it's almost 100% fake Bioware choices. The only thing they do sort of better is giving the player the "freedom" of the order they explore areas. Gather the 4 mcguffins etc., like in KOTOR.
Not sticking by the good playthrough just makes it narratively awkward. Sure, you can have your headcanon explanations for your machiavellianism if you're playing a less conventional playthrough, but the game itself doesn't acknowledge it nor does it provide extra content to tie things together in a more satisfying way. In DAO, the dialogue choices you had were designed with that in mind hence they gave flavor to your choice even when the choice itself was otherwise morally neutral (which is also why DA2 was such a downgrade when it stripped away the 'superfluous' dialogue lines in favor of a streamlined dialogue wheel with just temperament-based options).I disagree, since the evil acts you can commit are far more meaningful than the flavor evils of other games. [...] That's a lot of ways to define a character and playstyle to me.
Not getting as much content as a good character because you specifically choose to murder all the NPCs isn't a negative. It should be expected. Otherwise there is no real consequence, and you just get the good flavor replaced with the evil flavor.
Her progression is off, but there is some. And yeah, her "quest" is basically just the main quest, but it gives her content after you do it.She has neither a personal quest (not that DAO were anything fancy, mind you) nor enough camp dialogue, Her romance likewise is half-assed and doesn't have a proper gradual progression.
I just don't get how you give DAO points for it when BG3 does almost the same thing, but with the addition of non-dialog reactivity.As previously mentioned, your choice can be interpreted differently depending on how you frame it for your PC and that adds depth to your PC.
The game absolutely acknowledges it when you kill Last Light. Every NPC, not just the evil ones, has a reaction to it. There are reactions to you killing the teiflings as well, but they remove NPCs - which is a consequence that I agree is too heavy handed narratively, but it's still a consequence that you chose.Sure, you can have your headcanon explanations for your machiavellianism if you're playing a less conventional playthrough, but the game itself doesn't acknowledge it nor does it provide extra content to tie things together in a more satisfying way.
The characters all have relatively clear alignments as their basis, even if it's not shown in-game. The way they are written and the way they react to things. There is no know alignment spell being cast on you to see if you're evil ever, and there's not evil/good meter in the game, but I don't see this as a big negative, since most developers gamify such systems too much and they don't reflect how alignment is supposed to work anyway.Larian's design though doesn't really take alignment into account.
It was meant to be the main character for the game though. And there's a ton of content there. I'd say the choice to allow players to skip all of that and make a custom character as opposed to forcing a Reven/Jack the Ripper backstory on us was massive incline.There's the broader content that was designed with a good character in mind and then there's the evil content added as an afterthought and poorly latched onto the preexisting 'neutral' path designed with good PCs in mind (with the obvious exception of the Durge, but that's due to it being a unique origin rather than a general evil path).
It's the "I peaked at highschool" energyI finally watched the trailer. Yeah, its terrible but why do I feel like this will play exactly like ME2? Recruit companions -> loyalty missions -> suicide mission to stop egghead.
Dunno, perhaps it's due to its lack of symmetry in the C&C department which lowers my appreciation for the dialogue itself. I'm not saying that it's necessarily bad or too underdeveloped, but it didn't leave as much of an impression as DAO's did. Then again, DAO also went much more into the whole 'morally grey' area with the limited C&C that they did provide, at least for the big consequential stuff hence it's primarily the dialogue that defines the moral alignment of your character. BG3 might offer more C&C, but it's slanted towards good characters rather than being about neutral actions that can be justified either way morally.I just don't get how you give DAO points for it when BG3 does almost the same thing, but with the addition of non-dialog reactivity.
We don't disagree here. It's good that killing NPCs has such reactivity. What I'm saying that the emphasis shouldn't be put on that sort of thing when designing evil content. That's just low effort crap, same as with other games that outright conceptualize evil playthroughs as allowing the player to be a murderhobo.The game absolutely acknowledges it when you kill Last Light. Every NPC, not just the evil ones, has a reaction to it. There are reactions to you killing the teiflings as well, but they remove NPCs - which is a consequence that I agree is too heavy handed narratively, but it's still a consequence that you chose.
That's the thing: you did it. You chose it. You took a goodie goodie to a murder party and you can't just act like it's not fair that they don't like it. You can replace them with a generic NPC from Withers if they leave and move on, or you can use the game's systems to avoid the consequences. But it is a choice that you made to get here when you could have just skipped it and left the druids to die by not helping either party.
Sure, ideally you shouldn't gamify it too much. DAO didn't and it worked quite well. I just don't think that BG3 did as good of a job (again, in terms of symmetry).The characters all have relatively clear alignments as their basis, even if it's not shown in-game. The way they are written and the way they react to things. There is no know alignment spell being cast on you to see if you're evil ever, and there's not evil/good meter in the game, but I don't see this as a big negative, since most developers gamify such systems too much and they don't reflect how alignment is supposed to work anyway.
I don't mind it being optional, but it's outside of that particular backstory that the evil content is most lacking. Perhaps that's part of the reason why if they originally intended it to be the default origin.It was meant to be the main character for the game though. And there's a ton of content there. I'd say the choice to allow players to skip all of that and make a custom character as opposed to forcing a Reven/Jack the Ripper backstory on us was massive incline.