themadhatter114 said:
It's great how you guys are making up things that will be in the story just so you complain about how Obsidian is going to put them in there. Perhaps if Bioware were making the game you could bitch because, after all, they did make NWN and KOTOR exactly the same way, but there's really no indication that in NWN2 you're going to have to go fetch the sword shards or that it has any material relevance to the story beyond giving the character some motivation for actually starting the adventure as opposed to having expectations thrust upon you from the beginning.
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So, you're saying they're going to introduce a major plot point that involves your characters background, a major event in the game (the town getting invaded), and make it clear that you have a bit of it in you...
and repeating over and over in interviews that this sword-fragment- in-your-ass is going to drive your interest in the story...
and you don't think they're going to make you do anything with it?
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Anyone have that Dumbfuck title handy?
And yes, this is a lot better than having 'expectations' thrust upon you. (Aside from those expectation that you're going to deal with the sword and the powaz it conveys, of course).
Try this for an adventure hook, using the same base materials:
village, adventurer come of age. Mayor says to you 'I know you are eager to go off into the world. Please deliver this letter/package to {random NPC name} in Neverwinter, it will aid their rebuilding efforts.
You:
1) take the package straight to Neverwinter, with a straight focus on the A plot of the game.
2) ditch the package and go exploring. Get caught in B or C subplots (they're smaller), which lead you in some way to Neverwinter (likely interacting with the A plot at some point due to limited dev time, but not necessarily).
3) Go exploring, but get ambushed by Evil Minions, leading your path to Neverwinter eventually. (Back to A again)
4) Thumb your nose at the village, creating enough of a ruckus to get you noticed by villain(s). Leading you into D plot, where you actually have an opportunity to be EVIL and fight guards, leaders and etc, in your quest for power, possibly (but not requiring- you could be happy as an Evil lieutenant) eventually giving you an opportunity to take the villains position and power base. This would require some extra dialogue (and work). But workable with a decent faction affliation and reputation system.
*Gasp* actual replay potential.
You could even whine about multiplying development time by exponential factors and cut this last one and still have a workable story. The thing about motivating someone to play again, is the motivation is internal to the story, not a fucking gimmick. Memorable characters, intriguing plots, mysterious places, and in the case of the non-reading players of RPGs, good rewards.
Strangely the lack of an implanted Macguffin doesn't hurt a story at all.