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PoE plot analysis.

DeepOcean

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Well, I left my character right before the last fight, just waiting for the will to come and finish the game. Played Act 1, Act 2 and most Act 3 and as I'm more in the mood of sperging on the codex than finishing the game, I was thinking why I felt so indiferent towards the plot of the game, so much so that I don't have the desire to try to end the story.

There is much debate about the combat and gameplay in general but as I played the game for some time, it didn't take long for me to realize that I wasn't on PoE for the combat, the combat on PoE is unsatisfying and repetitive but that didn't stop me liking games like Torment where underhelming combat would be a praise. Okay, on the best of the times I was bored and on the worst of the times I was furious with the pathfinding that is all that I care to say about PoE's combat and PoE enters on the long list of Obsidian RPGs that have crap combat but... hey... it isn't that the competition on the RPG genre is doing much better, isn't InXile and Bioware?

Maybe they spread themselves too thin with all those promises on the kickstarter... two cities, one mega dungeon, epic game lengh or whatever and I don't want to shit on Obsidian, some of my favorite games were their work (while I sometimes cursed all the family generations of the maniacs that had the brillant idea of filling maps with Guls, lions, spiders, witchs, wolves, boars, bettles and the endless trash mob army that for sure would have eaten the whole population of Guilded Vale and Dyford village if they didn't just wait for the player to be utterly decimated.)

What surprised me wasn't that the combat would be weak, I sort of suspected that but the story too? Now that hurt mah feelings Obsidian, a good game can't have weak gameplay and a weak narrative too.

So, where I begin?

PoE has a new setting and all new settings need introductions. You don't start throwing names, titles, places, factions and concepts and just assume the player will care a single bit about them. Guess what, I could care less about fictional people, their fictional culture and their fictional problems, being fictional, that mean they don't exist so why should I care about them?

Why should I care? That is the most important question any narrative that have any hopes of grabbing people should answer. So, how make people care about fictional people and their fictional problems? By making things very personal. You could spend pages and pages telling me what a watcher is and I wouldn't care a single bit but make things personal and I will accept it.

Okay, how to make things personal? Many ways. One method is threatening the very life of the player's character, MotB did that on a brillant way, casual fags be damn, the spirit meter was an incredible narrative tool. When you are at the very beginning of a story, you just go with the narrative dream and when you see that the life of your character is under threat you feel the visceral feeling of needing to save him.

Another method is to dump the player into the world but have a guide to connect the player to the world, a character that is the connection, that have opinions about things he sees and his own goals, that make the abstract concepts of the setting/narrative feel... real, personal. When you start the narrative, you don't have any goal or any objective as you don't know the setting and what is going on, it is important to have a fascinating character with goals so his goals become yours, at least on the beginning. Morte, Safiya and Kreia did this very well. His goal must be something strong and on some way connected to you.

There is another way too, to immerse you on the ordinary life of the world and experimenting the world as a common person would do. You absorb the setting by experience, by working and by belonging to the very same institutions with their contradictions that make the cultural life of the world. You don't need strong characters, the player absorb the setting because he is living the setting, the feeling Bethesdards call immersion because you are living the dream of immersion on a new life... again making things personal. Morrowind do this.

Did Obsidian with PoE done anything like that? No, you don't have a guide as the tutorial companions die on the tutorial and Aloth and Eder aren't good introductory characters as both don't have clear and interesting goals for you to make your own. Dwarf lady tells you to go to Caed Nua and that is it? Aloth and Eder go with you because... why not? It isn't their will that propels you until you form your own opinions on the setting, they just passively go with you.

Bioware is known to attach some organization as quick as they can on the players, like the grey wardens of DA:O and the specters of Mass Effect but its not only to make the player feel special but to make the player feel he belongs to something, to a institution and ground the player into the setting as the goals of the institution, at least briefly, become their own. Bioware knows the benefits of attaching an organization with the player, even if they are very juvenile on their writing.

You don't belong to anything on PoE, sure there are reputations and factions in the game but a reputation system and two simple fetch quests per faction is hardly something that alone makes you feel you understood and belong to that faction now. I didn't understood the Crucible Knights and the Dozens, I mean, sure, intelectually I understood them but I didn't care a single bit. The Crucible knights are boring generic fantasy warrior order and the Dozens are even worse, they aren't a faction, they are a concept the writer or didn't had time to flesh out or will to do so. And common... not a single companion belonging to both organizations?

The Watcher... man, the concept of the Watcher is very interesting but that is the problem... its just a concept floating on the player's mind but lack anything to make it real... personal. Abstractions and story concepts are the beginning of you creating a narrative but should not be the narrative itself. It is here that Maerwald, that is on my opinion, the biggest mistake Obsidian did. Maerwald is the only other Watcher alive that you know when you arrive at Caed Nua, he should be a companion, he would be perfect as an introductory character, the kinda of character the player needed to understand what being a Watcher means. It should be his goal to hunt the leaden Key, so his goal becomes yours if you choose to.

He should suffer with his condition while he travels with you so when he finaly succumbs, it would be far more stronger than random crazy NPC doing crazy shit and somehow you should be afraid of that happening to you when you know very well as you being the protagonist without spirit metter... no chance of that happening. He should take the place of Lady Webb and the character that propels you foward until you go on your own.

Act 1 is a mess, Act 2 starting when you arrive at Defiance Bay is a really strange division of acts but that isn't the problem. Thaos remain a contemplative villain, almost a zen buddhist and when he fnaly acts at the end of act 2... man I could see that from miles and worse... he killed people that I didn't care, that belonged to factions I didn't care and there is a riot on a city I didn't care. Funny, Thaos send those trash mob assassins after you but they are just trash mobs, there isn't even banter between you and them.

Eder is too passive and distant, he should be the guide for Guilded Vale instead. When you arrive, you find him on the temple of Eothas wanting to grab the remains of the dead priests from the ruined temple, once he has them, you go to the cemitery and he buries them himselft. You should see by yourself that he is a broken man with a broken faith, he wouldn't need to tell you anything, you would just see.

Having nothing to do, he asks you to help him on something, he is working with Kolsk for sometime as he figured out as being an Eothasian, Roderic would want his skin and he sure want some payback for the dead priests. Would be pretty easy to tie him up to pretty much most of the important Guilded Vale quests and give them meaning with a personal touch.

Aloth is from Aedyr? Is Aedyr important for this plot line in particular? No? So, no, he isn't from Aedyr, he is from Defiance Bay and lived most of his life in the city. He knows pretty much every district and please... the writer that invented this character, have his other personality making something more amusing than cursing people with a... scotish accent, ireland accent?... that shit isn't remotely funny, make his personality make him dress up like a woman on the middle of a party on the palace to make the SJW crazy or something, please anything more interesting than poor attempts at jokes.

Anyway...

TL;DR: Whatever method of organizing the writers you are employing now Obsidian, this game suffered badly from lack of an unified vision that knew what companion background was needed, when each companion should show up and what they should do. If you don't have the money to make big companion quests, fine, attach them even on minor ways to sidequests or something to give them some action. Make the companions pro active, with opinions and important, relatable, goals, instead of passive douchebags.
 
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KK1001

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The plot, like the rest of the game, feels incomplete, but there's enough polish on top to make most people overlook it.

In a general way, I like the plot of the game; it's just executed poorly.
 

Commissar Draco

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Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
:bro: :obviously:

Expected much better from studio which gave Kommissar KOTOR 2, MOTB and AP; if you add all those races, cultures and backgrounds do it for some role in plot and gameplay and not only to appear :incloosive: for SJW crowd; OK I am RP-ing Adyrian Aristocrat who happens to be member Paladin Order which serves as Blades do in TES; why I don't have quests about working to bring Dyrwood back to Empire or why Lady Webb and Duc are so eager to trust someone who could came here to ''take their FreeDOOMs''? Why Pelagina and Valiian Republics have nothing to say to you when you came from Old Vaila? Morrowind had do this so much better than this game with many organization you could join some of them making even MQ easier for you but here I got title ''of Honorary Justicar'' and shity sword and plate after doing two quest for organization which is not even proper Paladin Order yet.:slamdunk: :mca::balance: I am disappointed. :decline:
 

Commissar Draco

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PoE Paladins :negative:

Its one of the class made right in the Poe in Kommissars Opinion a dedicated to cause warrior/team leader instead of usual goody shoos Holly Warrior-Priest from DnD. :incline: but if you mean the execution and impact in the plot Komrade its :negative: +M; For Example Pelegrina your compagnion and someone who should be your mentor if you are Paladin the way Keldor was in BG2 caring about muh animancy and country not her over of her own honour, :obviously: bro-hood she belongs to since childhood and Motherland? Sorry Josh but SJWs were not invented yet. Good you did had option to straighten her and save her sorry feather covered arse in the process. :hero:
 

Sensuki

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DeepOcean said:
I was thinking why I felt so indiferent towards the plot of the game, so much so that I don't have the desire to try to end the story.

I have the *exact* same problem, I'm not too far off from finishing (10 hours?) but I just do not care enough about the plot to bother.

I don't think the 'collaborative' writing process that Obsidian used for this game worked very well. They do better when it's just one person's vision.

Your idea about Maerwald as a companion is a really good one. That would have been cool. And yeah Eder could have introduced Gilded Vale etc waaay better, rather than just providing the odd bit of passing commentary.
 
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Commissar Draco

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DeepOcean said:
I was thinking why I felt so indiferent towards the plot of the game, so much so that I don't have the desire to try to end the story.

I have the *exact* same problem, I'm not too far off from finishing (10 hours?) but I just do not care enough about the plot to bother.

I don't think the 'collaborative' writing process that Obsidian used for this game worked very well. They do better when it's just one person's vision.

As long as it is not this person: :whatisfun: that is.
 

Bleed the Man

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I think is one of the best plots they made. My only complaint is how the growing insanity of the watcher's condition is barely noticable and doesn't have any gameplay effect.

From a structure standpoint and way to motivate the player is really not very different from what New Vegas did. Someone fucked up your character in the beggining of the game, and you have to put this right. You're new to the place you're in and you become familiar with it by interacting with the different people and places you enounter.
I don't really manage to understand most of the complaints the writing/plot is recieving, unlike the complaints with the mechanics which are very easy to understand. It's a very thematically consistent (and strong) plot, and it's well structured and developed.
 

Old Hans

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the whole adventure feels like something your friend Eric created over summer break. He's not the best dungeonmaster, he makes you fight boring monsters, and he always shoehorns in factions.
 

Ninjerk

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PoE Paladins :negative:

Its one of the class made right in the Poe in Kommissars Opinion a dedicated to cause warrior/team leader instead of usual goody shoos Holly Warrior-Priest from DnD. :incline: but if you mean the execution and impact in the plot Komrade its :negative: +M; For Example Pelegrina your compagnion and someone who should be your mentor if you are Paladin the way Keldor was in BG2 caring about muh animancy and country not her over of her own honour, :obviously: bro-hood she belongs to since childhood and Motherland? Sorry Josh but SJWs were not invented yet. Good you did had option to straighten her and save her sorry feather covered arse in the process. :hero:
Comrade, this is real man's paladin:
http://www.badassoftheweek.com/roland.html

This too:
http://en.wikipedia.org/wiki/El_Cid

Both having Holy Avengers, as a bonus. PoE paladins are meh.
 

Rostere

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Heavy spoilers:

Do you think the gods are inspired by the factions from Planescape? I remember discussing on the OE forums about how they were one of the best factional divisions in games we've seen.

Mercykillers - Woedica
Xaositects (AND the Fraternity of Order) - Wael
Revolutionary League (with an evil touch) - Skaen
Doomguard - Rymrgand
Believers of the Source - Abydon/Magran
Harmonium - Eothas (especially considering his hands-on actions...)
Fated - Galawain

Berath is functionally somewhat similar to the Dustmen, but the underlying philosophy is very different.

Ondra has a more vaguely formulated philosophy, so I won't comment on her, and Hylea does not really have a Planescape parallel.

In a way, Eora is a post-apotheotic setting where both the Athars and the Godsmen were correct, and in contrast to Sigil which is outside of divine interference, the Eorans (the Engwithans) became their own gods.

If we continue this analogy between Sigil and Eora, a potential sequel to PoE could deal with how the actual god/gods disappeared from Eora in pre-Engwithan times (mirroring how the LoP killed Aoskar and banned worship in Sigil).

Sadly because of how the plot is structured, the discussion about what is really the difference between the PoE gods, the pre-Engwithan "gods" mentioned by Thaos and "real" gods as we think of them is given only very minor treatment (notably the Durance NPCs story treats aspects of this though), even though IMO it is the most important and interesting question in the game.

We can compare this with the plot in Torment, where the pacing of the reveals allows the core questions to be examined throughout the whole game.

I'll be writing my review of PoE at some point in the next two months, I think.
 
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Its Baldur's Gate Original with more balance and some Planescape gloss. I've definitely enjoyed myself but I hope they can do better.
 

Sensuki

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TBH there wasn't really THAT much resembling Baldur's Gate 1 other than maybe quantities of content here or there.
 

Gurkog

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TBH there wasn't really THAT much resembling Baldur's Gate 1 other than maybe quantities of content here or there.
It resembles BG1 in that:

- bare bones implementations of roleplaying systems. Broken as shit until refined in a sequel
- factions that are barely noticed and easily forgotten
- barely functioning main storyline
- worthless filler combat encounters
- hit max level before any interesting class skills/spells become available
- shitty optional boss encounters (bg1 didn't have big demons or dragons until the expansion)

I could go on, but got as bored as playing the main stories in those games.
 

Sensuki

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I highly doubt that is what Morality Games meant, when he said "It's Baldur's Gate Original".

(PE does have some of the same flaws as BG but I don't agree with a couple that you mentioned speficially, but that's besides the point)

Tagged him because I'd like to know what he meant. I can kinda see how people who may not have played the IE games for a very long time are like "yeah this reminds me of / feels like BG1", but when you get down to specifics there's not really that much that the titles themselves share most things are either more like the IWDs, BG2 or some deliberate middle ground between BG1 and BG2 (which turned out worse than both extremes).
 

garren

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Thaos is a shitty villain, the guy doesn't give a shit about you until the final boss fight, and actively tries to avoid you. You're on a wild goose chase for him the whole game, wondering why you should even care about him. How very engaging.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Icewind Dale had a shitty end game villain (Belhifet) but at least the game continuously gave you several reasons for continuing the adventure / pushing the plot forward - What is going on is a mystery which is somewhat intriguing. Hrothgar is a likeable character early on who dies in that avalanche, so there's that. Then there's saving Kuldahar (and/or Kresselack) from the encroaching cold, and then there's the murder of Arundel after that, who is also a likeable character.

Even NWN2 did a better job at this IMO, with several characters even connected to the main plot (Zhaeve?, Shandra Jerro etc)

I'm going to guess that the severe lack of this was deliberate to try and attain maximum 'inclusiveness' - what if someone complains on the internet about X or X, etc.
 
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Ellef

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What is the motivation exactly, i've played and forgotten the story and motivation already? Maybe a personal failure.

Some robed guy causes a big wind which affects your mind, with no game play effects accept additional daily powers; he doesn't even know you're there at the time.
 

Bleed the Man

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What is the motivation exactly, i've played and forgotten the story and motivation already? Maybe a personal failure.

Some robed guy causes a big wind which affects your mind, with no game play effects accept additional daily powers; he doesn't even know you're there at the time.

You witness the villain doing villanous things, which causes you becoming a watcher and the awakening of your soul. You start seeing weird shit (ghosts! scary!) so you search for information of what the hell is happening to you and how to fix it. An old watcher tells you that this sort of powers come with a cost, and you will eventually go insane (being a watcher is pretty much like reading the codex, basically), so you go after Thaos to not go batshit crazy.

The motivations you can have for following the story vary (You might want to go after Thaos because you discover his evil plan and want to stop it, you might want to save your sanity, you might want to go after him to understand what your awakened soul wanted from him...), but that's how the hook works, in a very simplified way.
 

Sensuki

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Regardless of how the hook works it's very weak at best and the reinforcement of the narrative and the player's investment in the issues surrounding the narrative are also weak at best.
 

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