|Willow (the_willow) wrote,|
@ 2010-07-18 10:40:00
|Current mood:||ignoring hormones - determined|
|Entry tags:||games: dao, games: general|
More Wrapping My Brain Around Game (DAO in particular) Concepts
I've no idea why my brain's tussling with this stuff now. I hadn't thought of the game in months. But it is, and I'll write out my rambling.
There's a great evil about to consume the land, BUT, there's time to stop and run errand/quests? I understand entanglements involving say, recruiting soldiers or rescuing towns on the way to entreating for help. Stopping bandits or wild animals fleeing ahead of the evil thing and being opportunistic also makes sense - if it's along the way - that is, if the purpose of going somewhere isn't just to stop bandits and wrestle animals. (And yes, this is consistent on buying into the pre-concept of a great evil comes and various allies must be banded together for a climatic battle at some appointed place).
But I don't get finding/recovering someone's sword or armor to be all that urgent and pertinent to the matter of saving the land.
There is a black tidal wave of destruction consuming the land and all it's denizens but there's time to resolve a matter from someone's past? While I understand wanting to settle one's affairs due to the high probability of death, reconciling oneself with one's family in a town near where the big showdown is to take place is very different than say a quest several miles away to settle up with a bookie.
Also? I think I just don't understand gaming jargon. DAO is supposedly non-linear. But how can it be non-linear when there's a set goal one is moving towards. No matter how one meanders, you still have to end up with your collected army to fight the big bad, right? So even if your path makes an S or a lightening bolt zig zag or goes in a half circle, you're always moving towards the same point/the same direction. How is that NOT linear?
Hmm, maybe I should title these ramblings 'Willow Attempts To Understand Gaming Via One Which Caught Her Interest'. Though that's kind of long. Still, I'm currently also gnawing on the DLC and expansions. I've already rolled my eyes at news of the sequel, which seems much more constrained in terms of interaction, and apparently there's one hero which one can switch genders, though of course it's a facial haired man on the damn cover and that's that. But back to the DLC and expansions.
I begin to believe there is economics involved I'm not getting (because I'm not a corrupt grubbing accountant) in having characters a player comes to like, but then not including them in an Expansion, but also not referencing them.
I'm confused. First off, what if your character died (I think I've read that's a possible outcome)? What if another character died, one who has very important ties? How are they suddenly up and walking around and not undead in the Expansion? Further more, if you had a character who had romantic ties to, well, anyone, there's apparently no mention of where that romantic partner has gone off to. So you're meant to become involved in the lives of the characters around you, your party members, but then in the expansion nothing crosses over? It's basically a separate game?
Especially when I consider that one of the possible endings if your character is female, is to end up being the Mistress of the King. I guess it was too much trouble to program in the political ramifications of someone being that close to the monarch, who also is a revered warrior put in charge of rebuilding what is essentially an army of specialized fighters? Or maybe it was easier not to care because the company would get money anyway?
I've wool-gathered a general consensus of gamers in popular culture/ society's ideology and wow, I admit to feeling very chastened when I read gamer after gamer pointing out the missed opportunities for plot continuation and storytelling. I hadn't realized I had such stereotypes up in my head, without that mental awareness that they were stereotypes. I really didn't expect the story possibilities to appeal in the same way.
But then again, if you promote your franchise's foundation on character interaction, and the richness of potential relationships helping to shape the course of the world - and your consumers LIKE THAT, why then would all that suddenly become excess baggage to be dropped in a continuation of the saga? And why wouldn't they notice it's all gone?