Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The problem with player agency/branching choices, while also maintaining a consistent story is, more or less, a matter of time and effort, this subject is big and you can read more about it on the interwebs:
https://armchairarcade.com/perspectives/2023/12/07/storytelling-in-video-games/
https://peerdh.com/blogs/programming-insights/branching-storylines-in-level-design-2
These are the big 3 challenges in creating a video game with branching paths:
Complexity in Writing and Design: Crafting meaningful choices requires extensive planning. Each player decision must lead to distinct and consistent outcomes, which can balloon the workload exponentially as branches multiply. Writers need to ensure narrative coherence while maintaining the emotional depth and impact of player choices.
Maintaining Player Agency: Developers must strike a balance between offering freedom and guiding the player experience. Too few choices might feel superficial, but too many can overwhelm players or dilute the narrative focus.
Resource Constraints: Creating multiple paths often requires additional dialogue, scenes, and animations, which can strain time and budget resources. This explains why even large studios sometimes limit branching to key moments.
Now to me it looks like, with the 4th dragon age installment they took the same decision as with ME4 Andromeda, basically, completely a redo, although I didn't particularly like ME:A, I still found it fun to play, DE:V is a whole different story though.
So in a nutshell, devs didn't bother too much because of either time/effort/money constratings.
yes, there are 3 games before dav and to add all of that in will be massive effort, however, we are not even talking all 3 games, just within it's own story, the amount of branching path is far inferior.
dav took 10years (probably not full production in all of 10 years but dao only went into full production after like 3 years out of the 6 years, according to wikipedia)
Why do you say they're mentally ill? You can't make that statement without developing further.
An excellent point Karax, and you're right that anyone crafting an RPG would face challenges in balancing agency with narrative structure. I will point out though that Dragon Age 2 did a better job on this than Veilguard did and DA2 was a dumpster fire itself. It was objectively the most visually hideous game in the series. I'm not a fan of how the Veilguard tries to make things look like 'Inside Out' but Jesus, DA2 repeated the same 10 or so maps over and over again, all set inside a hellish Scottish Afghanistan. EA (in a run-up to becoming the worst company in America) told old Bioware they had 16 months to make a game and after instituting a work schedule on them which should probably be illegal in developed nations they managed to shake a game out which still has more appeal than Veilguard.
I loved the Dragon Age lore! The games were unafraid to comment on real world issues. The world had a deep dark atmosphere. There was so much to build off. Veilguard had the most milquetoast approach. The story, and the world itself, is watered down until it's almost comical. This game is a such a massive shame, you see moments of greatest peak through an otherwise shallow experience.
those that are , are in purely corpo positions.
Just look at this Veilguard thing. Completely useless game.
probably because he played the game, for his sanity i hope to be wrong.
wonder when cancer like this will stop being made, such a waste of money and time to make
Play the game if you like it or don't that's the only thing that's matters.
Caring about company money is just weird.