I think you're missing what I'm saying there. My point is simply that there's not less storytelling in, say, Dragon Age or Baldur's Gate simply because so much of it is unvoiced. It's just shifted some.It's a semantics argument - I use storytelling as a verb, and if the story is not written into the game and told to you, then yea, there's less of it. That's the fact part.
I agree that having fully voiced stuff limits the capacity to having lengthy conversations.Baldur's Gate would be better compared to Planescape: Torment in terms of having a character created by the player vs. a fixed protagonist created by the developers, since voice overs were very limited in scope back then, and PS:T doesn't even have any close competition when it comes to depth of storytelling.
That said, I do sometimes wish that voice overs were still done PS:T-style today. Having every trivial little conversation fully voiced gets tedious no matter how good the actors are (read: Jennifer Hale's Shepard), and using a mix of voices and text allows for both a cinematic feel as well as opening things up for a lot more depth and choice for the player. I know it's absurd to even think that AAA games will ever go back to that style, but at least there's Wasteland 2 and (hopefully) Project Eternity to look forward to.
There were things that I liked about it, and I guess I should say, I tend to be a sucker for RPGs in general. I'll play anything or at least try mostly anything RPG related, and because of how much I loved DA:O, DA2 seemed the natural progression.I don't understand how people enjoyed DA2 enough to be willing to even look at DA3. I'm not trying to be intentionally dense or argumentative or hipster trash or whatever... I literally don't understand it.
DA2 insulted me in every way it possibly could. That shit was just straight up bad.
I'd actually say it has just as much replay value; depending on who you had with you in DA2/DA:O often changed how you could complete an objective. I had Fenris torture a guy for me, Isabela created a diversion, Varric straight up LIED to someone to save a guy and he made him give me gold, and Aveline even rallied the guards for me at one point.I don't think that Bioware's talky games have substantially limited replay compared to other games.
Can you actually cite an instance of this?
Ah, yeah, I understand, and I do think they can still accomplish more of what you are speaking about with a silent protagonist. To some degree, I think DA:O went a little ways towards bridging the gap due to them still including some very cinematic elements on top of them providing a bit of a backstory for your character.Well, I wasn't really trying to point out that they should give you hard consequences necessarily in things like skyrim. My main point was that with a silent protagonist, you have to live vicariously through the other characters reacting to you almost to figure out -anything- about you. And they were mostly canned expressions, such that your skill level in specific things, or your quest completion led to a new phrase near you. But, it doesn't quite go far enough. I knew what my character was, but outwardly, no one else could know that. Sit behind me long enough and you might come to understand specific things about my Nord, but in a game like DA/ME, your own character, in a way, narrated who they were whenever they accepted a quest, or talked to companions, etc. You weren't silent, there was no guessing, or assuming how your character, based on your choices, would react to given situations, and the type of person they were.
Well, again, I think there are multiple ways of telling a story, and I think there are several that have only begun to be explored. In the case of silent protagonist of a game like Skyrim versus the action hero of Mass Effect, I sort of see it as active storytelling versus passive.We say "storytelling" as an aspect of the game, whether it is voiced, or silent, or given to you piecemeal through quests. I think of storytelling as a verb, wherein the story is actuallytoldto you, based on your choices.
I prefer that method, just because it feels more complete. The story can't quite be told to you if it's notthere, and a good many games with silent heroes miss out on key chances to reinforce or even introduce elements because you walk around like you bit into a peanut butter sandwich -just- as someone asked you a really important question.
I got turned off from choice in DA2 because every choice I made was an obvious illusion. The worst offense of them all was when I was pro-mage the entire game and the grandmaster wizard or whatever goes insane for 0 reason as if I was repressing him the entire game.I'd actually say it has just as much replay value; depending on who you had with you in DA2/DA:O often changed how you could complete an objective. I had Fenris torture a guy for me, Isabela created a diversion, Varric straight up LIED to someone to save a guy and he made him give me gold, and Aveline even rallied the guards for me at one point.
If you're a lore or interaction nerd (like I am) there is shit tons of replay in that game. The sad part is the rest of it sucks so you probably won't see much of it.