This and variations of it are a conversation I've seen more than once on the forum. It especially irks be in situations, like meeting the dragon knights with Lae'zel, where a companion should clearly be the face of that interaction, but for no real reason, still follows your nobody's cues for the conversation.

Originally Posted by Sozz
Between the speculations on continuity with the older games questions on how an established character would be integrated into an origin system (Minsc) and the constant back and forth between the question of player agency and narrative cohesion (Herosexual NPCs RIP frown Dragon age Origins - Next gen RPG and Will there be a Prologue, before your capture?/Character Acting, Demeanor and Personallity I feel like I keep seeing relitigated, the same central question: where on the scale between 'total sandbox' character freedom and a totally linear narrative do we want this RPG to peg to?

"Total sandbox" is impossible, and "totally linear" is not on the table, but Larian in an effort to marry these two, gives you the option of play pre-made characters with bespoke storylines and with established histories and personalities, or creating your own custom main character who can be a blank slate for the player to write on.

I think this is a laudable endeavor for Larian to attempt but I'm afraid that in trying to be a jack-of-all-trades it won't be able to give us enough of either type of play-style to really make a good story. I feel this way because that's how I felt about DOS:II, I didn't think playing a custom character was worth it storywise, and I didn't think that any individual origin storyline satisfied me from an RPG, 'choose your adventure' stand point.

I find total sandbox games, like a lot of the Rogue-like games that have been coming out, terribly dull, I come to this genre for the interactive storytelling, "emergent gameplay" doesn't really interest me as much, so I'm inclined to want a narrative with a more established character but ideally I would like a game that let's me create a custom character that would be able to interact with the world with the same kind of depth as an origin character.

I think part of why all of this character exposition and group dynamics occurs so quickly early on is because it will ultimately be less important to the story. All our origin character's subplots will be dealt with early and their origins will be less significant pretty quickly. but that's just my guess.

Last edited by Sozz; 06/05/21 08:16 PM.