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Author The Bioware Plot Model [MANY SPOILERS]
schalafi
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Posted: Wednesday, 05 December 2007 10:16PM
I like to read and I usually take the stories I read at face value, I don't try to think up ways to change the layout or the plot, I figure the author knows what he/she's doing and I just enjoy progressing along the way the author presents the story. If I find I don't like the story or the writing, then I probably won't read that author again.

I do pretty much the same thing with a game, play along and if it doesn't interest me, or make sense to me, then I'll stop playing it and may not ever buy another game from that company.

I know there's a lot of modders in these forums, and I can see that there would be a desire to change the game for what they think would make it better, sometimes they even succeed in inhancing it, but the ones who make games are professionals, and I respect their choices. It just seems kind of arrogant to criticize the way a game is laid out, when really most epic crpgs follow similar formats. Look at LotR, for example. Pretty much the prototype of what epic rpgs follow today, with some but not many variations.

I guess I'm just so glad to get a well written, well plotted story in a game that the way it's started is secondary to me as long as it makes sense. It's how the story progresses, and ends that either satisfies me, or doesn't.

Edited By schalafi on 12/05/07 22:17

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Chronos1985
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Posted: Wednesday, 05 December 2007 10:18PM
First off great post,
I just wanted to start off and agree with the poster expessing his feeling on Bio's plotline format. Its true they do follow the same storyline many times. However add me to the list of those who get suckered into it. The thing is (as some said earlier) Its not nessecarily the plot, but how its presented.

Lets throw out some games that tooks risks in themes...Bioshock just recently, Planescape: Torment, I don't know, whatever comes to mind. But again all have a individual(s) trying to reach goals made impossible. But the difference is the theme. Planescape was dark...I LOVED IT. I love games that take a story and not make it sappy with guy/girl saves world....gets the girl, gold, etc. Bioware does a great job making a player feel invested in their games....ie ((SPOILER))remember the very first part of BGII. A main character dead. Wow I was pissed. Now i'm invested in kicking ***.

What I would like to see different is two thing. Has anyone read A song of ice and fire series? If you haven't let me just say two things I most enjoy about it. First, main character's die abrubtly. And finally, the 'evil' characters, aren't as evil in a stereoypical way. Through many chapters you read in first person about the evil character...and frankly you sympathize with them. They aren't so evil after all. If I had a villain who I could sympathize with, I would have much emotional investment in that last battle. Obsidian tried to do that with Ammon Jerro, however weren't incredibly successful imo.

I think the main thing us fans want is a story with depth, that we could feel invested in.

Edited By Chronos1985 on 12/05/07 22:24

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Korusus
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Posted: Wednesday, 05 December 2007 10:38PM
It's more than just a plot-line (which I agree is also becoming derivative). Even though I enjoyed Mass Effect, I can't help but notice that there are many Bioware trademarks in it that I think keep repeating themselves, and they're getting worn out.

1) Like other posters have mentioned...betrayal is a common Biowarian theme that has been overplayed.

2) The "Go to these four locations to unlock the key to the boss level" is another Biowarian theme that has been overplayed, and to be honest I was kind of shocked to see it reused in Mass Effect.

3) The "All modern civilization is derived from an ancient race of beings that died out a long, long time ago" is another tired Bioware trademark.

4) The guy that played Carth Onasi's voice is quickly becoming a tired Bioware theme

5) The "speak to all your party members after the next big plot line to get the next installment of their lifestory" is also tired.

While these have been quaint in the past, I'd like to echo that they're starting to get old.
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Shoofly
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Posted: Wednesday, 05 December 2007 10:46PM
Quote: Posted 12/05/07 03:31 (GMT) by David Gaider

The plot model you point out isn't any kind of mandate. It is, rather, an observation of the route we tend to take-- for some very good reasons.

I know that it's very easy for the jaded to bemoan how very tired they are of it all, god forbid their delicate sensibilities have to endure yet another epic adventure, right?
Can a story teller tell a "heroic; majestic; impressively great" (the definition of epic) tale if has told the basically same story 5 times in a row? Doesn't that become melodrama?

What perplexes me is that best part of the games are is the part where the model gets disregarded (the infamous Chapter II) and character development is explored (e.g. how the PC relates to the world and other characters and how those characters relate to each other)through side quests and non traditional narratives. E.g. managing a castle, making a moral choice, exploring an npc's dilemna, reacting to injustice, etc. What does any of this have to do with epic? It's a form of superhuman everyday living where the PC defines what they want themselves to be through a series of small challenges.

The epic plot line feels like a throw in to let some players know the game is over and it's time to stop staring at the screen.

"Woops! I've explored and completed all of this rich and textured world, found out as much as I can about myself, my cohorts and the world at large as I possibly can in this installment, so now it's time to go get my unhappy surprise and kill Jon Irenicus. Uh, wait a minute, Darth Malak."

You've got this plot model down pat. Why not do something different and challenge yourselves and your players? Why does the solution to a problem have to be the application of pure brute force to a to a demonized aggressor? This is not creative in real life, nor is creative in interactive art (which is the place where it should be creative!)

Or are you saying that the person who plays the Bioware games is Moorcock's eternal champion doomed to constantly repeat the same struggle across the multiverse?
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eseleth
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Posted: Wednesday, 05 December 2007 10:52PM
Wait, but what if I like the epic plotline, am looking forward to the final confrontation, and find satisfaction in killing Irenicus (or Malak)? And yeah, while I'm all for multiple explanations, I usually do want to kill someone in the final confrontation if I'm given the choice.

Moral and ethical choices are cool, interesting NPCs are essential, and I suppose I wouldn't mind running a castle, but I do like a bit of plot with my exploration.

Edited By eseleth on 12/05/07 22:53

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schalafi
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Posted: Wednesday, 05 December 2007 11:09PM
Moral and ethical choices, reacting to injustices, are a huge part of epic fantasy, if fact probably they are what defines it. From Beowulf on up to the present I don't think there can be an "epic" story without them. If you are bored with epic crpgs in their present form it's time to switch to an fps, or maybe a sims type game.
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Shoofly
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Posted: Wednesday, 05 December 2007 11:14PM
Quote: Posted 12/05/07 22:52 (GMT) by eseleth

Wait, but what if I like the epic plotline, am looking forward to the final confrontation, and find satisfaction in killing Irenicus (or Malak)? And yeah, while I'm all for multiple explanations, I usually do want to kill someone in the final confrontation if I'm given the choice.

Moral and ethical choices are cool, interesting NPCs are essential, and I suppose I wouldn't mind running a castle, but I do like a bit of plot with my exploration.

Why not limit it to one, two or three choices? What would you choose given the following endings:

(A) Defeat the villain who wronged you at the expense of a city
(B) Save a city from destruction from the villain but he escapes
(C) Become fabulously wealthly and basically get back at the villain by living better then he does
(D) Gain spirtual enlightenment so what happens in the earthly world means little to you
(E) Meet the woman (or man) of your dreams and escape the city to live a life together away from misery
(F) Become the Villain's chief lieutenant with an eye on taking his place someday.

Why would you be right or wrong by making your choice?
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Mary Kirby
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Joined: 20 Oct 2006
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Posted: Wednesday, 05 December 2007 11:19PM
Quote: Posted 12/05/07 22:46 (GMT) by Shoofly

What perplexes me is that best part of the games are is the part where the model gets disregarded (the infamous Chapter II) and character development is explored (e.g. how the PC relates to the world and other characters and how those characters relate to each other)through side quests and non traditional narratives. E.g. managing a castle, making a moral choice, exploring an npc's dilemna, reacting to injustice, etc. What does any of this have to do with epic? It's a form of superhuman everyday living where the PC defines what they want themselves to be through a series of small challenges.

The epic plot line feels like a throw in to let some players know the game is over and it's time to stop staring at the screen.

"Woops! I've explored and completed all of this rich and textured world, found out as much as I can about myself, my cohorts and the world at large as I possibly can in this installment, so now it's time to go get my unhappy surprise and kill Jon Irenicus. Uh, wait a minute, Darth Malak."

You've got this plot model down pat. Why not do something different and challenge yourselves and your players? Why does the solution to a problem have to be the application of pure brute force to a to a demonized aggressor? This is not creative in real life, nor is creative in interactive art (which is the place where it should be creative!)

Or are you saying that the person who plays the Bioware games is Moorcock's eternal champion doomed to constantly repeat the same struggle across the multiverse?

I am a huge fan of exploration in games. That was what persuaded me to play CRPGs in the first place. However...

Why do I want to explore any given rich, detailed world or interact with the people in it? I have found, in my own experiences with games, that the plot is what fuels my interest in the world and even in my party members.

The first time I picked up Morrowind, I hated it. I wandered around a few cities and poked my head into a smugglers' cave and promptly got bored. At several friends' insistance, I picked it up again almost a year later and tried playing through the critical path. I fell in love with the island I was on, and the people on it only when I started to explore that story. I played Morrowind to learn more about my character's relationship to Nerevar, Azura, the Tribunal, and Dagoth Ur. When I finished the main plot, I lost all interest in playing further. In BG2, Irenicus was the carrot that lured me through Chapter 2. Jolee has been, quite possibly, my favorite character to date in any game, but I only found him and his stories appealing because they were relevant to me; I knew he was telling me something about myself, that he knew things about me I didn't know.

I'm more than willing to accept the idea that there are gamers with tastes and motivations different from mine. But the first task we writers have (whether we're talking games or plain old print fiction) is to persuade the audience that the world we are inviting them to explore is worth their time. A good villain can do that better than almost anything else. Irenicus, or Malak, or Sephiroth, or Dagoth Ur immediately makes the world around me relevant. It is no longer a sea of details that have no meaning to me, personally. I know where my character fits into it, I have an urge to find out what is at stake, I know that if I look around enough, I will find the roots of what caused all this. And now I can go exploring, which is what I love to do.
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David Gaider
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Joined: 17 Oct 2001
From: Edmonton, AB
Posted: Wednesday, 05 December 2007 11:23PM
Quote: Posted 12/05/07 22:46 (GMT) by Shoofly
You've got this plot model down pat. Why not do something different and challenge yourselves and your players? Why does the solution to a problem have to be the application of pure brute force to a to a demonized aggressor? This is not creative in real life, nor is creative in interactive art (which is the place where it should be creative!)

Or are you saying that the person who plays the Bioware games is Moorcock's eternal champion doomed to constantly repeat the same struggle across the multiverse?

As I said, I've got nothing against trying different things-- but different does not make it good, no more than familiar makes it bad. You seem to be saying that only by doing something different can we be creative, which I don't agree with.

Sure, I wouldn't mind doing something really different with the story, myself-- but I am a writer. If writing were all there were to making a game, that wouldn't be such an issue, but of course it's not.
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Posted: Wednesday, 05 December 2007 11:46PM
Quote: Posted 12/05/07 22:38 (GMT) by Korusus

It's more than just a plot-line (which I agree is also becoming derivative). Even though I enjoyed Mass Effect, I can't help but notice that there are many Bioware trademarks in it that I think keep repeating themselves, and they're getting worn out.

1) Like other posters have mentioned...betrayal is a common Biowarian theme that has been overplayed.

2) The "Go to these four locations to unlock the key to the boss level" is another Biowarian theme that has been overplayed, and to be honest I was kind of shocked to see it reused in Mass Effect.

3) The "All modern civilization is derived from an ancient race of beings that died out a long, long time ago" is another tired Bioware trademark.

4) The guy that played Carth Onasi's voice is quickly becoming a tired Bioware theme

5) The "speak to all your party members after the next big plot line to get the next installment of their lifestory" is also tired.

While these have been quaint in the past, I'd like to echo that they're starting to get old.

*some spoilers ahead*

1) Betrayal is a common theme in a lot of stories, especially RPGs. That's just the way the cookie crumbles, I guess. Besides, at what point in ME were you actually betrayed by anyone? Udina wasn't betrayal, really, and I don't really count Wrex as he can easily be talked down and there isn't even really a fight if you don't.

2) In most BioWare games you're following the trail of the antagonist. They've done several things before you, and so you're trying to figure out what it is they've done and fix it (or make it worse) in their wake. Maybe I'm narrow-minded, but the only other real alternative I see is having it be completely linear. I like having some choice as to where I go next, thanks.

3) Save Mass Effect, where else is this? I don't recall it in the BG series or NWN or KotOR or Jade Empire...so I really have no idea how this is a "tired BioWare trademark." And that's something that's found in a lot of sci-fi. Besides, there are very good reasons as to why things are the way they are in ME. I don't want to spoil it in case you haven't reached it, but keep playing through 'till the end. I was pretty mind-blown when I found out why everything's based on ancient Prothean technology.

4) Perhaps I'm wrong, but what, two games? Sorry, how is that tiring? He happens to be a good voice actor...and real-life actor, if his two episodes in Journeyman are any indication.

5) And how else is this going to be measured? Completing the main quest is an indication of time passing, and thus your party members spending more time with the PC. If you can really sit down and learn everything about them the moment you get them that's kinda dumb. I'm certainly not going to give my life story or share my fears and concerns with someone I just met. It'd take a fair amount of time of traveling with that person for me to open up to them.
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Nighteye2
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Posted: Wednesday, 05 December 2007 11:54PM
Quote: Posted 12/05/07 23:19 (GMT) by Mary Kirby
I am a huge fan of exploration in games. That was what persuaded me to play CRPGs in the first place. However...

Why do I want to explore any given rich, detailed world or interact with the people in it? I have found, in my own experiences with games, that the plot is what fuels my interest in the world and even in my party members.

The first time I picked up Morrowind, I hated it. I wandered around a few cities and poked my head into a smugglers' cave and promptly got bored. At several friends' insistance, I picked it up again almost a year later and tried playing through the critical path. I fell in love with the island I was on, and the people on it only when I started to explore that story. I played Morrowind to learn more about my character's relationship to Nerevar, Azura, the Tribunal, and Dagoth Ur. When I finished the main plot, I lost all interest in playing further. In BG2, Irenicus was the carrot that lured me through Chapter 2. Jolee has been, quite possibly, my favorite character to date in any game, but I only found him and his stories appealing because they were relevant to me; I knew he was telling me something about myself, that he knew things about me I didn't know.

I'm more than willing to accept the idea that there are gamers with tastes and motivations different from mine. But the first task we writers have (whether we're talking games or plain old print fiction) is to persuade the audience that the world we are inviting them to explore is worth their time. A good villain can do that better than almost anything else. Irenicus, or Malak, or Sephiroth, or Dagoth Ur immediately makes the world around me relevant. It is no longer a sea of details that have no meaning to me, personally. I know where my character fits into it, I have an urge to find out what is at stake, I know that if I look around enough, I will find the roots of what caused all this. And now I can go exploring, which is what I love to do.

So basically, many side-quests should be in some way related to the main plot, or be related to local sub-plots. You know, that would be a nice addition, to have some real sub-plots beside the main plot. With several side-quests tied together in one area, forming a single small plot that you can follow while in that area, before switching back to pursuing the main plot. That would be an improvement of independent unrelated side-quests, which are much more common.

To illustrate, an example of a subplot could be that the town you visit is being oppressed by a crime lord, whom you can pursue through a few quests involving the destruction of elements of his criminal organisation.
An example of a quest tying into the main plot would be something like the following: suppose the main plot leads you to a bandit camp which you have to attack. You could rush straight in and attack, facing a difficult battle, or you could do a quest to disrupt their supply lines or poison their food supply, making the fight easier. Or a quest to enlist the aid of a nearby guard post in attacking the camp, which would also make the fight easier. Or both.
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Shoofly
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Posted: Thursday, 06 December 2007 12:10AM
Quote: As I said, I've got nothing against trying different things-- but different does not make it good, no more than familiar makes it bad. You seem to be saying that only by doing something different can we be creative, which I don't agree with.

I'm saying that there's a danger in beng typecast (both in your own creative process and how you're percieved.) If you play Hamlet on the stage for twenty years, each performance will be unique and you may make many of them creative. However, at the end of the day, your career is defined by Hamlet only.

Mixing it up can help free the mind from the patterns that constipate creativity. e.g/ A lot of great painters sculpt or sketch for periods of time and come back to brush work. And sometimes they make masterpieces in the other mediums.

Quote: Sure, I wouldn't mind doing something really different with the story, myself-- but I am a writer. If writing were all there were to making a game, that wouldn't be such an issue, but of course it's not.

Another thing that perplexes me (and I'm not being facetious) is why Bioware doesn't make enough games to take the chance on a flop. You own the engine(s), you are well trained in tools, the tools themselves are good, you have lots of reusable art assets and you have lots of great writers.

The company ends up committing to a huge game that requires enormous resources to produce and takes years to complete. The pressure is to play it safe, be as creative as possible, but stay with in the lines of the tried and true method (or Plot Model.) It's like the way Hollywood acts with summer blockbusters. Risk averse.

Why not make some small titles with 12-18 month development cycles that fit in between these 4-5 year behemoths and challenge them to be better?
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Shoofly
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Posted: Thursday, 06 December 2007 12:26AM
Quote: Why do I want to explore any given rich, detailed world or interact with the people in it? I have found, in my own experiences with games, that the plot is what fuels my interest in the world and even in my party members.

Good point Mary, but as a writer how would you drive the game forward if the first cutscene was the dreaded antagonist slipping on a banana peel and killing himself?

In other words, you have the protagonist, you have the interesting world, you have the rich characters. The villain bent on world domination is dead. Dr. Evil choked on a hot pocket

What would you do as a writer to get the user interested in the game? Or is do you feel a traditional antagonist free game is DOA on arrival?

The funny thing is that RPGs collect an enormous amount of information from the player about the character before the game begins. Why not use that information to drive the Plot versus just using it to influence play style?

Some of that will be in D.A. apparently in the origin level and hope it's really explored.
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David Gaider
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Joined: 17 Oct 2001
From: Edmonton, AB
Posted: Thursday, 06 December 2007 12:41AM
Quote: Posted 12/06/07 00:10 (GMT) by Shoofly
Mixing it up can help free the mind from the patterns that constipate creativity. e.g/ A lot of great painters sculpt or sketch for periods of time and come back to brush work. And sometimes they make masterpieces in the other mediums.

I will just point out that "mixing it up" is responsible for some of the worst bits of game design I've seen lately. I'll be playing a game, enjoying whatever element of gameplay that they've put out that's solid and polished -- and suddenly everything gets flipped on its ear and you very much get the impression that the designer suddenly decided to "mix it up" for no good reason and it's very much not fun.

I appreciate the "make it art" advice, but it honestly seems like you are imagining the process to be something it's not.

Quote: Why not make some small titles with 12-18 month development cycles that fit in between these 4-5 year behemoths and challenge them to be better?

I wonder that, myself. Perhaps it's because everyone expects the "next big title". Perhaps it's because any game that isn't pushing the envelope gets written off by the media and the industry. I'd like to think that there's room for a smaller title to be a hit sort of the same way that an independant art film can be -- but something tells me the mediums simply don't compare that neatly. If games were all about the story and the art & technology side didn't matter, maybe that wouldn't be the case... but, again, it really is.
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Zevran: "Hello my stocky little friend!"
Oghren: "Huh. You got small breasts for a gal."
Zevran: "Ah. This is where we begin the typical dwarven/elven rivalry, is it?"
Oghren: "Nahhh."
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Mary Kirby
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Joined: 20 Oct 2006
From: Zombie Kitten string detangling facility
Posted: Thursday, 06 December 2007 12:52AM
Quote: Posted 12/06/07 00:26 (GMT) by Shoofly

Good point Mary, but as a writer how would you drive the game forward if the first cutscene was the dreaded antagonist slipping on a banana peel and killing himself?

In other words, you have the protagonist, you have the interesting world, you have the rich characters. The villain bent on world domination is dead. Dr. Evil choked on a hot pocket

What would you do as a writer to get the user interested in the game? Or is do you feel a traditional antagonist free game is DOA on arrival?


Haven't you read The Tick? Protagonists with no villains to thwart wind up needing a lot of therapy. (Though I would definitely be interested in writing a ninja hedge into a game some day... *sigh*)

Honestly, the game you're describing here exists. It is The Sims. There are no villains to fight. There are choices to make, and characters with stories of their own to interact with, and there's progress to be made. It is the story of your character and/or characters versus everyday existence, possibly with alien abductions or plagues caused by your pet guinea pig, but you never win. It's a good game. And obviously that model can work. (I really only liked building houses, though.)
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