I've been watching the GeekRemix channel and their playthroughs of Bioware games(ME2, ME3, DA:I) and being that I played Witcher 3 this year it's really just put into contrast how differently certain player choice is handled in Witcher 3 v. Bioware games.
I have loved Bioware games for the choices they let you make and seeing how the world changes in regards to those choices. The Witcher 2 was the first time I played a game that I felt replicated their style at equal competency and now after seeing the Witcher 3(They may not be the first to handle choice this way, just my point of reference) I feel like they've taken a step forward that Bioware just hasn't.
The progression I am talking about is how choices are handled in regards to allies/companions. One of the more absurd things about Bioware games is how often you are making the most life altering decisions possible for other characters. In an attempt to give the player more opportunities to make game changing choices Bioware has constantly removed any sense of meaningful agency in the support characters they create. This is really unfortunate because of just how good they are at making supporting characters.
Example
This pattern is repeated for pretty much every loyalty mission in that game. Your ally is put to a crossroads and instead of them making the decision you make it for them(Some exceptions).
What I found so terrific about the Witcher 3 was that when it came to other characters needing to make important decisions those characters made the decisions. That's not to say you didn't get presented with a choice. You are given an opportunity to provide your opinion on the matter, but the thing that your choice affects is how that character will view you, not what that character will ultimately do. It is treated like real life. You see a friend put to a crossroads and you may give them advice, but there is no certainty that they will heed it, or agree with it. They may even resent you for it depending on the advice. Ultimately what happens is what they decide.
I would love to see Bioware and other games take on this model. Of course there are still opportunities for choices that are directly a result of your decisions, and there is also room for occasions in which your input could be meaningful enough to change what someone would do. However I would love to be put in more positions where I do not feel certain that what I choose will definitely happen, but that I can be certain what I choose will have an affect on things. Whether that be the trust a character has in me or how people in the world react to me there are plenty of ways to create ramifications for your choices other than having your choices be the hand of god. I don't want to be the hand of god in everyone's life. I don't want to feel like everyone I hang around with relies on me to make the most personal and meaningful decisions of their life. I want them to be strong characters with their own thoughts and motivations.
I have loved Bioware games for the choices they let you make and seeing how the world changes in regards to those choices. The Witcher 2 was the first time I played a game that I felt replicated their style at equal competency and now after seeing the Witcher 3(They may not be the first to handle choice this way, just my point of reference) I feel like they've taken a step forward that Bioware just hasn't.
The progression I am talking about is how choices are handled in regards to allies/companions. One of the more absurd things about Bioware games is how often you are making the most life altering decisions possible for other characters. In an attempt to give the player more opportunities to make game changing choices Bioware has constantly removed any sense of meaningful agency in the support characters they create. This is really unfortunate because of just how good they are at making supporting characters.
Example
In Dragon Age Inquisition Iron Bull is confronted with possibly the hardest decision of his life, whether to value his heritage/culture or his company/friends. This is a decision you the player make for him. He has nothing to say about the decision, he only reacts to what you choose for him. He is completely neutered of agency despite it being a character defining decision.
This pattern is repeated for pretty much every loyalty mission in that game. Your ally is put to a crossroads and instead of them making the decision you make it for them(Some exceptions).
What I found so terrific about the Witcher 3 was that when it came to other characters needing to make important decisions those characters made the decisions. That's not to say you didn't get presented with a choice. You are given an opportunity to provide your opinion on the matter, but the thing that your choice affects is how that character will view you, not what that character will ultimately do. It is treated like real life. You see a friend put to a crossroads and you may give them advice, but there is no certainty that they will heed it, or agree with it. They may even resent you for it depending on the advice. Ultimately what happens is what they decide.
I would love to see Bioware and other games take on this model. Of course there are still opportunities for choices that are directly a result of your decisions, and there is also room for occasions in which your input could be meaningful enough to change what someone would do. However I would love to be put in more positions where I do not feel certain that what I choose will definitely happen, but that I can be certain what I choose will have an affect on things. Whether that be the trust a character has in me or how people in the world react to me there are plenty of ways to create ramifications for your choices other than having your choices be the hand of god. I don't want to be the hand of god in everyone's life. I don't want to feel like everyone I hang around with relies on me to make the most personal and meaningful decisions of their life. I want them to be strong characters with their own thoughts and motivations.