On top of that there's another quest (An Ambition Fulfilled) where the player character witnesses another npc (that we're allied with in that quest) murdering an innocent prisoner to steal their rags to pose as them, and we can't even comment on that.
We could, but the npc's response was to just brush us off.
As for the Dismantling the Worm quest, I didn't think the choice to have her turn herself in was the "wrong" or "negative" choice. When I told her to do so, she sounded resigned rather than surly. I do agree, though, that it was sort of odd for our character to suddenly suggest running away when the npc had already said she would turn herself in.
We could, but the npc's response was to just brush us off.
And we can't react in any way to that, so it doesn't really make any difference. It's strange how many questionable situations there are this time where the player character is just supposed to be accepting of it.As for the Dismantling the Worm quest, I didn't think the choice to have her turn herself in was the "wrong" or "negative" choice. When I told her to do so, she sounded resigned rather than surly. I do agree, though, that it was sort of odd for our character to suddenly suggest running away when the npc had already said she would turn herself in.
Why? It might not have been the wording displayed, but for me it was my character seeing she was regretting the whole thing and convincing her not to throw her life away but just leave and start anew.
As for the Dismantling the Worm quest, I didn't think the choice to have her turn herself in was the "wrong" or "negative" choice. When I told her to do so, she sounded resigned rather than surly. I do agree, though, that it was sort of odd for our character to suddenly suggest running away when the npc had already said she would turn herself in.
Why? It might not have been the wording displayed, but for me it was my character seeing she was regretting the whole thing and convincing her not to throw her life away but just leave and start anew.
katanagirl1 wrote: »In the past we usually got dialogue to back up either choice but we didn’t get those until we had already picked one option or the other. That is the odd thing I see.
Yeah, I thought that was a bit off--for sure my character would have had something to say about it. But it seemed like we were meant to really like that particular npc and just go along with whatever they said and wanted to do.
katanagirl1 wrote: »I haven’t done the other quests mentioned here yet. I will be sure to compare the dialogue there and see if it feels off to me as well. I remember @Syldras that you would like to take the evil road sometimes, that hasn’t been an option so far.
katanagirl1 wrote: »I haven’t done the other quests mentioned here yet. I will be sure to compare the dialogue there and see if it feels off to me as well. I remember @Syldras that you would like to take the evil road sometimes, that hasn’t been an option so far.
There's one quest (in Aldwilne Citadel in the Northeast) where our character can choose to do something horrible. Though I had the impression it's presented a bit as a thing justified by the circumstances (which can also be questioned, but that's only my personal opinion).
In any way, while I appreciate our character getting more choices, including immoral ones, deciding things for us isn't what I like to see. All my characters needing to be the flawless great hero was something I didn't like much, although I could understand that if they don't give different options at all, they'll go for the "good hero" type, of course. But having our characters just stand back and watch our quest "companions" doing horrible things (like those random murders), including player characters who are supposed to be good and moral people, feels even more off to me.
And that's the next problem: That the writing already defines for us how our character thinks about other people - whom we like, dislike, find attractive, etc. Which can be very off if one's not someone who shares some expected standard taste, I guess...
WhiteCoatSyndrome wrote: »This has come up at least as far back as Summerset. One of the delve’s quests has the PC’s only dialog option be to try to excuse the boss’s treason with ‘but she was trying to pay for her sister’s drug habit!’ like that makes it okay. 😒
So funny enough this thread catches my attention when I decide to start questing with a buddy. I've done every story quest in game at least once and I too have been frustrated with the writing direction in recent years. My friend hasn't done a good portion of the quests in game and we started in Khenarthi's Roost and it finally hit me why I'm frustrated with newer quests versus older ones.
Even in a base game tutorial zone, there are moral questions and dilemmas, but instead of a right or wrong framing, they ask your character what they value as a person or what their moral compass is. If you have to sacrifice someone, would you sacrifice someone old but wise or someone young but full of potential? Where is your line between vengeance, justice, and mercy? Are you willing to lie to protect the peace or are you willing to expose the truth knowing it will bring about consequences on innocent people? Do you stop a problem now even if it's hard or do you kick the can down the line to future generations to deal with? While some of these quests did have negative outcomes compared to the other option, many of them also were portrayed in a way that felt fair and less "you did the wrong thing and it was a choice quest but there was a right and wrong choice and you chose the one we as writers felt was wrong/bad so you will be shamed for it." I even recall some of the post-quest dialogue had npcs react both positively and negatively to your choices in ambient chatter (ex the Phaer quest has "I heard you let that woman at Phaer have real justice. Auri-El would approve."/"You let that woman murder that doctor in Phaer! Shame on you!" both being dialogue if you choose the vengeance option).
I just kinda miss the quests that made me genuinely pause and think about what my characters would do and value and why. It feels like we get less of that lately and it makes me sad.