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About DeDaL

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  1. I would like to see how the gods influence culture and day-to-day life. How small ceremonies are incorporated into people's life to correspond with gods' wills. Examples: - A wandering god. He/She takes on a form of a stranger and travels about watching people. They don't really indulge in mortal folk's life, yet they take serious offence at being treated poorly. As such, since one never nows if the stranger they met is a mortal or an unforgiving god - it created a culture of conversation, which demands newly met people to be polite and humble to each other. - A god of battles. Sin
  2. I think it was that fight with Bastila Shan in KOTOR. Fighting her and desperately trying to convince her to come back to your side. I had to load quite a few times. It was the only time I'd load so many times just to get a wanted outcome in the game. Usually I just let it flow. And the whole DA:O experience. There were so many small story bits to discover and so many outcomes that I actually played through the game four times. Has to be my record. And the joy when my female PC actually became queen of Ferelden! Priceless!
  3. I might be wrong, but I think it's important to ask "Is this interesting?" as well as "Is this fun?". Interesing and fun are different things, but both can be equally engaging. Reading "War and Peace" certainly wasn't fun, but it was interesting. "Crime and punishment" was not fun, but it was interesting. Watching "American History X" wasn't fun at all, but it was interesting. Wait a minute, now it sounds as if I don't want the game to be fun. I do. I really do want it to be fun. But I also want it to have something beyond fun, something that would make me think and learn something new abo
  4. Hrm. Then it's not an issue of grey choices per se but with developers deliberately marking choices with 'good' or 'bad' even if neither apply, or even if essentially the labeling is reversed. And again - spherical Good/Bad in vacuum don't exist: they have to have some conceptual backing. This is greately illustrated in Star Wars: The Old Republic MMORPG. It has a not really well thought-out lightside-darkside system. But I could live with it, if not for obvious blatantly bad choice outlining.Example: you are an imperial character, boarding a republican space vessel carrying a known imperi
  5. Easy. Let's think about unusual forest dwarves. Men are fishermen and woodworkers, while women are hunters and warriors. It just historically happened to be so. And now your male character meets them for the first time. Dwarven women laugh you off, since a man carrying a sword is stupid and a farce to them, they are sure that a man simply isn't capable of warfare. And dwarven males outright disrespect you for "lowering yourself to brutish fighting", instead of being a true craftmaster and devoting yourself to creation like all men in their opinion should.
  6. A lot of interesting comments. THANK YOU for sharing your thoughts, I really appreciate it. They are interesting to know. But I'd like to address a recurring theme in many opinions. Maybe it's me who was wrong naming the thread 'prejudice' or something, but most of you see this only as an outringt darkening bit. This may very well not be something bad and dark or immoral. I strongly suggest the Stormlight Archives by Brandon Sanderson. In these books, most activities are clearly divided into 'masculine' and 'feminine' without it being something bad. For example - being a warrior, an o
  7. The problem is not having blatantly good and blatantly bad choices. It's about them being simple, being out of context and not following any concept. Seriously, if a rebel tries to rouse people to overthrow the king, do you spare the rebel and let him go, join him, imprison him or just execute the bastard at the spot? That's a bit dry of a choice, isn't it? Neither option has any backing whatsoever except your mood at the moment. And neither gives you any idea why would you choose it. Would you spare the rebel, because you think he will reevaluate his way of thinking? Would you join th
  8. That's not really what I'm talking about. Sure, women generally are physically weaker, but that doesn't mean there couldn't be a strong, muscly woman capable of taking a few averadge attakers barehand. Yes, for your own roleplay purposes it might be a good idea to limit your own choices. But because this is an internal issue - an issue of body and physique - it doesn't feel fair for a solid limit. In the end, that is an issue a character can overcome with relative ease. I'm talking about external issues - the society's look on your character based on gender, which can't be overcome easily.
  9. Alright, this is more of a specualtion thread. So, we know that choosing your race will strongly determine your position in the world. Prejudices against races will be different in different lands, somewhere humans rule, somewhere they are hated. Also there have been hints that your class might have a minor influence, as to mages might be hated by some groups etc. And that pushes us to the question of gender. As of late most developers, who implement gender choice in their game, tend to make the game indifferent to this choice, making it little more than a cosmetic one. Sure, your roma
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