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A new idea to keep the origins dialog system.


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#26
7th_Phoenix

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Smaaen90 wrote...

Skadi_the_Evil_Elf wrote...

A combination of both systems seems like a win/win scenario to me.


Aye, pretty much a short summary of what I said and would want. Mix between the two, not losing main core of Origins conversation setup, but not removing all of the Awakening parts. Would be a step up compared to both if they did, and managed to mix them together.


Yes, let's not lose the Origin conversation setup. But I also think a mix of the two would be good. Well put, @Smaaen90.

Nice thread. Very interesting. =]

#27
AliceTheGiraffe

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Yes! I prefer the old conversation system too!

I guess I'm one of the few people who enjoyed the
old conversation system and it is disappointing to learn that it is
changing so drastically. I personally loved the small talk in DAO that
was irrelevent to the story (spider webs). It made the characters feel
more alive to me and really allowed their personalities to shine. I am
dismayed to learn that that will be the first thing to go. (I do
acknowledge that it had its own flaws.) However, I believe it had much more replay value.

After thinking through on my playthrough of Awakening, I feel the new conversaton system is not bad
but compared to the original, subpar. I realize the game was an
expansion, so I should not expect as much as Origins, but the way it was
presented was:
1) confusing at times
(trying to find conversation items)
2) not as immersive as origins.
(I could not give my characters imput on conversations as much, so I felt like I had no control over conversations)

I really enjoyed the random object conversation starters, but I also
found them a tad irritating. I have no idea if I watched them all. There
is no way to know exactly how many there are or where they are (unless
you are looking at some guide/walkthrough). So I found myself running
around the map of areas over and over again to see if I missed any. ( I
play on the console and therefore do not know of a magic TAB button to
find them for me. lol.) That grew tiresome. I think it would be nice if
there was a pop up or something saying how many conversation starters
are in an area.

In addition, it was fun to see lots of random dialogue between party members (such as Velanna and Sigrun talking about Dwarf babies in response to a conversation Oghren and Velanna had
earlier) in dungeons (Awakening did a good job with this), but I did not have the
option of adding my character's input into the conversations and these
conversations were the majority of the character peronsality-devolpment
in the game. (in my own opinion).

Anyways, I want to finish my post by saying that I think a mix of both would be best. Please keep the spider webs with random questions! Or if not :(, I preferred the ME2 system over the Awakening system. 

Modifié par AliceTheGiraffe, 02 avril 2010 - 03:56 .


#28
RinpocheSchnozberry

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shedevil3001 wrote...

i prefered the old system personally as i could talk to my companions any time i wanted, but in awakening if you clicked on them, its like oh we better get a move on which made it feel to restricted in the rp sense, you wouldnt say to a friend who tried to talk to you oh not now move it,


If you're walking with a real friend, they might have something to say.  The video game character doesn't have anything to say unless from flag is set or changed.

#29
Artisian

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RinpocheSchnozberry wrote...

shedevil3001 wrote...

i prefered the old system personally as i could talk to my companions any time i wanted, but in awakening if you clicked on them, its like oh we better get a move on which made it feel to restricted in the rp sense, you wouldnt say to a friend who tried to talk to you oh not now move it,


If you're walking with a real friend, they might have something to say.  The video game character doesn't have anything to say unless from flag is set or changed.


I liked that too.. having to do certain things at certain times instead of when i want makes the game linear.

#30
Skadi_the_Evil_Elf

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What I liked about Origins dialogue, is that you could initiate conversation anywhere and in any situation, making it more RP friendly. Only some convos are restricted to camp, where it's appropriate. But most conversations you could have anywhere, and depending on the convo, seemed appropriate for certain placed/sitations. Like, for example, sitting in tapsters in Orzammar, drinking beers, and talking to your friends about certain things. Bars and pubs were practically made for conversations between friends and aquaintences. Or, in certain places, ask your friends things about those places, if they have a connection.



The DAA system has alot of potential, in that it allows your friends to bring up things and initiate conversation with you, in places THEY find signifigant or important. A combination of both systems seems the most realistic, rich, and fulfilling, as it makes the relationships more two-way. And it greatly enhances the experience.