Juneya wrote...
weyrleader wrote...
Juneya wrote...
Actually, I kind of prefer the silent hero in Dragon Age, purely due to the fact that they have gajillions more conversation options.
One thing that I would GREATLY support however is facial expressions. Maybe even some mild customization involving how your character would smile, or what a sultry/flirty expression would be for them, and have the angry or upset expressions be default. The facial expressions were what really won my heart with characters like Morrigan and Zevran, same going for Mass Effect, in where I like my shepard more as a character because of her smile or her scowls.
What you point out would definitely be a step in the right direction. When you make mention of the conversation options, I think I'll have to disagree. I think that the wheel seems to give an illusion of fewer choices, but I seem to recall having many longer conversations than DA as the wheel branched in a variety of directions for ME1 and 2. It would be interesting if Bioware could provide this info for comparison (yeah, keep dreamin' "knife-ear"!) for an adequate measure. I'll give you this, though: There was DEFINITELY more TEXT.![]()
WALL OF TEXT TIEM
I agree with there being an illusion of fewer choices. In Dragon Age, there were about the same number of storyline-critical decisions you had to make as in Mass Effect, only there were far more ways to say the decision you were making.
In Mass Effect, the conversation wheel is used primarily for the purpose of a system of good and evil, and how persuasive you are depends on how intimidating or righteous you appear. The reason why this would ultimately and completely shatter the personality of Dragon Age is because Dragon Age isn't based off of a battle of good and evil. You play as a neutral grey character, one who has to make conflicted decisions. 100% of the time you made the wrong choice. However, 100% of the time you also made the right choice. This is because the way you are perceived as a leader is by the people of Ferelden--you inspire the righteous to battle for their homes, or inspire the self-preservationists to fight for their freedom, or you inspire both and unite the nation to take down the blight. If the conversations were limited to a wheel and a voice actor, so much personal character development is lost.
For example, in a conversation with Alistair, he'll try and deflect your questions about his templar training by joking about the uniform. You can either say then, "So, you had a lot of these pillow fights?" or "This is where you deflect my answers with humor, right?" Both conversations will have the same end result, however, his approval of you will be deviated per answer. This is not because you are speaking form a standpoint that is good or evil, but because your PC is speaking from a standpoint of an "actual person" (sorry, bad joke) who is genuinely trying to get to know Alistair better, whether it be through playing along with his jokes or by confrontation.
With the mass effect conversation wheel, (I'll use Jacob as this example--it's easiest to compare the canon femromances) almost everything you say is categorized into good and evil, NOT what the character themself thinks of you. In one particular scene, you can chat Jacob up and confide in him or you can take another route, teasing him relentlessly and then catching him off-guard with a romantic gesture. In the first option, you WILL gain paragon points. However, if you are flirty and sassy, you WILL gain renegade points. Regardless of the outcome, there will be absolutely no impact on the relationship. The only impact is on the character themself, giving them conversation bonuses or cool looking facial scars.
This is actually THE SOLE REASON you cannot befriend a character in ME2. You can pursue a romance with them, but due to the limited dialogue options in voice acting, (I'm talking to the detail) a genuine connection to that character is incredibly difficult to achieve. As a writer myself, I know how hard it is to make a person feel pity for a character, how to make them love a character or hate a character, but most of all, have every person viewing that character in a different light. Through the Dragon age 'choose your own adventure' conversation list, a person can develop their own views of that character specifically. A voice actor would force the player to see the world through blinds that polarize all interpretations out other than the emotions implied by the voice actors tone or the characters choice of words.
Voice acting is incredible for Mass Effect, as Mass Effect tells a story about Shepard. It creates an interesting storyline and the feeling that you are watching a movie, or reading a great book. However, it destroys immersion and the fantasy that the player IS Shepard themself, able to voice their opinions the way they would voice it. Dragon Age is compelling in the way that the goal is to allow the player to lose themself in that universe, feel as if they had developed a bond with another character, and believe that their version of the story was truly unique, leaving them to wonder what might have happened if they had only said one thing differently or made one different minor decision.
EDIT: I apologize if this is all a litte non sequitur. I very badly word vomited all over this forum.
lol! Despite the fact (joke), that was extremely well put. You and Kryyptehk have given this "knife-ear" a moment to pause and ponder.....





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