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Which conversation system do you think worked better?


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91 réponses à ce sujet

#26
Pandaman102

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While Awakening's system was refreshingly quaint, I did find myself taking a tour of every location twice with two different sets of party members just to see if anything piques the interest of one of them; it would have been much more convenient if the conversation pieces were portable, for example instead of an anvil in the middle of a dungeon you spot a pile of ancient blacksmith tools - Oghren can comment on it on the spot or you can bring it back and he'll notice them when you're storing them away; or instead of a pine tree you can bring a fresh pie (covered in pines and wet dogs) for Anders to smell.

Mmm, pies covered in pines and wet dogs. The smell of freedom.

Modifié par Pandaman102, 17 avril 2010 - 01:22 .


#27
thegreateski

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Origins.



Combining the Awakenings and the Origins systems in DA:2 would be a welcome change though.

#28
Kurt M.

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Why not having a mix of both? You can talk to your companions whenever you want like in Origins, and conversation trees can show up on certain objects like in Awakening. That makes things more natural, in my opinion. And devs/users won't have any headache deciding between both of them :P

#29
Dlokir

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Woo I didn't knew I was so isolate on this subject. A first point to make it clear, for me none work well. But DAO one work even less well.

I try explain why: How it works in DAO it's almost fully a parallal game, it's very badly merged to the real gameplay. You can easilly forget question any or some companion, for the mood it's very artificial.

So you see clearly why I think it's better done in DAA. But it's still not that good because it is a little too systematic and it ends to be much better merged to the gameplay and you don't have anymore two games in parallal. But the reelationship points system make those dialog weird and still not mrged well to the gameplay. The problem is the temptation to reload immediately to see how get best points and less negative points. I'm playing DAA and decided stop take care of this and will even try not lost time in finding randomly or through reload what gift to give to who.

All this system is flawed because in term of mechanism it's a weak gameplay. For me companion dialogs should stick to build their personality without to worry too much and winning points here. To provide more background information during an exploration. To have companions give their advice, make a comment, provide a sort of hint and more, ie to increase the companions and story depth in the real gameplay of the game.

#30
Pinkleaf

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Origins with out a doubt, this new one is rubbish. They must have been potty to have changed it.

#31
sylvanaerie

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I wouldn't mind a mix of the two. Allowing conversations back at camp and some out in the field but it would be nice if they had triggers (Like banter triggers) instead of clicking a tree or a statue...It sucks running around town with different party members holding tab trying to find a convo trigger. Very immersion breaking. Not too friendly on my fingernails either.

#32
Xandurpein

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The main conversation with your companions, like the romance conversations or any other companion plot shoult definitly be done with the old system where the player initiates the conversation in camp. The new triggered conversations are fun as they tie the companion into the surroundings, but should be 'nuggets' to discover rather than the basis for interaction with the companion. It's not really acceptable that a player must tab all over the map just to find some trigger that is necessary to continue a companions plot.



This is pretty much how they handled things in Mass Effect 2. All companion plots where player initiated conversations back on the Normandy (ME2 equivalent of the camp) but there where also triggers around the maps that could initiate little conversations or just a line or two from a companion.

#33
Spitz6860

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i'd like to see a mixture of both, you know, like mass effect 2

#34
Dlokir

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Ok I have played Awakening, almost ie up to final fight. People take care of what you are comparing. The volume of companion dialogs is probably 3 to 4 times bigger in DAO than in DAA, if not more. Is the point the system or the volume? For sure with such volume difference, character don't get as well developed but that's the volume the cause, not the system.

#35
sassperella

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A mixture of both.



In origins you could get through a lot of your companions conversations very near the beginning. It would be nice to have more paced conversation, especially for gaining approval and romances rather than being able to do it all at the beginning.

However, I liked being able to talk to my companions when I liked so making it all area or story based takes something away from it and I found that the limited conversations in awakenings were a bit lacking.

#36
Loc'n'lol

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I'd rather not be able to talk to my companions anywhere, except to ask them location-relevant questions (do you know anything about this place ? what do you think we should do ?).

More personal conversations should always be available in camp, though.

Other than that the landmark-specific conversations are a good idea.

#37
philippe willaume

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I like both and i agree both would be good.





and i like kland marks conversation.



Not saying that dog leg lifting on said landmark was bad, but it is good to ear barking meaning

"cor blight me guv, I need that I have been bursting since the laste one.




#38
Spaghetti_Ninja

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The Awakenings one is slightly better. It's more natural, you get conversations every now and then instead of having to milk your companions for new conversations constantly, which gets very tiring.



Both systems are fine though.

#39
guytza

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After completing both origins and awakenings, I like them both as story telling tools and both are good for certain things.

I'll make a quick totally fictional conversation to prove my point since this forum is spoiler-free.

You're in the deep roads, hunting a blight infected Nug that has grown to bearskarn proportions and has taken to eating Dwarves in the nearby area. While looting corpses after killing a group of its offspring, that upon death explode like pressurized pinatas of putrid bile, you accidently click on the romancible companion that you've been wooing all game. Suddenly you find yourself in a deep meaningful lovey-dovey auotmatic conversation in what can only be described as the least appropriate place in the history of places without the ability to say "hold that thought until we dont both smell like the business end of darkspawn public outhouse".
That was the Origins system.
If you add in the awakenings landmark system, the conversation would be saved for a time more appropriate and instead you would click on one of the mangled nug pinatas and be greeted with some bioware worthy lines regarding the particular scent of the aforementioned darkspawn public outhouse and whether or not corn was present if the character that had those lines was currently in the active party.
What I'm getting at, in my usual long-winded-slightly-insane way, is that having the dialogue relate directly to the environment around the characters is a good thing and allows for the companions to initialize banter/convos with the main character and not just the other way around. All while still leaving the actual trigger of the events in the hands of the player, so that one doesnt feel like they are walking through a static preconditioned script.

On second thought-oooh shiny object......

Modifié par guytza, 18 avril 2010 - 09:04 .


#40
Nerdage

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Wouldn't "a bit of both" just be the Origins system?

#41
Leon Evelake

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nerdage wrote...

Wouldn't "a bit of both" just be the Origins system?

preety much
with a touch more

#42
Metalunatic

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I liked Origins better.

#43
Fycan

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Awakening

#44
Vicious

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Neither, they both stink.

#45
Hollingdale

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The people who prefer Origins seriously... can't you look past the fact that awakenings general lack of content and just judge the system itself? I'm honestly kind of annoyed at the amount of people who throw trash at awakenings when it's obviously a fundamentally superior system.

Yes awakenings didn't have enough dialogue but if it was, say, trippled? Then would it not be a superior system to that of Origins?

I agree that one should be able to talk to party members in camp but one should not have a ton of dialogue options available at once that take ages to read through and become nothing more than mere affection farms after one or two playthroughs.

Arguably one should not be able to have as deep a relationship with the party members one never uses tbh.

On a sidenote: Remove all gifts from Dragon Age 2 please, you can keep certain items like Flemeths book and Sten's sword, that kind of stuff, but those should be sparse maximum one per character and need hardly even be called gifts. Gifts are stupid and **** up roleplaying.

Modifié par Hollingdale, 07 mai 2010 - 08:30 .


#46
Guest_Caladhiel_*

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Hollingdale wrote...

The people who prefer Origins seriously... can't you look past the fact that awakenings general lack of content and just judge the system itself? I'm honestly kind of annoyed at the amount of people who throw trash at awakenings when it's obviously a fundamentally superior system.  


I'm sorry, but I don't consider a conversation system in which I run around constantly pressing tha TAB key to find places to interact with my companions a 'fundamentally superior system'. Neither do I find it 'fundamentally superior' that WHEN conversations are initiated, you don't really get a chance to ask any decent questions at all. You have to make do with the topic the current NPC offers you without having scarcely any influence on what is being said. It's far too one-sided for my tastes, seeing as you are the leader and should be entitled to at least a certain amount of interaction flexibility.

On the other hand, I do agree with you that having the opportunity to speak about loads of things with NPCs you hardly ever have in your party is a little... unrealistic. IMO they could have intergrated a lot more Sten-like conversations: many of his conversations only trigger when you have him in your party and he witnesses certain events. Would be cool if they had done this with the other party members aswell...

#47
Hollingdale

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Admittedly I played Awakenings on 360 so I didnt have the tab issue... I've read about that now and I can understand if your frustration with the new convo system stems from that. But it is a technical issue which bioware should be able to easily fix. I mean christ they had a system like it in Kotor only you didn't have to target stuff you'd just get a message saying person A looks like something is bothering him, maybe you oughta talk to him?, either that or just make it more obvious in some other way.



What I really don't like are theese interogational dialogues (which I consider unrealistic to the point that they hurt immersion and RP) and I would love to see more normal conversations that are actually about stuff other than the character you are talking to.

#48
Zandes

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Shensi wrote...

Both.


this. I HATE having to bring certain characters around just to start  dialogues, they should just be a bonus (like in Mass Effect after all)

#49
Hollingdale

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Nah they should make up at least 50% of all dialogues. Anything below is really unnatural.

#50
OrlesianWardenCommander

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NO the awakening system is a little more annoying. Spamming them with gifts and guessing or reading what kind of gifts they like is more annoying then talking through tons of convos at camp keep the old system.