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Which conversation system do you think worked better?


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#51
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Definitely the Origins system. No way do I find running around and clicking on objects either natural or enjoyable. Clicking on objects when you want to talk to a character just doesn't do it for me. 

The system in Origins is great but could do with some fine-tuning. I loved the comments that were made by certain companions in certain scenes (that gave more information), the party banter was fun, though it would have been nicer if the triggers were random rather than the "walk over this bridge and hear them talk to each other" kind.
And I really liked Sten's dialog where you could later ask him about something he had mentioned. 

I'm greedy though and would like more. In certain quests there are options to ask the party for their opinions. That felt natural to me and there were other times when I would have liked to ask them what they thought about what we were looking at or what we should do. VA costs are a consideration but this would add a lot to gameplay.

I disagree with cutting out companion dialog for those who were not in the active party. In normal social interaction you would go back to camp and talk about the days activities. They know what you have been doing and what you encountered so its natural to sit around and talk. 

The gift-giving thing should also stay, IMO. It's optional and good for those people who don't want to really immerse themselves in the game & can't be bothered with dialog. The rest of us can either give gifts or not, as we choose. On one of my playthroughs I decided to only give plot gifts but in the role I was playing I still ended up giving each companion something special at the Denerim gates to remember my Warden by B) I think the approval system could be better though. 

So, long story short - the Origins system with some fixes, but definitely not the Awakening system.

#52
Tinxa

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I'm missing a way for the NPCs to initiate conversation themselves. In DA you just interrogated everyone anytime you went to camp and in Awakenings you had to look closely at every tree so you didn't miss it and then ended up jogging through each area with different people just to see what they had to say.

I would like more cutscenes when you arrive in a new area and partymembers discuss what's the best course of action, sort of like the conversation you had when you arrived in Lothering with Alistair and Morrigan, or when Alistair has something to tell you when entering Redcliffe. Which would also open up new topics for the PC to ask. Otherwise I also feel you go through their topics too quickly, you ask everything you can when you talk to them once and then they don't have much to say anymore.

#53
jenncgf

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I'd like to see a mix between the two. There are times when having a long conversation in camp makes sense, so I would like to see that again. But the contextual 'look at a tree, which makes x talk about some personal thoughts' is good too. And it keeps you from spending all your conversations the first couple times in camp.



Maybe a good way to combine these would be to have conversation trees open up after certain quests are complete - complete main storyline quests 1 and 2, and then you 'know' your companions well enough to talk about fighting styles, for example. That might keep dialogue options opening up throughout the game, while still allowing you to group your conversations when you want to.




#54
Hollingdale

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I really hope Bioware don't listen to the people on theese boards.



Yes the system in Awakenings can (and needs to) be improved but it's still fundamentally superior to that in Origins. You guys are unfair when you judge the awakening system which was used in a sparse and short expansion, on the same terms as you judge that off Origins which is a full game with like four times as much developing time behind it.



But hey what can you expect? With people like Elps who would sacrifice all realism and all consequences for a streamlined dialogue system where you can never go wrong and everyone will love you no matter what, regardless of whether you use them in your party at all (thanks to the wonderful gift system of course!) and also regardless of wheter you even listen to what they say or just spam the skip button. I mean the ultimate point of dialogues is approval rating anyway so why not give to the player for free cause that'll totally rock and not at all make it pointless.



**** what do you get out of talking to people in DA Elps? How can you feel there's any point in engaging in a character when you know that character would care just as much for some douchebag he/she never sees and who shows up with presents now and then?



**** Origins conversation system it can suck my dick.

#55
Hollingdale

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Also if you like gifts you seriously need to go play world of warcraft because if you like gifts you like streamlining and you like easymode and you find easymode just as rewarding as hardmode and you dont care about the fact that people who do it hardmode dont like it when idiots who do it easymode get the same stuff that they do for no effort at all.

**** gifts.

Modifié par Hollingdale, 07 mai 2010 - 10:28 .


#56
Guest_Caladhiel_*

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@ Hollingdale: You need to cool down, mate! No need to become abrasive. Everyone's entitled to their opinion, no need to go bashing just because they don't share yours. Anyway, you still haven't told us exactly how the Awakening system is fundamentally superior. Simply stating that it is unfortunately doesn't make it so^^

#57
Guest_Elps_*

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Hollingdale wrote...

But hey what can you expect? With people like Elps who would sacrifice all realism and all consequences for a streamlined dialogue system where you can never go wrong and everyone will love you no matter what, regardless of whether you use them in your party at all (thanks to the wonderful gift system of course!) and also regardless of wheter you even listen to what they say or just spam the skip button. I mean the ultimate point of dialogues is approval rating anyway so why not give to the player for free cause that'll totally rock and not at all make it pointless.

**** what do you get out of talking to people in DA Elps? How can you feel there's any point in engaging in a character when you know that character would care just as much for some douchebag he/she never sees and who shows up with presents now and then?

**** Origins conversation system it can suck my dick.


Did you even READ what I wrote? 
The only gifts I give are the plot items, although I have been known (for RP purposes) to give each companion a gift just before the final battle, as one might if survival is uncertain.

Let's make it simple for you eh?
The Origins system allows for different styles of role-playing. Some people go through the list of all dialog options as soon as they are available. Others pace themselves and initiate dialog throughout the game. Some people use gifts for approval increases, some don't. Some do sometimes. Some people RP that the companions in camp like to chat when you get back, and enjoy getting to know their companions better, some don't. Origins allows for all of this.

Awakening, OTOH, feels very unnatural to me. Running around a map with the tab button down looking for dialog triggers is as unnatural to me as taking a friend out and running up to a statue before the friend will talk to me. 
Perhaps that is the only way you get friends to talk to you, in which case it would feel very natural. However, if you ask a question on a forum and didn't want anyone to post if they had a different opinion to yours, you should have added a note: "only respond if you totally agree with me" no?

#58
Grimgor79

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Origins conversation system was far and away better, it never felt forced to me. I could come up and speak to my companions pretty much whenever I wanted and most of the time they had something new to talk about. Also it allowed me a change of pace during the game, often I would go back to camp, change a few weapons and spend time chumming around with my companions and then get back to killing darkspawn.Rinse and repeat as needed (wanted).



The conversation system in Awakening feels kinda forced, like I dont have any control of when are where we get to converse. Seeing as how I am the main character, player etc. I think more control should be in the Player Characters hands.



Having said all that, I think the 2 systems could work very well together if it is done right.

#59
FieryDove

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Elps wrote...

The Origins system allows for different styles of role-playing. Some people go through the list of all dialog options as soon as they are available. Others pace themselves and initiate dialog throughout the game. Some people use gifts for approval increases, some don't. Some do sometimes. Some people RP that the companions in camp like to chat when you get back, and enjoy getting to know their companions better, some don't. Origins allows for all of this.


I agree...

Origins all the way for me as well.

#60
AnniLau

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I thought the Awakening system was sucktacular on its own, but I wouldn't mind a combination of the two.

#61
FieryDove

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Hollingdale wrote...


**** Origins conversation system it can suck my dick.


Thankfully I doubt Bioware will listen to you.

Need some soap?

#62
Hollingdale

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You guys just like the Origins system more because there was a lot more dialogue in that game and it didnt have the tab issue.

Imagine Dragon Age 2 having just as much dialogue as Origins if not more but where the majority of the conversations actually take place as you do things and not like in Origins where 90% of what you say to your companions you do in the party camp. How is that obviously not fundamentally superior? 

Oh wait I forgot you guys want free Approvalz!

Tbh people who dont bother talking to characters shouldnt get free approval through gifts, they shouldnt get any approval at all as is logical. But if they do keep the gitf system I hope they add a tip system aswell just to make it more obvious. It would work like this: Give X amount of gold and recieve Y amount of approval. Makes about as much sense.

Really Elp is doesnt matter that gift giving is optional, it's there, it ruins the immersion if you don't use gifts you still know that your companions don't love you more than the aforementioned weirdo who they rarely see but shows up with presents sometimes.

Modifié par Hollingdale, 08 mai 2010 - 10:53 .


#63
ell46

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I prefer the Origins dialogue style if I had to choose between the two, I felt more in control than in Awakening.

I did like the dialogue in Awakenings initiated by clicking on trees etc, however I would prefer if this kind of dialogue was triggered by something unseen rather than having to use the tab key eg. when playing Origins I sometimes accidentally clicked on a character who ran in front of the cursor and occasionally dialogue was initiated which made a refreshing change to having the conversation in camp.

As for the gift giving even after many playthroughs I still feel as if I'm buying their approval not earning it, that is partly my fault I don't have to give them gifts, but unless I'm mistaken I get the distinct feeling that the programming isn't quite right in that department as some characters seem pretty quick to disaprove but replay and do the opposite expecting approval and you get nothing, now that definitely isn't right.

#64
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I don't care either way. As long as there are conversations in some form I don't care what I have to click on to get it.

#65
ransompendragon

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Hollingdale wrote...


Oh wait I forgot you guys want free Approvalz!



You are an ****, but you probably already knew that.

On topic, I did prefer the Origin system but think a hybrid system would be an improvement over either system alone. In the first thread on this (that was a pro-Awakening dialogue system thread) there was a lot of talk over
1. How much more "natural or realistic" the Awakening system is. Err, not, with the exception of clicking on a beer cask to talk to Ohgren it isn't realistic at all to run around clicking on crap to get your companions to talk.

--But I did like when they volunatarily made comments about the situation at hand -- that is a big improvement. The "banter" seemed to "trigger" more in Awakening to me which is amusing but not as cool as someone saying "this place gives me the creeps."  In Origins it seemed that everytime I was on my way out of the Dalish camp is when Sten and Morrigan would start insulting each other.

2. Awakening system superior because less subject to "abuse." I disagree with this too. In Origins, especially my first play through I didn't talk to Sten, Oghren or Shale if I could help it. I didn't like them and wasn't interested. Nor did I think about gifting. I couldn't give a crap about their approval, I didn't use them.

For the companions I did use, it didn't even occur to me to blast through their dialogue trees. If I felt like chatting, then I would try chatting in camp. If I felt like giving a gift, I gave a gift.

Conversations are important in RPGs. What I don't understand about developers -- not just Bioware - is how they seem to be all or nothing about some things. Why was it necessary to NOT have an Origins type system PLUS the Awakening one? Why one or the other? Trying new things is cool, experimenting and getting better. But why take out stuff in order to do it??

#66
Hollingdale

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ok lol nice post, not. Didn't really change anything.

#67
Surango

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I'd actually like to see kind of a mix between the two. Talking points were a great idea, not having full on conversations right after a battle or something like that. But allowing for a different kind of conversation in camp or in a safe place like a city. Like getting to know the characters better, talk about their past, ect. Stuff you you wouldn't talk about with blood dripping off your nose.

One thing I'd like to see more of is your actions and conversations having impact on more than just the character you're talking to. Some of the characters obviously don't get along like Alistair and Morrigan. If you agree with one the other should think less of you. With all the different personalities in origins and awakenings it should be impossible for everyone to just adore your character.

Edit: Like to add though what someone else said about making them trigger automatically if that character is in the party. That's really the main fault of the system, always having to hold tab down.

Modifié par Surango, 08 mai 2010 - 09:56 .


#68
darkrose

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I'm in the "mix of both" camp. I liked the idea that specific objects or locations triggered specific conversations, and you didn't end up with, say, Alistair giving you the rose and confessing his love in the middle of the Deep Roads. (Sorry, we just ran into the Broodmother, romance is the LAST thing on my mind.) On the other hand, I didn't like having to hold the tab key down all the time out of fear of missing one of the rare conversations in Awakening. It would have been nice if there were an option to initiate dialogue in a safe location, like the Vigil's Keep throne room.



What I'd really like is more dialogue. Origins was great, but in Awakening, I really didn't feel like I got to know my party members very well. As a result, I didn't care as much as I wanted to.

#69
Leon Evelake

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darkrose wrote...

I'm in the "mix of both" camp. I liked the idea that specific objects or locations triggered specific conversations, and you didn't end up with, say, Alistair giving you the rose and confessing his love in the middle of the Deep Roads. (Sorry, we just ran into the Broodmother, romance is the LAST thing on my mind.) On the other hand, I didn't like having to hold the tab key down all the time out of fear of missing one of the rare conversations in Awakening. It would have been nice if there were an option to initiate dialogue in a safe location, like the Vigil's Keep throne room.

What I'd really like is more dialogue. Origins was great, but in Awakening, I really didn't feel like I got to know my party members very well. As a result, I didn't care as much as I wanted to.


Actually i loved having a romantic scene with morrigan while covered in blood and surrounded by flames and undead bodies.  unexpected happenings like that are priceless.

#70
Dreadstruck

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Hollingdale wrote...

ok lol nice post, not. Didn't really change anything.


Yours didn't either.

Modifié par Avalla'ch, 10 mai 2010 - 04:23 .


#71
Hollingdale

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Yes it did not my fault you can't comprehend it.

#72
Spinnazie

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Origins.



At first I was open to Awakening's new system, however its really disconnected me from the game. Talking to my companions and learning their stories IS Bioware games.

#73
Nu-Nu

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I would like to see a mixture of the two but more leaning towards origin style though in da2.

#74
adembroski11

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I think a combination of both would be best. That said, I didn't like how they were entirely one-on-one. I'd really like to see a more organic setting for conversations.

Not to exclude the existing styles, but it would be cool to see Inns and Taverns count as in-town "camps" that include entirely different conversation options that involve the entire party. Think of the dining room scenes in Firefly. Just to see everyone interacting as one would be fun to participate in. It would also create an interesting new dynamic in the approval ratings... the fact that everyone responds to what you say, good or bad, forcing you to maintain consistancy or be seen as a kiss-ass:P

Modifié par adembroski11, 11 mai 2010 - 02:37 .


#75
Dreadstruck

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Hollingdale wrote...

Yes it did not my fault you can't comprehend it.


Why so bitter? My fault I didn't realized your great enlightening potential, even if you have all the deductive and reasoning powers of a spoonful of tapioca..
''"''!"''"'!'''""''!!"''''''"""!!"''"''!"''"'!'''" "''!''"''!"''"'!'''""''!!"''''''"""!!"''"''!"''"'!'''" "''!

(See the line of text? It's dripping with sarcasm)

Anyway, shall we bring our little discussion to PM, instead of cluttering this topic?