Climaxing, TheMadCat? 
Pun was definatly intended there.

What can I say the romances are, ironically, just like bad sex. After a brief ride you get to the best part and it's all over so goodnight and sweet dreams.
I agree that there's a problem with pacing. I missed stuff on my first
playthrough because I didn't go fast enough. It's difficult to pace
yourself when you don't know how long the trip is, and that shouldn't
be the player's job anyway. This isn't just romances -- I actually
missed more stuff on the friendship tracks. There's something to be
said for the ME1 system, where you unlock additional interpersonal
content after major quests.
Yep, much rather have the conversations play out much more linear than what we had in Dragon Age. When you're goal is to tell a story, tell it at the needed pace and not simply based on the rate the player hands the characters their gifts. Things can get missed if you move to slow or be out of dialouge before the game is even half over.
Any problems can be avoided by just talking to your party members on a
regular basis. I much prefer that I conrtol the speed and manner that
relationships unfold, rather than having it be dependent on timing in
the game. Except for the personal quest, of course. It makes sense that
they'd feel differently about you once you've helped them with
something important.
Why is that? I'm sure you're spacing it out so the conversations last you the majority of the game much as we would see in Jade Empire or Mass Effect, what would be the difference between the player doing that type of pacing or the game doing it for you?
Modifié par TheMadCat, 07 avril 2010 - 05:22 .