Conversations/Interactions With Your Companion?
#1
Posté 24 avril 2010 - 07:54
I just have one simple question: Can you still talk to party members? Romance them or have them leave your party?
I'm not that far in the game but this question is driving me crazy. This is one of the top reasons why I liked Origins. I've click on my companions and no scene comes up with the text to talk with them. I've tried talking to them at the keep already and that didn't work.
It doesn't seem like you can talk to them at all in Awakening. Is this true or am I just missing something or being impatient?
Thanks in advance! :]
#2
Posté 24 avril 2010 - 08:20
#3
Posté 24 avril 2010 - 08:28
#4
Posté 24 avril 2010 - 11:00
No, you can't do that any more. The convo system was altered and now it only allows pre-scripted convos and "trigger" location ones.Kilgar Ironfist wrote...
Okay just to make sure you CAN talk to them normally? Just by clicking on them at any time?
#5
Posté 24 avril 2010 - 06:11
I really don't mind though, I mean its just an expansion. I just wish there was more alistair.
Its cool that Zaeed is like your advisor in this game though
#6
Posté 24 avril 2010 - 08:59
Kilgar Ironfist wrote...
Really? Well, that is stupid. Okay just to make sure you CAN talk to them normally? Just by clicking on them at any time? If that is the case holy crap I have a bad bug.
Nope you can't just click on them to chat. In Awakening you have to look out for random objects like statues or trees and click on them to talk with your companions and then they comment on that object. You can click on them occassionally in Vigil's Keep to chat but only when they have a giant arrow over their head.
So yeah, its not a bug, but the conversation system in Awakening is really lacking IMO.
#7
Posté 24 avril 2010 - 09:17
Never-Red wrote...
Its cool that Zaeed is like your advisor in this game though
Agreed Varel is in my top 5 favorite NPCs of Dragon Age
#8
Posté 24 avril 2010 - 09:28
#9
Posté 25 avril 2010 - 12:24
Serion amakiir wrote...
its a freaking descrase the way the social interaction in Awakening is, they had a great system in Dao but in Awakening it blows, the objects wich you could interact with should just be exstras and then they should just have followede Dao social interactive system cause it Works.
Descrase? Good god you're a degenerate.
disgrace*..
#10
Posté 25 avril 2010 - 12:32
Artisian wrote...
Serion amakiir wrote...
its a freaking descrase the way the social interaction in Awakening is, they had a great system in Dao but in Awakening it blows, the objects wich you could interact with should just be exstras and then they should just have followede Dao social interactive system cause it Works.
Descrase? Good god you're a degenerate.
disgrace*..
Hey now, he's a dwarf. Remember, they have their own language.
On topic though, I don't have the expansion - yet - but what i've read here is very concerning, guess the developers were just being lazy, and that's not a good sign.
#11
Posté 25 avril 2010 - 12:45
ellyssa wrote...
Artisian wrote...
Serion amakiir wrote...
its a freaking descrase the way the social interaction in Awakening is, they had a great system in Dao but in Awakening it blows, the objects wich you could interact with should just be exstras and then they should just have followede Dao social interactive system cause it Works.
Descrase? Good god you're a degenerate.
disgrace*..
Hey now, he's a dwarf. Remember, they have their own language.
On topic though, I don't have the expansion - yet - but what i've read here is very concerning, guess the developers were just being lazy, and that's not a good sign.
I would not say that you get to fully explore each character with the landmark's, special items, chracter quests, and the game plot itself. It makes sense to take out accidently talking to Anders when you wanted to open the chest instead.
Also, to make up for it convos between characters happen more frequently
#12
Posté 25 avril 2010 - 01:38
For me, the take home message was that the two significant issues that the new system was designed to address were:
(a) Reducing the amount of "Exposition dialogue", where a character gives their life story, as this type of dialogue adds very little to the character's development.
(
#13
Posté 25 avril 2010 - 05:37
#14
Posté 25 avril 2010 - 05:43
AmstradHero wrote...
The new conversation system was not created due to laziness. It was done for a number of reasons as David Gaider explained in another thread. (I might be able to find it if people are interested)
For me, the take home message was that the two significant issues that the new system was designed to address were:
(a) Reducing the amount of "Exposition dialogue", where a character gives their life story, as this type of dialogue adds very little to the character's development.
(Eliminating the "doing the rounds" of the party camp to see if anyone has anything new to say since you last "did the rounds" at camp.
I believe this to be the thread you're thinking about: http://social.biowar...7/index/1761467
Gaider posted a bunch in there about Awakening's convo system.
My problems with Awakening's conversation system are many. From what I gathered from reading all of Gaider and the other writers' thoughts, they wanted to do several things, like make it obvious when a companion had something new to say so as to eliminate "making the rounds." Fair enough- but what we get in Awakening are huge clunky arrows over their head indicating its ok to chat with the NPC.
They wanted to cut down on the "laundry lists" of questions you ask companions which reveal their expository dialogue. This is where Awakening fails big time IMO. I get that they want more dynamic conversations, but what you get is a scavenger hunt for inanimate objects if you want to learn anything about your companions. It takes away any control from the player in intiating conversations and (IMO) is a dumbed down and inferior system to Origins.
Thats not to say Origins' system is perfect, but I just felt like the changes they made flat out didn't work in so far as letting the player interact and care about the party members. The laundry list of questions you get in Origins only breaks down once you've exhausted possible questions. Better pacing of the questions I'd think would be a solution, not eliminating the ability for the player to start a conversation and ask questions. They could add the more dynamic conversations with objects as a supplement to an Origins style system, but on its own it just doesn't do it for me. I mean can you imagine having something like that in a game the size of Origins, having to search the much larger levels for stupid rocks, trees and statues just to chat with the NPC standing right next to you?
IMO, the dialogue system in Awakening was a hindrance to getting to know the companions and I don't think thats what the writers wanted. The changes they made may have made it easier on the writers, but as a player, it inhibited my ability to give a damn about the characters and I pray to the Maker that they stay with something more in line with Origins in future DA games.
#15
Posté 25 avril 2010 - 09:25
Gotcha.
#16
Guest_XCrucifix_*
Posté 25 mai 2010 - 08:13
Guest_XCrucifix_*
God. . Its kind of lame that we have to "hunt" down trees or "statues" just to have a little chat with your companions. .
Urgh* . . Thanks for the information anyways. . *dissapointed ._.
#17
Posté 25 mai 2010 - 11:59
I'm not saying I like it, but I do understand why it exists. My only fear is that the devs seem to think it might be a good idea for the next DA, which I certainly do not undestand. At all.
Modifié par yummysoap, 26 mai 2010 - 12:01 .
#18
Posté 06 juin 2010 - 02:55
If the developers think it's a good idea, we need to all... rebel, or something. I don't know.
#19
Posté 03 décembre 2010 - 06:53
Yea I finally started playing this. It feels like a bit of a cash in, to be honest. One of the most attractive things in the original Dragon Age was the companion interaction etc.
Awakening isn't a bad game, but they've definitely made it on a much tighter budget. Disappointing.
#20
Posté 03 décembre 2010 - 07:50
For PC responses, you'll get to choose the type of response (ie Agree or Disagree, Angry or Friendly) and then your PC will actually speak the words to that effect.
#21
Posté 04 décembre 2010 - 02:47
If DA2 can pull off a healthy balance of the two, to me they will have perfected the conversation system in games that have that feature.
Modifié par PoisonTheCity, 04 décembre 2010 - 02:50 .
#22
Posté 07 décembre 2010 - 12:23
I understand the need to space it out especially when the dialogue is limited but imo there should have been a way to hear that dialogue back at camp rather than not hear it at all. Having to TAB every new area is tedious.
#23
Posté 03 janvier 2011 - 01:48
Modifié par cybroxis, 03 janvier 2011 - 01:49 .
#24
Posté 03 janvier 2011 - 03:14
If, like it was said before, they did it because its just an expansion and so they "couldn't" give it a fully immersive atmosphere and detailed story, I would totally prefer a much shorter campaign with full conversation and exposition dialogs.
It's something characteristic of Bioware I think: While the game itself is genial beyond words to every aspect (and highly addictive for this reason), the DLCs and expansions are obviously done with rush, incomplete stories, bugs and somewhat disconected to the big picture.
Truth be told: That is the part where going for greater profit comes between product quality... And its something that the writers probably don't have a say on.





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