And ifsomebody could tell me how divide up quotes so i can put in comments in between parts i would be thankful
Modifié par Leon Evelake, 12 juin 2010 - 09:26 .
Modifié par Leon Evelake, 12 juin 2010 - 09:26 .
Leon Evelake wrote...
Is this page displaying weird to everyone else?
And ifsomebody could tell me how divide up quotes so i can put in comments in between parts i would be thankful
Modifié par Catcher, 13 juin 2010 - 01:47 .
supposedly you couldnt just click and talk to the members.Aryck1095 V2 wrote...
Just to clarify, what is the difference between the conversation system in Awakening and Origins? I didn't think there was anything wrong with the conversations in Origins... Same as KOTOR.
Rhys Cordelle wrote...
I think a blend of the two would be best. I did like that you could walk up to a statue in Awakenings and have one of your characters initiate a conversation about it, but I thought this system was spoiled by clicking on a generic tree to initiate a dialogue with oghren that had nothing to do with trees. That just didn't make sense to me.
I like being able to ask your companions questions and get to know them better as per origins, but I did find it offputting to keep initiating dialogue with them and see the same old options again and again. Maybe it is better if conversations are scripted to happen at certain points/locations in the game, but I hope it's done in a way that lets you get closer to the characters than awakenings did.
Tezzajh wrote...
Page 9 was displaying weired, perhaps bioware corrupted it because we were slagging off awkening lol, But heres my question to you, are you quite sure they intend to use the awkening system? cause alot of people mentioned that awkenings was on a low budget which is understandable as its just a expansion, so i would assume more money was going to be spent on a sequel as its a entire game, and some of the profits go towards the 2nd game from the expansion,
Also I saw on a news read that the new game was going to have a new engine built because of the graphics (100% reliable information) but this could be taken as a bad or good sign, it would be good cause you no that bioware has a bigger budget and could lead you to thinking that they would include a more expensive dialouge system but on the other hand are they using their budget to pump up the graphics and neglect other things such as the talking
Arttis wrote...
supposedly you couldnt just click and talk to the members.Aryck1095 V2 wrote...
Just to clarify, what is the difference between the conversation system in Awakening and Origins? I didn't think there was anything wrong with the conversations in Origins... Same as KOTOR.
You had to click objects or give them items to trigger a convo.
Not completely sure.
I didnt play it and the person i watched never tried to click them.
Personally i think its fine as long as they add more convos with them.
Arrtis wrote...
Can you please not make huge quotes thank you.
I personally would like to see more clickable objects to start special conversations with your character.
They should let us switch companions out in any area with clickable objects maybe?Tezzajh wrote...
hang on, a problem with this awkening system is that these trigger conversations can be missed quite easily and therefore you miss important information, for example city of amerthine the chantry statue triggers a convo with Howes son, but what if i dont have him with me ? must i go through the game with the a guy who hates me? or even worse must i go through 6 diffrent loading screens to bring him to this statue. whereas origins we determine when to fight and when to talk,
CultKiller wrote...
Regardless of the conversation system, I want to see where the story goes from here. My wardens have embarked on a quest that is clearly not finished. There are a lot of loose ends to tie up, and I wont stop playing until they are tied up. I am not a fanboy of Bioware, just a fan. However I am a fanboy of the Dragon Age games. I do not forsee Bioware making any kind of changes to the game that would keep me from playing. I want to see this journey through to the end.
However, I feel compelled to add that if this conversation system is "the future of Bioware," then I do not forsee myself buying Bioware games after the Dragon Age story concludes.
Tezzajh wrote...
hang on, a problem with this awkening system is that these trigger conversations can be missed quite easily and therefore you miss important information, for example city of amerthine the chantry statue triggers a convo with Howes son, but what if i dont have him with me ? must i go through the game with the a guy who hates me? or even worse must i go through 6 diffrent loading screens to bring him to this statue. whereas origins we determine when to fight and when to talk,
Modifié par Catcher, 16 juin 2010 - 06:02 .
Catcher wrote...
Misconception 1: David said Bioware was implementing the Awakening Dialogue System exactly as it was implemented in Awakening. Actually, he doesn't commit to anything other than a preference for the style and explicitly states it could use improvement.
I actually read this and it was discussed. I said as others did that our issue was not the amount of dialogue but the way the system works in and of itself, mainly that you cannot actually initiate conversations at will. And yes many of us don't agree on what the flaws of the original system was, many people said they like being able to get to know characters they use less, still there was a good deal of discussion how to deal with this issue. I personally liked the suggestions of treating it as if your companions travel everywhere with you most of the time instead of being left at camp.The approval system itself needs some looking at, but insofar as the dialogues in Awakening go, consider it a work in progress...
I think it could use some refinement, and I imagine some people are going to mistake the volume of dialogue itself (in an expansion) for the system, but overall I think it's a better way to go.
I said "allegedly" and that I did not really believe that was an issue but that I thought they were trying to find ways to speed up how fast the next game came out.
Misconception 2: The Awakening Dialogue System was instituted to cut costs. I'm just guessing that this Conclusion came from this David Gaider quote.
again we were aware that awakening was an expansion and had less money, several people said so and I defended the game on that basis several times. Several people made clear the issue was how the system works even if it had the amount of dialog present in origins.He does mention how expensive voiced dialogue is, but he also talks about efficiency, something that comes up far more often in all his other points. Further, this Misconception ignores the way that budgets are allocated in games (and most other business projects). The writers are given a "word budget" BEFORE they do any writing and that budget rarely changes much if at all during development. From this thread, specifically this quote.
I think you may, in part, simply be mistaking the amount of writing that goes into a full game like DAO and the amount that can go into something like an expansion or a tiny piece of DLC. I realize some people had issues with the interface used in Awakening, but even if that interface was what you were used to in Origins that wouldn't change the fact that there was exponentially less dialogue. That's something the "use both systems!' camp seems to forget. The word budget for Awakening was less than a tenth of Origins.
Let that last sentence sink-in for a minute. Then consider that word budget also covers all conversations including the ones that trigger quests, give rewards, build a Villain or two, etc. Any system would seem poor if given less than 10% of the full game's dialogue. The fact Bioware got as much out of that is a credit to the writers and the System, not a detriment.
Misconception 3: Player-initiated conversations are being stripped out of DA2.
....
I think some people are getting the wrong impression, that my goal is to strip out your ability to initiate dialogue. That's not the case at all. It's more a matter of when and how.
Also discussed and met mostly positivelyreally..
Another possibility might be spacing out dialogues in-between major plot points. You don't get to ask said character twenty questions right off the bat, no, but maybe after you complete a plot you could click on them in the camp and ask them about the plot point specifically -- and it leads into something related, perhaps at your option. I'd prefer that to exposition on their background (which is to say I'd prefer to reveal character and background while you are talking to them about something else rather than allowing the player to simply say "Tell me all about your background."
wrong
Err... Was someone talking about removing romance or party banter or even removing entirely the ability to talk to a follower in camp? Not me.