Myusha wrote...
Basically, Origins Dialogue System, Awakening's Item/Object Conversations. The best of both worlds, and simply created.
That's not really the best of both, that
is both, but it's probably better than just the awakening system. I don't know if this comes under system or volume, but if pretty much all a companion's dialogue is linked to objects around the world, each area should have at least one dialogue trigger for each companion. By the end of Awakening you could've missed out on reaching full approval with a particular comanion
not because you never took them with you (which would make sense), but becase you didn't take them to the
right places, even though the places themselves have nothing to do with that character. I'm not saying it would be good if all the maps were covered in conversation triggers, but rather that more of the dialogue should come as idle, Origins style, banter. Object based dialogue is nice for getting a little more insight into a character, but it isn't enough on its own.
Seems to me if they tweaked the Origins system they could make everyone happy, moving different conversations into different groups.
Player initiated dialogues : Asking companions about themselves, very much the 'extra' dialogue for the players that like to learn about the characters. Plus maybe give all companions a "what do you think we should do now?" option like Leliana's "What do you know about this place?" option. Bits of Awakening could be salvaged for this, the companions could give the Awakenings style "Let's just get on with what we're doing" comment when they have nothing new to say in camp, and instead of the "what do you think we should do now?" dialogue option the non-dialogue "Let's just get on with what we're doing" comment they make could be replaced with a "Why don't we just..." comment when out in the field. Giving a short list of questions upon picking a companion up and maybe a new "what did you think about" option after each major plot event, so not too much dialogue here.
Companion initiated dialogues : If a companion has something they have to say, if they have some quest related input or any other coversations / questions that would suit their character to ask, it would be initiated upon arriving back at camp, at / after a plot event, or just randomly when out and about like in Baldur's Gate. I imagine most of the dialogue would fall into this group, since it's the one that best presents contextual dialogue, rather than the kind of exposition dialogue they seem to be trying to avoid.
Object related : Basically just opportunities for the companion to give some anecdote about their past, light hearted character exposition, nothing more.
I don't know if that runs into some sort of development issue but it seems like a good system to me
Edit: but anyway, my answer to the OP was yes, which I gave some pages back, not sure why I came back...
Modifié par nerdage, 22 mai 2010 - 10:53 .