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Would you buy Dragon Age 2 if it uses the Awakening Conversation system


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#151
MistySun

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Merkar wrote...

Shadow of Light Dragon wrote...

 'Great, here's a dialogue trigger, it'll take me 15 mins to get back to base, change characters, and another 15 to get back here, and there will be no guarantee the party members I choose will actually be the right ones for this place.' XD


So... either you take a specific companion to a specific place in order to trigger dialogue or none at all? I certainly hope they will improve on this, substantially.



By the time you get back the dialogue trigger was moved to another location. it's the second tree on the right now not the first on the left. :) 

#152
Leon Evelake

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VioletTheirin wrote...

I would still play it but would be highly disappointed. I miss fighting and accidentally clicking on Alistair and getting a ..yeeeesss??? just as I'm getting ready to get waylayed by a shriek!


Some people seem to think the talking while in the field or after a big battle was annoying, but I found it rather amusing.

#153
Jaysin2000

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Leon Evelake wrote...

VioletTheirin wrote...

I would still play it but would be highly disappointed. I miss fighting and accidentally clicking on Alistair and getting a ..yeeeesss??? just as I'm getting ready to get waylayed by a shriek!


Some people seem to think the talking while in the field or after a big battle was annoying, but I found it rather amusing.



The accidental talking mentioned by VioletTheirin would suck. And it has happened to me. But AFTER a battle or in the field would be alright in my mind. I look at that aspect like when I was deployed, we would talk after a motar attack or after a patrol in the field, bs'ing all the way.


I do agree with what some people had said here, a hybrid of both would be cool. And if say a dungeon crawl that would have a interaction with a NPC at the end, if said NPC wasn't there maybe he/she could talk to you about it when you got back to camp, like a dwarf NPC in your party not going on a deep roads raid, and back at camp said dwarf talks (well complains) that you didn't take them, and opens the same basic dialogue that would have taken place in the crawl. So it would start out a negative reaction (for not taking the NPC) and depending how your conversation goes,end up positive.

That sort of thing happens in real situations, times where I wouldn't be choosen to go on a mission and I would talk it over with my leaders, friends etc.

As well have like a base camp place where the party members walk around would be fun too, kinda like the keep on Awakenings, basically a bigger camp area. I did like having that going on in Awakenings. Just with maybe a bit more mobile party members, of course if they aren't in your current party. Maybe that could open more dialogue with non-taken party members "Well i was walking around the camp and saw a [insert idea here]" or "Why didn't you take me on that quest" etc. Which could open up small sidequests that can take away from the constant battleing. And maybe start a small set of dialogue when two party members are in thier ambient talk. Like from DA:O when Alistar would jabber with Morrigan about your love affair, I mean it not like your arent in the area to hear it. Image IPB

Honestly to myself any sort of system that seems like jibber jabber with your teammates in a realistic sorta fashion would be awesome.
I have other dialogue ideas, but I don't feel like writting a book on it Image IPB 

#154
Leon Evelake

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Jaysin2000 wrote...

Leon Evelake wrote...

VioletTheirin wrote...

I would still play it but would be highly disappointed. I miss fighting and accidentally clicking on Alistair and getting a ..yeeeesss??? just as I'm getting ready to get waylayed by a shriek!


Some people seem to think the talking while in the field or after a big battle was annoying, but I found it rather amusing.



The accidental talking mentioned by VioletTheirin would suck. And it has happened to me. But AFTER a battle or in the field would be alright in my mind. I look at that aspect like when I was deployed, we would talk after a motar attack or after a patrol in the field, bs'ing all the way.


I do agree with what some people had said here, a hybrid of both would be cool. And if say a dungeon crawl that would have a interaction with a NPC at the end, if said NPC wasn't there maybe he/she could talk to you about it when you got back to camp, like a dwarf NPC in your party not going on a deep roads raid, and back at camp said dwarf talks (well complains) that you didn't take them, and opens the same basic dialogue that would have taken place in the crawl. So it would start out a negative reaction (for not taking the NPC) and depending how your conversation goes,end up positive.

That sort of thing happens in real situations, times where I wouldn't be choosen to go on a mission and I would talk it over with my leaders, friends etc.

As well have like a base camp place where the party members walk around would be fun too, kinda like the keep on Awakenings, basically a bigger camp area. I did like having that going on in Awakenings. Just with maybe a bit more mobile party members, of course if they aren't in your current party. Maybe that could open more dialogue with non-taken party members "Well i was walking around the camp and saw a [insert idea here]" or "Why didn't you take me on that quest" etc. Which could open up small sidequests that can take away from the constant battleing. And maybe start a small set of dialogue when two party members are in thier ambient talk. Like from DA:O when Alistar would jabber with Morrigan about your love affair, I mean it not like your arent in the area to hear it. Image IPB

Honestly to myself any sort of system that seems like jibber jabber with your teammates in a realistic sorta fashion would be awesome.
I have other dialogue ideas, but I don't feel like writting a book on it Image IPB 




I agree since they are talking in front of you it would be cool to be able to react to it, I think that happens once with sten where you could ask him about something he mentioned the valvahsosh of some hard to remember name.  I also liked talking after battles and and while on the move, it kept it from being a go to camp talk routine all the time,  and as you said its not as unrealistic as people think to talk after some battle.


This is slightly of track but it would be cool (but not necessary) to have the companions move around camp every now and then.  sten and shale became friends it would be cool to see them over talking or see someone setting up their bed, making food trying to start the fire stuff like that it could lead into interesting scenes were you walk up on conversations over concerns over your leadership or how they want to handle something it could be at times like the run around pop up conversations and at times ones where you get to talk.  Either way I don't think it would be all that hard but it would add an extra sense of life to the camp.

#155
Jaysin2000

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If costs of Voice actors are concered I would do it for free :P granted I am not deployed

#156
Jallard

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Whether or not Bioware uses the Origins or the Awakening conversion my hope is that the storyline exceeds all expectations and that they bring back some romance options. That was a big part of Origins and that is what keeps me playing. In addition, I would like to see more presets in the male counterpart creation. For some reason all I can come up with are square-jawed Dudley-Do-Wrongs. [Besides, in my experience it seems that the females are better fighters than the men anyway: and, they are much prettier to look at than some Dudley Do-Right.]



Puzzles I can do without. I am not a puzzle person: nor do I enjoy complicated mazes. I am getting tired and unfocused.

#157
Leon Evelake

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Jallard wrote...

Whether or not Bioware uses the Origins or the Awakening conversion my hope is that the storyline exceeds all expectations and that they bring back some romance options. That was a big part of Origins and that is what keeps me playing. In addition, I would like to see more presets in the male counterpart creation. For some reason all I can come up with are square-jawed Dudley-Do-Wrongs. [Besides, in my experience it seems that the females are better fighters than the men anyway: and, they are much prettier to look at than some Dudley Do-Right.]

Puzzles I can do without. I am not a puzzle person: nor do I enjoy complicated mazes. I am getting tired and unfocused.


Do you mean the one kind of a puzzle but not a puzzle?

#158
Jaysin2000

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with ya on CERTAIN puzzles, the ones that look complicated but when i figure it out I learned I needed to move one peice left instead of one piece to the right twice.

#159
Auru

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playing through awakening at the moment, I honestly don't think it's that bad.. a couple of times, deep in a dungeon i've clicked on some random object, starting off a short discussion with a companion, usually about something important.. this seemed like the most natural thing in the world to me, the discussions are precise and to the point



I loved the convo system in origins, but alot of the time it felt you were just constantly probing your companions with questions, the shorter discussions in awakenings feel like they get to a real point



i'd like to see a mix of both honestly

#160
Jallard

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Leon Evelake wrote...

Jallard wrote...

Whether or not Bioware uses the Origins or the Awakening conversion my hope is that the storyline exceeds all expectations and that they bring back some romance options. That was a big part of Origins and that is what keeps me playing. In addition, I would like to see more presets in the male counterpart creation. For some reason all I can come up with are square-jawed Dudley-Do-Wrongs. [Besides, in my experience it seems that the females are better fighters than the men anyway: and, they are much prettier to look at than some Dudley Do-Right.]

Puzzles I can do without. I am not a puzzle person: nor do I enjoy complicated mazes. I am getting tired and unfocused.


Do you mean the one kind of a puzzle but not a puzzle?


Like Rubics Cube and the puzzle in Honneath.

#161
Leon Evelake

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Jallard wrote...

Leon Evelake wrote...

Jallard wrote...

Whether or not Bioware uses the Origins or the Awakening conversion my hope is that the storyline exceeds all expectations and that they bring back some romance options. That was a big part of Origins and that is what keeps me playing. In addition, I would like to see more presets in the male counterpart creation. For some reason all I can come up with are square-jawed Dudley-Do-Wrongs. [Besides, in my experience it seems that the females are better fighters than the men anyway: and, they are much prettier to look at than some Dudley Do-Right.]

Puzzles I can do without. I am not a puzzle person: nor do I enjoy complicated mazes. I am getting tired and unfocused.


Do you mean the one kind of a puzzle but not a puzzle?


Like Rubics Cube and the puzzle in Honneath.


I completely forgot about that one.

#162
Gaxhung

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Clicking on party members by mistake was really annoying in DA:O, so I enjoyed the Awakenings style at first, but having to remember where dialog points are for each character in the entire world and taking a character somewhere just for their dialog is even more annoying. Awakenings is a relatively short experience and not taking companions to their dialog points really isn't an issue, but a game the size of DA:O using this system will just cause a lot of dialog work left intentionally or unintentionally unconsumed.

But at the same time, talking to Oghren when we came across an Anvil and Valenna, that big tree in Amarantine for example, does make a lot of sense for those characters.

Perhaps a solution could be that the Warden notices these things, you clicked on them, a tree, an anvil, a dead elf, whatever, then when you return to camp or wherever, you have a new dialog option of, for example:
To Oghren: (Mention Kal'Hirol to Oghren) ...
Oghren: "bla something then ... sod it, this kinda reminds me of Branka (sigh) ...".

This way we don't have to run a specific companion somewhere just for a little extra story, we save and take the conversation to the companions (kinda sorta bit cheating for less annoyance).

Modifié par Gaxhung, 29 mai 2010 - 01:50 .


#163
Faldaith

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What the have to do is this: Outside camp Awakening stuff, inside camp, DAO stuff, thus the whole conversations. When i'm playing DAO i always started the conversations in camp, because it's a bit unrealistic to talk about the flowers and the bees, while surrounded by darkspawn...

#164
VioletTheirin

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Gaxhung wrote...

Clicking on party members by mistake was really annoying in DA:O, so I enjoyed the Awakenings style at first, but having to remember where dialog points are for each character in the entire world and taking a character somewhere just for their dialog is even more annoying. Awakenings is a relatively short experience and not taking companions to their dialog points really isn't an issue, but a game the size of DA:O using this system will just cause a lot of dialog work left intentionally or unintentionally unconsumed.

But at the same time, talking to Oghren when we came across an Anvil and Valenna, that big tree in Amarantine for example, does make a lot of sense for those characters.

Perhaps a solution could be that the Warden notices these things, you clicked on them, a tree, an anvil, a dead elf, whatever, then when you return to camp or wherever, you have a new dialog option of, for example:
To Oghren: (Mention Kal'Hirol to Oghren) ...
Oghren: "bla something then ... sod it, this kinda reminds me of Branka (sigh) ...".

This way we don't have to run a specific companion somewhere just for a little extra story, we save and take the conversation to the companions (kinda sorta bit cheating for less annoyance).


That is a good idea!  Never really thought about that.  They need to do something though because I just never really felt all that connected to the characters in Awakening because you don't have much of a chance to talk to them.  And they definitely need to bring back the romance aspect.

#165
GardenSnake

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Hollingdale wrote...

mousestalker wrote...

Hollingdale wrote...

If it retains the problems that the Awakenings system had (the amount of dialogue being very sparse and the TAB thingy and the fact that you couldn't talk to people at all while travelling or in your keep), which I highly doubt, then my enthusiasm will be severely lowered.

But if it's the same retarded system as in Origins where you can be best friends with everyone by means of gifts and where the majority of all conversations seem available from scratch and come in form of the PC asking a ton of ****ing questions like some goddamn private detective then I'll be equally displeased.

Naturally a hybrid of the two would be the best way to go.


So you want a roleplaying game without any roleplaying. Fascinating.

Not seeing how you show an alternative to the two systems here. :wizard:


If you stop strawmanning you might not be so blind as to prevent you from seeing one.

I'll elaborate for you but don't bother responding if it's gonna be along the lines of ''So you want a roleplaying game with no roleplaying?''.  Because next time I will just answer: No.

Almost all gifts need to go, I don't mind the gifts that have story to them however (such as Flemeths black book or the antivan leather boots that you can give to Zevran), but the fact is that the vast majority of all gifts givings are more remiscient to handling chocolate to children in order for them to like you. Only the cast of Dragon Age are not children and as such small treats should hardly determine whether they like someone or not.

If you character for example is a murderous psychotic swine the good folk will still love you if you just leave them in camp and show up with gifts now and then. Nevermind the blood on your hands.

Indeed it's beyound silly but I get the feeling that many on theese boards actually want the ability to have all characters (including the ones they never use or talk to out of camp but rather just use as a dump for gifts) love them. Why I cannot fathom.

Furthermore, in Origins aswell as Awakenings there's too little response from characters regarding ongoing events, I want more conversations to take place while I'm actually doing things. The fact that you can look at objects and garner responses from certain party members in Awakenings is certainly an improvement but Bioware were of course wrong to think it can replace party dialogue entirely.

To sum it all up, I'm tired of all the bashing the Awakenings system is recieving, people can't seem to accept the fact that even if it had an Origins like system it still wouldn't have nearly as much dialogue as Origins simply due to it being and expansion with way less development time behind it and not a full feature. This is more so annoying because the same people are blind to the many problems that Origins had, praising it blindly while overly bashing Awakenings (despite it having a more realistic and responsive conversation system).

Naturally a mix of the two is to be preffered and gifts of no story value need to be removed entirely. You can't have a system where characters will love you even if you dont use them, and you can't have a system with no camp dialogue at all.

Jeez, mousestalker just wanted to have some fun, calm yourself. And BTW, giving a woman chocolates or flowers can and does so to speak 'raise approval' ever tried it? Not trying to say that women are simple and only care about that sort of stuff, but people would still like you if they had no idea you were a contract killer and you bought them stuff and got to know them. You see what I'm getting at?

And as for the OP, I would buy it, but only after a few months, many positive reviews, an epic storyline *cough* continuity *cough* and a new location.
Now if there was a hybrid that was 9 parts Origins and one part Awakening, I'd preorder it for sure. If it was just Origins' system, I'd cry tears of joy and preorder it the second Bioware let me. The problem with Awakening's system was, as I've mentioned many times before, the fact that it is the sole reason that you felt distanced from your companions, and had no connections with them. The exact opposite of what Origins made the player feel.

And as for having a voiced player character, I say **** no. It completely makes you lose the sense that you ARE the warden and instead makes it seem as though its some character with sprinkles of your persona.

Am I old-fashioned? Ya, I am. Am I afraid of change? If it ruins the awesome experience I had with the last game, **** ya I'm afraid of the change. If it improves on the ideas of the last game? (Ex. Halo Reach's reticle bloom and armour abilities) No, on the contrary, I'll welcome it with open arms. Awakening just seemed like they saw their perfectly fine convo system and said **** that lets start from scratch because it's more cost effective.

At the end of the day, Bioware are people too and they have families to feed as well. We can hate on them all we want about them wanting to make lots of money and screwing us over just to reduce costs but at the end of the day, they need their paychecks as much as we do. Although I will say that if every videogame company adopted Bungie's ethics on gamemaking ( they make games that they know they'll want to play and make games on their own terms despite being owned by microsoft and more recently Activision) the videogame world would be a much better place, lol.

Modifié par GardenSnake, 30 mai 2010 - 02:26 .


#166
Urazz

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scyphozoa wrote...

The dialogue system was already dated in DAO by the time DAO launched. I liken DAO closer to Jade Empire than to Mass Effect1. The Awakening system is a technological and conceptual step forward specifically designed for an expansion pack. I'm quite sure the dialogue system in any new Bioware game will only be improved upon since Awakening. With a bigger budget and more time to fiddle and design, I can't imagine a new DA dialogue system that isn't heavily modified. 

However, I would be very disappointed if the player-character is voiceless again. PC with no voice is very boring to me.

It was dated because the main character had no voice actually.  Mass Effect basically upped it by having a VA give the player character a voice and used the dialogue wheel.  Sure that system has it's flaws as well and can be improved but I think it was a good improvement.  Maybe instead of the dialogue wheel, we can have the numbered option list like with other bioware RPGs with a bit more description on each choice but not one that is word for word.

#167
wingzero75712

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I definitely prefer the conversation system from Origins rather than Awakening. That's why I think the characters in origins had so much more depth to them than the ones in Awakening.

#168
Leon Evelake

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Faldaith wrote...

What the have to do is this: Outside camp Awakening stuff, inside camp, DAO stuff, thus the whole conversations. When i'm playing DAO i always started the conversations in camp, because it's a bit unrealistic to talk about the flowers and the bees, while surrounded by darkspawn...


People keep saying its  unrealistic, but as someone who was in the military posted above talking while on the field is natural, also consider these characters are on the move for the better part of a year realistically I would say much of their getting to know one another would happen while on the road,

#169
Behindyounow

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With The DA:O system, you talk to them a bit, then all the options you have left are just repeats of previous ones.



Once you do a quest you might get a new bit of dialogue, like in DA:A. The only major difference is the mass of filler at the start for the DA:O system.



So yeah. They aren't that different.

#170
Leon Evelake

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Behindyounow wrote...

With The DA:O system, you talk to them a bit, then all the options you have left are just repeats of previous ones.

Once you do a quest you might get a new bit of dialogue, like in DA:A. The only major difference is the mass of filler at the start for the DA:O system.

So yeah. They aren't that different.


That's just not true, the big issue is the inability to initiate conversation. Both use a pick what you say set up but that's about it.  In origins you can at any time go up and ask about a persons opinion or life and you get various paths the conversation can go,, in awakening  the person sees a tree or a statue or something and you can briefly talk about that and what it means the conversations as far as I saw branch but don't really lead to other conversations.

#171
Behindyounow

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Leon Evelake wrote...

Behindyounow wrote...

With The DA:O system, you talk to them a bit, then all the options you have left are just repeats of previous ones.

Once you do a quest you might get a new bit of dialogue, like in DA:A. The only major difference is the mass of filler at the start for the DA:O system.

So yeah. They aren't that different.


That's just not true, the big issue is the inability to initiate conversation. Both use a pick what you say set up but that's about it.  In origins you can at any time go up and ask about a persons opinion or life and you get various paths the conversation can go,, in awakening  the person sees a tree or a statue or something and you can briefly talk about that and what it means the conversations as far as I saw branch but don't really lead to other conversations.



And once you use all that up (which can usually be done as soon as you get the character), the only things you can talk about are:
  • Repeats of what you previously said.
  • Things regarding the last quest you did.
Regardless, I didn't give a rat's arse about hearing Alistair whine about his childhood. Hearing him complain about me killing Connor was interesting though, and it made sense.

#172
Lord Gremlin

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I expect an improved version of Origins conversation system, Awakening's conversation system is a result of a small budget/limited time.

#173
Dark Lilith

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plain and simple...NO!

#174
Lintanis

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Well its going to be a mixture of the two in the next game so should be interesting to find out :)

#175
ell46

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I probably will get it, but will be bitterly disappointed as I love the ineraction and romance of DAO it's the only game I've ever played that had that and I think it's brilliant, sod the cost.

One thing for sure I would only play it through once, I've only played Awakening twice once as a GW and the second as GW Queen and now I'm bored with it.  Until Origins I've never played an RPG more than once.  I've played DAO so many times I've lost count and that is only because of the dialogue system.

Modifié par ell46, 02 juin 2010 - 06:41 .