MistySun wrote...
I read somewhere that Bioware have said they're removing camp conversation and future games will be more like the Awakening system.
MistySun wrote...
I read somewhere that Bioware have said they're removing camp conversation and future games will be more like the Awakening system.
soteria wrote...
You're making it sound a lot more ridiculous than it actually was, and clicking on objects to trigger a convo makes decent sense if you think of the alternatives. Say you want to trigger an optional dialogue for someone in a specific area or about a specific object. You could have the conversation just pop up, but then it's no longer optional, and could be annoying since the player loses control. You could have a companion's dialogue tree change in different areas, but then you're stuck trying to talk to everyone in every area to see if they have something to say. I don't want that. You could have people audibly comment when they see something to let you know they want to talk about something in the area, but what if you walk on for a little while before starting the conversation? Then you could have your companion talking about a statue that's not there anymore.
Really, when you get down to it, making this argument based on the ridiculous is just complaining about what part of the screen you click on to start conversations. I may as well say I hate the targetting systems for aoe spells because "Why would I cast a fireball at the GROUND? I'm trying to kill the people, not the ground." Of course, the targetting system doesn't involve trying to kill the ground any more than the Awakening dialogue system involves talking to trees and boats, as is so often claimed.
Short version: complaining about what part of the screen you click on seems silly to me. It's such a trivial issue.
Is there a complaint about the concept of talking to companions about things they see in the game world?
asaiasai wrote...
I have been thinking about this since i first played awakenings. I too am not completely happy with the A conversation system because it seems to lack life. The biggest hurdle to any conversation system is how to animate the inanimate. Machines do what they do over and over again because that is what they were made to do, people on the other hand sometimes can not explain why they do what they do. The major difference is spontinaity and that i think is how you can resolve the conversation system.
If at party camp the characters are milling around, talking amongst themselves, tending fire, cooking dinner, mending thier armor, sharing a bottle, they appear to be interacting amongst themselves but they are in fact interacting with the player, just not directly. They could still reveal thier desires, and thier feelings about the previous game events, and the course of action the PC took. Let the NPCs pull the character into a conversation more than currently, for example as you walk by a tree in Amaranthine the PC is pulled into a conversation with Velena or Anders. To make it a requirement that i as the PC must initiate every conversation is what drains the life from the conversation. Another example is that as i am running in Denerim i hear Leliana and Morrigan having the dress conversation and Leliana que cut scene drags me onto the middle and the group is now waiting on me to give one of several dialog options that have popped up. The most important thing is that as a player i should not always get the opportinuty to be dragged into a conversation, there could be factors involved like the standard approval system currently in place. This would decide, based upon the approval of the conversationalists if your going to be pulled into it or not.
Another layer could be that you do not get your approval/disapproval points at the time you decide the course of action, you would have to follow up with the party members later to discern thier feelings, probably at camp. In the above example (dress) if pulled in the conversation then you would be given your approval/disapproval points right then, if not you would have to have a follow up conversation with the participants at camp. Later at camp you might have Morrigan ask you if a red dress would make her ass look big, to which depending on what the player wants, they could answer no it is not the dress that makes your ass look big, it is your ass that makes your ass look big, at which time the PC would earn thier points.
Consider the NPCs developing relationships amongst themselves, Morrigan and Sten after surviving one tough mission suddenly feel the passion and they are not sitting around the fire and as you look over you see 4 feet protruding from Morrigan's tent. Later you might see them sitting around the fire yelling Eskimo kisses and rubbing noses, creeping out the other party members about as much as i am sure i just creeped everybody out here.
Interaction not always with the player, not always at the player's behest, and like living breathing folks not always with a good reason. Every conversation should provide the player with insight on the character. The conversation system in DAO works but i do agree, that after 17 plays it does feel like a laundry list as i sort the conversations to get Leliana to tell me about shoes so i can give her the Blue Satin shoes i grabbed from old Tegrin 4 hours ago.
Consider making lets say 30 different conversation plot points for each character, and then in the interest of replayability, the computer would do a random pick of say 10. Using the dress conversation, the player would have influence on the gifts. If say they instead of telling Morrigan her ass is big, could instead tell her that she would like very nice in a red velvet dress, and then buy her one later in the game as a gift. Leliana as a chantry sister would be scandalized at the idea of various parts of her anatomy flashing into view, but a hardened Leliana with the "i dont know i think it might be sexy" response from the PC might consider a bag of rags to fashion some revealing attire from as a gift.
Gifts should go both ways the PC could in the course of the game be asked by the NPCs about certain things like pies. The PC could be asked by Wynne if they like pies if Wynne's approval is high enough, as it grows to a point she would bake the PC a pie. At which point the player could share said pie with the folks around the fire to thier approval and Wynne's. The biggest thing is to get the conversation to flow both ways from the PC to the NPCs and from the NPCs to the PC in a an apparent random and spontanious fashion. I would consider some sort of flag on an NPC to remind or to notify the PC that they should go see that NPC as they have something to share, helpful but it would come at the expense of immersion, possibly allow the player as a game option to enable or disable it.
Sorry for the wall of text but this is not something that can be done in 50 words or less.
Asai
Modifié par attend, 22 mai 2010 - 04:35 .
cruelgretchen wrote...
never change a working system
cruelgretchen wrote...
never change a working system
soteria wrote...
You're making it sound a lot more ridiculous than it actually was, and clicking on objects to trigger a convo makes decent sense if you think of the alternatives. Say you want to trigger an optional dialogue for someone in a specific area or about a specific object. You could have the conversation just pop up, but then it's no longer optional, and could be annoying since the player loses control. You could have a companion's dialogue tree change in different areas, but then you're stuck trying to talk to everyone in every area to see if they have something to say. I don't want that. You could have people audibly comment when they see something to let you know they want to talk about something in the area, but what if you walk on for a little while before starting the conversation? Then you could have your companion talking about a statue that's not there anymore.
Really, when you get down to it, making this argument based on the ridiculous is just complaining about what part of the screen you click on to start conversations. I may as well say I hate the targetting systems for aoe spells because "Why would I cast a fireball at the GROUND? I'm trying to kill the people, not the ground." Of course, the targetting system doesn't involve trying to kill the ground any more than the Awakening dialogue system involves talking to trees and boats, as is so often claimed.
Short version: complaining about what part of the screen you click on seems silly to me. It's such a trivial issue.
Is there a complaint about the concept of talking to companions about things they see in the game world?
Look ANYWHERE in the forums genius. The majority of us hated it. You seem to be turning a blind eye to that fact.soteria wrote...
MistySun wrote...
I read somewhere that Bioware have said they're removing camp conversation and future games will be more like the Awakening system.
Don't do it.
You made DAO a great success.
But you made Awakenings a lost cause. People (most) did not like it.
Stick to what you know best. To make a great game such as DAO.
If future DA goes the same way as Awakenings, you will lose out.
In other words...the end of the line.
Most people didn't like it? I guess you're the majority representative or something? Where are you getting these numbers?
MistySun wrote...
cruelgretchen wrote...
never change a working system
Exactly my thoughts cruelgretchen ../../../images/forum/emoticons/smile.png
GardenSnake wrote...
Look ANYWHERE in the forums genius. The majority of us hated it. You seem to be turning a blind eye to that fact.
Modifié par dan107, 23 mai 2010 - 08:36 .
KragCulloden wrote...
Your example bears little relevence to the issue. When I target an AOE the AOE actually lands where I targeted it - there is a direct relation between what I select and what happens. That was not the case in Awakenings - I click on a bulletin board and instead get a conversation about Oghren's rash...WTF? No relationship at all - I click on a floating boat and get whining from Oghren about being in the Fade - that is not a trivial issue, it is a dumb design decision and should be acknowledged as such.
The puzzling thing is that this is not new ground for Bioware and they have addressed this in better ways in earlier titles - Kotor had audible prompts from characters when they had something to say - why not use that? NPC initiated conversations that are ESC-apable works as well. Both solutions make more sense than clicking on random scenery items.
"Complaining about what part of the screen you click on seems silly to me..." - considering that clicking on the screen is the ONLY targeted input available, it is not silly in the least.
"Is there a complaint about the concept of talking to companions about things they see in the game world?" - Yes, when that is the only form of conversation in the game, more than few people are complaining about it. When it is in addition to a existing party conversation system, its a great touch. Not as a replacement.
Look ANYWHERE in the forums genius. The majority of us hated it. You seem to be turning a blind eye to that fact.
Guest_Magnum Opus_*
soteria wrote...
Sure it's relevant--unless you just blindly ignore the similarities. You target aoe's by selecting the area. You click on a statue to talk about it. You click on a painting to talk about that, and you click on a tree to talk about that. You're in the Fade, and you click on something in the Fade to talk about being in the Fade. What doesn't make sense about that? IIRC, there was also a connection between the bulletin board and the rash, but it's probably easier for you to make your point if you ignore all those connections. I'm not saying they implemented it perfectly or that they couldn't have done it better, but as I said, if you're trying to trigger conversations about objects or places clicking on those objects makes a lot of sense.
Magnum Opus wrote...
If Bioware can't figure out a way to establish the correlation between any given object and what clicking on that object is going to do (or even who's going to do it, because with the Awakening system, my protagonist clicking on that beer Keg makes [i]Ohgren[i/] talk to [i]me[/i)], then the mechanic is going to be worse than useless as a story-telling tool. It's going to force players into relying on metagaming crutches like the Tab key to figure out what they need to click, because there will be no sense in examining the game world anymore, and no consistency between action and consequence. Players won't be looking for toy horses or entrances to mines any more. They'll be holding the Tab key and looking for some sort of change in terms of what glows because of it.
That's not the mark of a story-driven game, that's an exercise in mechanics.
You mean like having the cursor turn into a speech bubble when you mouse over the object?Magnum Opus wrote...
If Bioware can't figure out a way to establish the correlation between any given object and what clicking on that object is going to do (or even who's going to do it, because with the Awakening system, my protagonist clicking on that beer Keg makes Oghren talk to me, then the mechanic is going to be worse than useless as a story-telling tool.
Modifié par AmstradHero, 23 mai 2010 - 11:20 .
If you see a basketball sitting on the ground and someone tells you to "interact with it", what are you likely going to do? Are you going to A) talk to the basketball,
look around for some nearby rocks to balance them on top of the basketball and see how high you can build the tower before it topples over, or C) pick up the basketball and bounce it as if you were playing basketball?
The issue here is that clicking an object in a game does not automatically mean that I want to TALK with or about that object to someone, and my avatar's choice to do something with an object certainly shouldn't force someone else into any sort of action. When I've got one character selected, that mouse click really means "have that specific character interact with the object you just clicked", and that can mean a lot of different things depending what I'm clicking on (the basketball carries an implicit suggestion with it), or even the conditions under which I'm clicking it.
Sure. In past games, I've often seen clickables and not known exactly what would happen if I chose to interact, but I never hesitated to do it, did you? I've clicked on rocks and thought maybe I was going to search them and found out that no, I needed to blow them up. But, in Awakening, it took maybe three or four times before I figured out that random clickables with a certain mouseover image would trigger a conversation. It may have taken you more or fewer, but you figured it out. Obviously."Click on rock" can carry an infinite amount of expectations with it, depending on the context.
If Bioware can't figure out a way to establish the correlation between any given object and what clicking on that object is going to do (or even who's going to do it, because with the Awakening system, my protagonist clicking on that beer Keg makes Ohgren talk to [i]me[/i)], then the mechanic is going to be worse than useless as a story-telling tool. It's going to force players into relying on metagaming crutches like the Tab key to figure out what they need to click, because there will be no sense in examining the game world anymore, and no consistency between action and consequence. Players won't be looking for toy horses or entrances to mines any more. They'll be holding the Tab key and looking for some sort of change in terms of what glows because of it.
That's not the mark of a story-driven game, that's an exercise in mechanics.
Modifié par soteria, 23 mai 2010 - 11:36 .
The problem I have with people complaining about the Awakenings system is that almost all of the complaints effectively boil down to "I don't like it because it's new and I wasn't expecting it." They also typically fail to accept any of the benefits and advantages it provided over the system in Origins.