Sidney wrote...
highcastle wrote...
I think the Awakening method had potential. My real problem was that it replaced campfire dialogues completely. I'd have liked to see environment triggers mixed with home-base conversations. That would have been the most realistic, I think.
On topic: I don't think we need to see fewer love interests (especially since that would likely mean that same-sex LIs get cut, and that would just be terrible after ME2).
Awakenings was good but the pure "encounter" dialogs didn't make it. As you said the blend is the right answer.
I'll take fewer with more depth. I didn't like that you could "progress" the LI with Morrigan in camp right after Lothering very easily to the full on romance state.
Maybe the triggers are needed to push things forward and can stop the head-long rush. The pacing of the LI's in ME and ME2 were both better than DAO even if the LI characters were not as compelling.
I think the pacing on ME was still a bit off. In both ME and ME2, you have minimal interactions with your LI before the final mission, at which point the characters finally sleep together. Since DA and now DA2 take place over much longer time periods, its natural to have the relationships reach a physical stage earlier, then continue to develop afterward.
But yes, some of the companions could be romanced quite early. However, this is also in some of their natures. Morrigan for instance wasn't truly looking for love, not at first. And with her characterization, it makes sense that she'd be willing to sleep with a PC much earlier into the game. Zevran had a similar bit of characterization. And both Morrigan and Zev eventually developed feelings that surprised them, making their romance arcs two of the most compelling in the game.
The one thing I didn't like about DA was how you could breeze through most of the conversations in the first camp visit, leaving you with very little to talk about for the rest of the game. Sure there were extra conversations available at certain approval bumps or after story events, but not nearly enough. LIs in particular should've had more conversations. With my human noble character, for instance, I wanted to talk to my LI about killing Howe. This would've been a logical and natural conversation. Alas, I couldn't do it. LIs should definitely react more to the PC's actions and more conversations should be available with romanced characters than non-romanced characters (since this is who your PC will likely be turning to for support and guidance).