thebrah wrote...
no, it was limited as in there weren't a whole lot of choices. thanks for playing nerd.asaiasai wrote...
thebrah wrote...
god shut up nerd. btw dragon age had limited choices.asaiasai wrote...
David Gaider wrote...
We have not implemented a morality meter, no. Making morally complex decisions and dealing with the consequences of those decisions on those around you are pretty central to what we feel Dragon Age is all about.Felfenix wrote...
I also think the morality meters oversimplify your reputation and the effects of decisions. One of the things I enjoyed more about Dragon Age than Mass Effect was that Dragon Age didn't have a morality meter.
I agree with you entirely Mr. Gaider, but at the same time the player MUST have some way to influence those decisions. What DAO did was provide the player the option to assign value to thier stats, is 2 points of cunning for the next level of persuasion more valuable to the player than say the 2 points applied to strength for a heavier armor, that is a decision the player made. In ME2 the situation was not as fluid as DAO, in ME2 and a lesser degree ME (although the player could sacrifice points to boost Charm or Intimidate) the player was locked into a path that had to be followed, this was detrimental to both immersion and role play. A Paragon had to hug everybody, a Renegade had to slap everybody, regardless of what the player wanted to do. When you limit the player's choices because the morality system is limited, you limit the players ability to immerse themselves in the world, as such the game seems to on occasion boot the player back out into reality. In ME2 you are limiting the player by the "actions speak louder than words" morality system. It is backwards in ME2 the actions set the personality avalable, where as in DAO the personality sets the actions avalable. At current it is slaps or hugs for everybody, where it should be slaps or hugs where the player feels it is apropriate and then the consequences should be applied. By forcing the player to make sacrifices in thier stats to set the personality of thier character before any action is implemented the player is now in control of the character and the story. It can be argued chicken or the egg i understand that, but the morality system in DAO and ME felt more organic than ME2.
Asai
Thanks for playing child which is obvious judging by your barely literate reply, you seem a bit cranky, is your diaper wet, do you need a nap now? DAO was as limited as the player chose it to be, because you were limited does not mean it lacked depth. Because you could not find that depth also leads one to believe that my original assessment of your maturity level is correct. If you do not like what I say ignore me, engage me, or go away, but I am here every night, not sorry about your luck.
Asai
You obviously do not comprehend what engage means, so iguess ill will have to show you, pay attention you might learn something, typical of your maturity level it will be a few years before you understand entirely.
Just what do you mean? What would you have them do differently, taking into account the levels of programming required to flesh out those differences? What would you consider depth and how would you further implement it? At the risk of further strain upon your fragile maturity level i will just leave it at those 3 questions for now, with more to follow as you can handle them.
Asai





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