Mary Kirby wrote...
I haven't played Alpha Protocol yet, so I can't compare the DA2 system with theirs. However, it looks like you've got the gist of the new system. You have a wheel like Mass Effect's, and when you move over a selection, you get an icon in the center of the wheel that indicates the intent of the player line: Flirty, violent, sarcastic, etc.
Thank you for confirming it. That sounds promising and an improvement over the dialogue wheel.
But if you don't mind, I'd like to know more. To better illustrate my question, let's use a standard RPG trope that's in pretty much every RPG ever, including Dragon Age - bandits trying to charge a toll to get into a town.
On the dialogue wheel, one option is "Convince bandit to let you in for free" while the other is "Attack". You put the mouse over the first option, and you pick out Aggressive, let's say.
PC: (Aggressive) I've killed dozens of qunari on my way over here twice your size. What do you think your chances are?
Or say you pick an option to lie.
PC: (Lie) You know, if you let me in for free I can tell you about the silk caravan I saw on my way here. It was heading towards Denerim and most of the escorts are either dead or exhausted from killing qunari raiders. If you let me through, I can make it worth your while by telling you where he is. Deal?*
Would this be associated with a skill check? Would your ability to skillfully BS people be tied to something like a "Manipulation" skill? I was kinda disappointed that there was only one social skill in Origins, Coercion.
Are these various "stances" that you can pick out very common in dialogue? Are there usually two or more different tones that you can take for a certain line? Obviously, some stances are not applicable in certain situations - you aren't going to be able to flirt with your mabari, for instance. Or at least, I hope not.
* For extra fun, having explored the place in question already, a successful lie would result in the PC leading the bandits to a qunari labour camp for heathens.