“Dragon Age II uses a conversation system similar to Mass Effect’s,
where players select paraphrased versions of the dialogue from a wheel.
An icon in the middle of the wheel even illustrates the line’s basic
intent (like aggressive or sarcastic), so you can focus more on the
interaction rather than reading and analyzing your dialogue choices.”
So, we're getting the Mass Effect wheel and we're getting an icon in the middle of the wheel which shows the dialogues intent. Here's my problem, half the point of the original game was deciding what you wanted to say, you weren't limited by a morality meter, if the situation called for it your good character could decide to murder a band of robbers, or intimidate an attacker. I was on this forum before the games release, and I specifically remember the developers saying they weren't going to put all the good dialogue choices in the same places. Why? Well, it was so people had to actually think and analyze the choices they were making. The entire point of it was it's your character, you get to pick what he/she would do in that situation rather than just pressing the Persuade - Good button.
I do wonder what changed their minds.Voiced characters doesn't mean you have to use the morale Threaten - evil Persuade - Good style of dialogue. It could of been like the Witcher, where it would give you the first part of what your character would say and a very good idea on the choice you were taking. Instead we get a bunch of vague clue's like "threaten."
This all contributes towards making the game feel like an interactive movie where we're directing an actor on stage on what to do, rather than actually being their ourselves and playing as our own character.
Edit - Just to clear things up, I was wrong on the highlighting part but there's still an icon in the middle of the wheel which shows you the lines basic intent. It's practically the same thing.
Modifié par Nosuchluck, 11 juillet 2010 - 04:23 .





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