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Will DA2 feature interrupts?


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34 réponses à ce sujet

#26
Lord Gremlin

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Problem is, in DA there is no morality. So there is no place for any non player-controlled interrupts.

#27
Sylvius the Mad

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Maverick827 wrote...

Maybe you're just bad at anticipating things?

If the interrupts were well designed then even a wrong-thinking person couldn't pretend to misunderstand them.

#28
derkaderka-

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no please.



i'm so sick of all the thoughts of da2 using me2 features. me2 is an action/rpg, mostly action with cut scene storytelling, with you spectating it. dao was a true rpg. da2 so far has announced it will be streamlining so many things, which means all the rpg is getting cut for the sake of more action. da2 shouldn't be an up tempo action game. keep it an rpg. let us control the pace. let us control our characters responses. don't dumb down our control over dialogue.



in dao i was never a spectator, i chose the dialogue, i knew which dialogues i was choosing not to use. in mass effect you don't know what you're missing and you don't know what your character (if you can even call it that) is going to do once you choose something.

#29
yummysoap

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Sylvius the Mad wrote...

Maverick827 wrote...

Maybe you're just bad at anticipating things?

If the interrupts were well designed then even a wrong-thinking person couldn't pretend to misunderstand them.

Well that's not necessarily true - plenty of people here seem to hate Mass Effect for simply not being their RPG ideal, and pretend to know a lot of "facts" about it, such as, and these are real things I've seen:

"Mass Effect 2 is so gay it's like you have three options that are all paraphrased exactly the same but have completely different responses depending on which you pick"

Which is just a lie. There's no situation in either of the Mass Effects where each paraphrased option has the same wording but different response. There's no situation where each paraphrase has the same wording at all. There are situations in Mass Effect 1 where each paraphrase will have different wording but offer a neutral response regardless, but that was patched up in Mass Effect 2. People managed to complain about that, oddly enough.

"Mass Effect 2 is so gay I hated all those times my renegade Shepard totally hugged a character without warning"

Which isn't so much a lie as a massive stretch of the truth. If someone genuinely thought that hitting the Nice Interrupt button when one of Shepards friends is having a sob about her dead father would lead to their "cold and calculated" character telling her to shut up and stop whining, then that person clearly has issues understanding what "NICE INTERRUPT BUTTON LOOKY HERE" means. More likely, though, that person just wants to perpetuate the idea that interrupts are totally unpredictable, and will pull any mistruth out and wave it about to make that understood. It's true enough, though, that sometimes it can be vague, and some people may not have known what they were getting into when they pushed the button. There is usually a very good idea, though. When Shepard's fondling his gun during a scene where the camera zooms in on a combustible canister, you have a pretty good bet that clicking the NASTY INTERRUPT BUTTON is going to have him shoot it.

What is true is that Shepard isn't a very potentially diverse character, and that the morality alignments (and therefore morality interrupts) only work to confine him further. That is a perfectly understandable criticism, and one that should be made against Hawke.

#30
In Exile

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Sylvius the Mad wrote...

Maverick827 wrote...

Maybe you're just bad at anticipating things?

If the interrupts were well designed then even a wrong-thinking person couldn't pretend to misunderstand them.


That's not true at all. Our understanding of things is absolutely predicated on thinking in the right sort of way. More to the point, if we extent general claim (if x were well designed, then even a wrong-thiming person couldn't misunderstand x), it would lead to conclusions like the dialogue system in DA is not well designed, because a wrong-thinking person can misunderstand the dialogue.

For example, if I use an arabic numberal system but define my operators differently (for example, I define the addition function as -) if someone presents a very well designed statement (2-1=1), it would be utterly nonsensical to me, and I would absolutely misundersand it as a mistake.

#31
Sylvius the Mad

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yummysoap wrote...

If someone genuinely thought that hitting the Nice Interrupt button when one of Shepards friends is having a sob about her dead father would lead to their "cold and calculated" character telling her to shut up and stop whining, then that person clearly has issues understanding what "NICE INTERRUPT BUTTON LOOKY HERE" means.

The problem isn't that the interrupts would lead the player to think they will lead to some particular wrong outcome, but that they don't give you enough information to draw any substantive conclusion at all.

#32
Vaeliorin

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Good god, no. I don't want my character doing random out of character things that are supposedly something that should fit his character. For example, Shepard threatening a police officer with a paragon interrupt. What on earth was up with that?



Or even things that are set ups for interrupts. Why is Shepard staring at that canister while talking to someone? Why is he walking around a prisoner repeatedly making a fist when he has no intention of hitting him?



Honestly, while the interrupt idea was neat in theory (and some of them work out okay) there's too much chance of it going terribly wrong for it to be included in a game where we're supposed to have control over our character.

#33
Deviija

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Vaeliorin wrote...
For example, Shepard threatening a police officer with a paragon interrupt. What on earth was up with that?

Or even things that are set ups for interrupts. Why is Shepard staring at that canister while talking to someone? Why is he walking around a prisoner repeatedly making a fist when he has no intention of hitting him?


Because Shepard is not your character, Vael.  Methinks they make that quite clear in ME2, per the above examples. 

#34
Vaeliorin

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Deviija wrote...

Vaeliorin wrote...
For example, Shepard threatening a police officer with a paragon interrupt. What on earth was up with that?

Or even things that are set ups for interrupts. Why is Shepard staring at that canister while talking to someone? Why is he walking around a prisoner repeatedly making a fist when he has no intention of hitting him?

Because Shepard is not your character, Vael.  Methinks they make that quite clear in ME2, per the above examples.

I know.  :(

I guess I'm just saying I don't want DA2 to end up like that, with a character who does all kinds of things that make no sense for him/her, and I think that kind of precludes having interrupts.

#35
Cairsoir

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Was about to make a thread about asking whether they should add interrupts on DA2, and decided to bump this one instead.



So, I personally liked the interrupts. I don't see what's so very wrong with them, as it's not like you HAVE to choose it. And while some of them are less predictable than others, the fact they'll show alignement in colour of the interrupt tells whether or not someone is going to get hurt. Standing up for someone being treated with prejudice seems like a good action to me, even if it means threatening police officer ;)



And while the time setting for an interrupt can be explained for example in a way of Shepard considering such thing to do (when watching them barrels etc), I can understant this might be better left off.



So yeah, I wouldn't definately mind if they added them in, and since they can be ignored they shouldn't really matter to those who don't want to use them it shouldn't matter to them either, I can live without them. As it'll most likely be.