Interrupts and "cinematic" conversations
#1
Posté 24 juillet 2010 - 11:53
How about the interrupt system of ME2? I thought that was one of the few neat features of that benighted sequel... Although it might be more complex in DA2, since not everyone will be carrying a "gun", and making every interrupt happen with a dagger might be unbelievable (would a mage be capable of the same lightning fast jabs as the rogue or the warrior?)
#2
Posté 24 juillet 2010 - 12:00
Mox Ruuga wrote...
One advantage of having a fully voiced PC is being able to make simple conversations more dynamic and "cinematic", taking advantage of movement and camera angles and "character" reactions. I presume this will be used (and was one of the reasons it was taken into use) in DA2?
How about the interrupt system of ME2? I thought that was one of the few neat features of that benighted sequel... Although it might be more complex in DA2, since not everyone will be carrying a "gun", and making every interrupt happen with a dagger might be unbelievable (would a mage be capable of the same lightning fast jabs as the rogue or the warrior?)
I dunno about the interrupts (troublesome to implement without the Para/Rene meter), but I do hope the dialogues will be as cinematic as Mass Effect 2.
#3
Posté 24 juillet 2010 - 12:24
But they could implement interrupts in a different.manner.
Here are two approaches:
(1)
They could use the icons from the dialogue wheel that establish tone and have those flash when an interrupt possibility arises. So you know, diplomatic, angry, whatever.
or, what I prefer
(2)
They could use skills. What do I mean? Think of the Crime Wave questline from DAO. There were conversation options that had [poison], [steal], etc checks based on your skill. So they could implement flashing icons showing that skill-based interrupt is available. So the icon flashes and your rogue poisons the target for example. Or maybe you an [intimidate] icon flashes and you grab the person your talking to and push them against a wall.
There is some potential there to bring in more ways of handling conversations and dealing with quest objectives. Basically, blend what they did with skill-check conversation options in Crime Wave (note there were stat-based conversation options in Planescape: Torment) with ME2 interrupts: the result being skill-based interrupts instead of paragon/renegade interrupts.
Modifié par Giltspur, 24 juillet 2010 - 12:27 .
#4
Posté 24 juillet 2010 - 12:26
#5
Posté 24 juillet 2010 - 12:33
Giltspur wrote...
They haven't said anything about interrupts. And they couldn't implement the interrupts exactly as they are in Mass Effect 2 since there is no paragon/renegade system (thankfully--while it's fine in ME, not cool for DA).
But they could implement interrupts in a different.manner.
Here are two approaches:
(1)
They could use the icons from the dialogue wheel that establish tone and have those flash when an interrupt possibility arises. So you know, diplomatic, angry, whatever.
or, what I prefer
(2)
They could use skills. What do I mean? Think of the Crime Wave questline from DAO. There were conversation options that had [poison], [steal], etc checks based on your skill. So they could implement flashing icons showing that skill-based interrupt is available. So the icon flashes and your rogue poisons the target for example. Or maybe you an [intimidate] icon flashes and you grab the person your talking to and push them against a wall.
There is some potential there to bring in more ways of handling conversations and dealing with quest objectives. Basically, blend what they did with skill-check conversation options in Crime Wave (note there were stat-based conversation options in Planescape: Torment) with ME2 interrupts: the result being skill-based interrupts instead of paragon/renegade interrupts.
Yeah, skills and attributes is what I was thinking of. Have enough Cunning, and you can think of something smart to interrupt a rabble rouser with. Have enough Strength, and you can wrestle a suicidal would-be bridge jumper to ground before he kills himself, have enough Dexterity and you can cheat in a card game, etc.
#6
Posté 24 juillet 2010 - 01:58
Mox Ruuga wrote...
Giltspur wrote...
They haven't said anything about interrupts. And they couldn't implement the interrupts exactly as they are in Mass Effect 2 since there is no paragon/renegade system (thankfully--while it's fine in ME, not cool for DA).
But they could implement interrupts in a different.manner.
Here are two approaches:
(1)
They could use the icons from the dialogue wheel that establish tone and have those flash when an interrupt possibility arises. So you know, diplomatic, angry, whatever.
or, what I prefer
(2)
They could use skills. What do I mean? Think of the Crime Wave questline from DAO. There were conversation options that had [poison], [steal], etc checks based on your skill. So they could implement flashing icons showing that skill-based interrupt is available. So the icon flashes and your rogue poisons the target for example. Or maybe you an [intimidate] icon flashes and you grab the person your talking to and push them against a wall.
There is some potential there to bring in more ways of handling conversations and dealing with quest objectives. Basically, blend what they did with skill-check conversation options in Crime Wave (note there were stat-based conversation options in Planescape: Torment) with ME2 interrupts: the result being skill-based interrupts instead of paragon/renegade interrupts.
Yeah, skills and attributes is what I was thinking of. Have enough Cunning, and you can think of something smart to interrupt a rabble rouser with. Have enough Strength, and you can wrestle a suicidal would-be bridge jumper to ground before he kills himself, have enough Dexterity and you can cheat in a card game, etc.
This would be so absolutely cool. There should be a sensible amount of posssible interrupts. I'm thinking 1 every 5 convos. Just think of the possibilities a rogue would have.
#7
Posté 24 juillet 2010 - 05:46
Mox Ruuga wrote...
One advantage of having a fully voiced PC is being able to make simple conversations more dynamic and "cinematic", taking advantage of movement and camera angles and "character" reactions. I presume this will be used (and was one of the reasons it was taken into use) in DA2?
How about the interrupt system of ME2? I thought that was one of the few neat features of that benighted sequel... Although it might be more complex in DA2, since not everyone will be carrying a "gun", and making every interrupt happen with a dagger might be unbelievable (would a mage be capable of the same lightning fast jabs as the rogue or the warrior?)
I absolutely hate the automatic cut scenes that happen when you arrive at a specific location. If you have a rogue or mage with a summoned entity it will disappear and you have to wait for the cool down to summon again. Same is true for stealth which prevents you from laying traps. This feature in DAO ends up limiting the usefullness of some skills and talents thus preventing you from using your character in the manner you intended.
#8
Posté 24 juillet 2010 - 06:16
That said, I think interrupts could still work even without a morality system akin to ME2's. Much like how BioWare are providing icons to show us the attitude of our dialogue choices, they can do the same with interrupts. We could see a red fist pop up and know that the interrupt will involve something violent, for example.
Modifié par Randy1083, 24 juillet 2010 - 06:18 .





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