tmp7704 wrote...
Yes, except in this particular situation my ability to swap outfits on the companions doesn't render you unable from leaving these iconic outfits on through the whole game.
I addressed this before, and that's the static character of the armour. Better armours are available quickly. The choice between being gimped or not is not an awesome choice (see KoTOR).
Although i suppose there can be difference of views here depending if you look at it from functionality angle (swap outfits or not, both ways are supported) or as "ideology" so to speak (allow swapping the outfits or exclude it from game entirely) If it's the latter then i agree there can be no compromise, but i don't know why you'd choose to view if from this angle rather than the functionality one, since ideology still boils down to functionality in the end.
From a functionality standpoint, I would rather have 3 unique armours with a custom mesh over 15 generic armours that any character can wear. It's an issue of allocating zots. I think what DA2 is doing is bad, because it seems via comments made by Mike Laidlaw that we are largely stuck with 1/2 outfits like in ME2. And it especially sucks when these items are incoherent (like only having Shepard in power armour and all the other women dressed like they're going out to a club).
To boil it down, what I am arguing is that what I want is a highly invested attempt by Bioware to design 3 unique armours for each of (say) 8 companions. That means 24 unique items. I prefer this over 40 generic items
all characters can wear.
This is what I mean by our position not being compatible - we want different bits of resource allocation, as a result of our ideology.
Hmm i don't quite see how your argument works here. Because ultimately there is a gap here to fill-in. Your theoretical example of "what if there was cutscene" is just alternative way to fill in what the game is in fact missing. As such, until it's actually implemented there doesn't seem to be anything wrong with the concept another player uses "team role-play" as their own approach to filling this gap?
There isn't anything
wrong with doing it. I just don't. So for you, it's a chance to play the game. For me,
there's just no content. I am aware there are limited resources in the game. Rather than have a detailed loot tree, I would rather get this one scene. This is the argument I am trying to outline.
And even if your theoretical cutscene was implemented, it wouldn't prevent the player from swapping gear on companions as result of say, make-believe conversation between characters on that very subject.
For one, if my cut-scene was implemented it would mean my system was, so there wouldn't be generic companion gear. There would only be the option to either upgrade the outfit or no, and if you did, you would get a new unique mesh (and some new unique content) or your PC's RP choice would lose you that mesh. There ought to be follow-up content too, that creates conflict between the PC and NPC because you just told them to F off and not get their new threads.
Essentially, I want the game to be
very up-front about the interaction and have that drive the game. That's what an RPG is to me.
I think that's reversing the result and cause -- it's not player's ability to fill in the gaps that causes gaps in the first place, it's the presence of gaps that makes player come up with their own content.
No, with the PC, it absolute is this way. Why is there such a complaint over VO? Becaue it prevents the player from filling in content. Why do some developers refuse to introduce VO? Specifically
because it allows for content to be filled in.
I really don't think there's lack of such cutscene in the game because some dev said "but hey guys we can't put this in because then people won't be able to imagine characters having conversations about what gear they want" -- it certainly didn't prevent them from turning Hawke into voiced character, for example... even though players would up to now "fill in" for the protagonist's voice.
I am not arguing that the causal link is there from the standpoint of the developer. Let me try to say this another way:
We could have a game that is hypothetically overarching, but very little content is shown. Like, for example, Duncan travelling with your PC to Ostagar. Ostensibly there was a true and ostensibly the two of you spent some time toghether and interacted. But this was never shown.
I would rather have
all of the Deep Roads cut for a 20 minute walking interaction with Duncan to flesh out his character. Essentially, what I am trying to say is that I am willing to sacrifice some gameplay for cinematic dialogue interaction, which I consider as important to the game being fun.
There is also another, unaddressed aspect here -- this is, aside from ability to "fill in the gaps", ability to change some elements of companions' designs allows the player to tweak these characters into someone else. (if we subscribe to the view that choice of outfit reflects on character/backstory of the wearer) Do you consider it a negative as well, and if so, why?
Yes. I think it detracts terribly from the game.
Let me take Fallout:New Vegas, as an example. To me, that game is dead. All interaction just happens with set piece characters that send you on fetch quests, but you spend most of your time as an empty puppet doing. The world reacts to you only in the most rudementary ways based on the reputation you build.
To some people, what actually happens is some kind of mental adventure, where all of this interaction I don't see happens inside their head. Okay, sure, great. I'm glad people have fun doing that. But I don't.
It's not about a lack of imagination. It's that my imagination is better. I want a character that's absolutely tied to the world, not some nameless courrier with no family, no friends, no background and no lovers. To feel like this is what I have, the game needs to react to things I do, to things I say, in a very meaningful way above the endquest choice I make.
IWD is a dead game because you just have a unit of plot moving to kill enemies and progress to the endgame. Torment is brilliant because the entire game is about interacting with everyone around you.
That relies on presumption Isabela's iconic outfit remains static throughout the game and impossible to upgrade on par with other armours, which at least in DA2 doesn't seem to be the case.
Well, in DA2 it doesn't seem to be the case armour changes at all, which honestly sucks.
In other words, this is quite unrelated to ability to equip different armours -- if the iconic outfit remained indeed static, then she's still going to "quickly become crap" compared to Hawke who isn't stuck with iconic appearance. Except with being unable to change that outfit you're stuck with that relatively crappy Isabela performance. I don't see how it's preferable in any way. And no, i don't think solution would be to force Hawke into static "iconic outfit" so then everyone can be "equally crap", either.
The armour upgrades its stats over time. It just doesn't change. I've outlined my solution above.