So here is a brand new topic about the dialogue icons:
I don't really have any problems with the inclusion of icons that work as pointers for the intent of the dialogue, but a lingering little fear of mine tells me that I may be able to guess the effects the separate dialogue options have on the character(s) my character is speaking with from the icons alone.
For example: The "peaceful" icon grants positive sanctions to my character, while the "aggressive" icon grants negative sanctions.
This is just speculation, but if it is the case, I’m afraid that this new system may lead to some heavy hand holding – and (imo) take away some very immersive and believable mechanics from the game.
Take Sten from DAO: My experience with Sten was that mindlessly agreeing with him or trying to suck up to him led to disapproval. In order to achieve approval from Sten my dialogue choices had to reflect authority and a sense of duty, not just the occasional “yay” or “nay” - as this was integral to the personal ideology of the character (Sten).
I'm wondering how the icons will integrate into the approval system.
Will they scrap the sense of having to "know the characters" (as I felt was the case with Sten) in order to achieve the intended reaction from them? Will an aggressive (or negative) icon always equal rivalry points? Will a peaceful (or positive) icon always equal friendship points?
Modifié par Illborne, 05 décembre 2010 - 04:22 .





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