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Character Banter and Development - comparing DA, ME & KotOR


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#1
Milady495a

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I've been thinking about this topic for a few days, during my first playthrough of Kotor. I didn't expect the game to be so compelling, I have been utterly astonished to feel this enthusiastic about a game based in a movie series that didn't catch my attention to begin with. Why is that? In fact, it not only made my game more enjoyable than I expected, but also gave me an insight in certain things that I suspected that could be improved in DA and ME: Character dialogues and their influence within the story.

First of all, I'm not stating that it was wrong in ME or DA, not at all. And it doesn't occur in the same way in these two franchises. That said, I'd like to point out what I miss in current games, that I consider a success in KotOR.

*Realistic relationships with other characters: the first dialogues with Carth had taken me by surprise. Too used to the DA model of saying what the other character might want to hear in order to gain approval, I wasn't expecting to have arguments without the proper tools to solve them. Not agreeing didn't mean losing points with anybody, it is the way human relationships work. It stroke me as much more realistic than saying "yes, murdering is fine, Zevran" (in a subtler way), along with many other biased comments that would strengthen the character's opinion on you. What I thought is: why does agreeing have to be rewarded when it would be even more constructive (and more interesting) to influence (or fail to influence) each other? (I guess that Garrus' dialogues as a paragon Shepard illustrate my point). 

*Tension: I was delighted with the (again) realistic approach to these interactions. I haven't seen many actual arguments between my character and a companion, or between characters (save Miranda/Jack; Tali/Legion), or when I have seen these disagreements, they could be easily solved (and should be, for the sake of 'approval') by apologizing or selecting a moderate response. You really had me enamoured there, BW, when Carth gave Mission a lecture, and then I lectured her too, without fearing the disapproval consequence. My relationship with Bastila was also managed in a humorous way, although she got frequently pissed.

*Amount of banter: It was amazing how much you could chat not only with Carth and Bastila (leading characters) but with pretty much every character in your crew. You just needed to take them with you for them to open up. The more you took them with you, the more confident they felt to give away their stories. That made an excellent pacing for unravelling information about them, and I preferred it to giving them a bunch of gifts, telling them what they wanted to hear and be, all of a sudden, their wing-man. I have experienced this in DA with a couple of characters, and I didn't like it at all, specially since they wouldn't have much to tell me afterwards. One of the things that put me off in ME1 and ME2 was the too few conversations you could have with your companions.

*Companions influencing the story: In KotOR you have several characters that seem to be minor, such as the Wookie, the mercenary..., and a couple of major characters that shape the story or, let's say, lead the plot (Bastila and Carth mainly). In DA that would be Alistair. Well, I was very pleased to see that Bastila left at some point, something I don't recall having seen in either ME or DA. This adds to their uniqueness, the way they are differenced from the other npcs. It made me feel that she was more than some walking piece of plot unrelated to the major events (a feeling I get sometimes when reflecting on ME's characters - they all issue their lines in the same situation (personal mission aside), and sometimes seem to me like a pile of (not so many) dialogues and isolated phrases.


Perhaps the many options that BW handed us have been to the detriment of some of these factors. With the never ending discussion of who would stay and who will be leave the team/make a cameo in ME3, it's easy to realize that none of the companions really matter in the story, plot-wise, and that to some extent that may lead to see them as unintegrated in the story, expendable. Many options mean less work put to each of them. I would rather have a more lineal story than 8 origins that didn't influence the main story at all, or 12 companions, when I can only bring 2 with me at a time. There has to be a compromise, and this compromise worked out amazingly in KotOR. You had choices, which in the end summarized as either turning to the dark side or not, so you actually can replay the game almost new. To me, the little beginning plots in DA were not actual choices, as they didn't carry over that much (I was naïve to think that if I played a non-mage, Jowan couldn't have escaped and, therefore, the Earl wouldn't have been poisoned, but perhaps put off some other way).

On the matter of approval points... I know you would say: "Say what fits your character, regardless of the outcome in points". Alright, but this way you lose possibilities of interacting with your companions, as they are based in how much points you have with them. Perhaps if you disagree now, you won't have enough points to have another conversation until you come up with a gift or, actually, never. I like the KotOR system better, in this case, as it strikes me as less (potentially) artificial.

Modifié par Milady495a, 01 janvier 2011 - 10:11 .


#2
caradoc2000

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Milady495a wrote...

*Amount of banter: It was amazing how much you could chat not only with Carth and Bastila (leading characters) but with pretty much every character in your crew. You just needed to take them with you for them to open up. The more you took them with you, the more confident they felt to give away their stories.

This was clearly a legacy of Baldur's Gate, where you had enormous amount of character interaction.

#3
Aidoru Kami

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I happen to agree, though I actually am a bit inclined to claim DA's to be better. KotOR is my absolute favorite game of all time, but I just loved the way Dragon Age's system worked. It felt more realistic to me. Obviously, if a companion highly disagrees with something I say and I do not take their ideals into consideration, they are not going to like it. The only thing that really ruined this were the Feast Day Gifts, but... eh. I don't use those and I really hope no one else does.



There are 2 things that I would have liked for BioWare to improve on, though;



1. The gifts. I would not like for absolutely every gift to raise the approval of anyone. Sure, there are certain quest-related gifts you can't give, but that's not what I mean. I mean that not everyone should be as fond of lamb bones as my dog is. I know that some gifts are better to give to specific people-- but most of them have the ability to raise approval regardless.



2. This one is the most important, and overall I believe that it fixes the issue you have with it and makes it much more interesting. Let there be more conversations and dialogue if they have a LOW approval of you. While yes, a character should do what matches their character, it often does not turn out that way due to people knowing that disapproval isn't going to get them anywhere. Having arguments or perhaps attempts to mend the relationship with that character would be great!



Overall, I quite love the way conversations work in Dragon Age and KotOR. I love the Mass Effect series, but it really slumps in comparison.

#4
caradoc2000

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Aidoru Kami wrote...

1. The gifts. I would not like for absolutely every gift to raise the approval of anyone. Sure, there are certain quest-related gifts you can't give, but that's not what I mean. I mean that not everyone should be as fond of lamb bones as my dog is. I know that some gifts are better to give to specific people-- but most of them have the ability to raise approval regardless.

The gift system has been changed for DA2.

Modifié par caradoc2000, 02 janvier 2011 - 09:50 .


#5
woodtortiose

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Wow,

Milady495A, I've found it difficult to express just what was so special about KOTOR 1, but your comments were very well said. I've been playing DA:O for the past month or two, and frankly, replayability has been mainly due to all the amazing mods available. Kotor is mostly unmoddable, and therefore forced to stand on its own merits, which it does amazingly well. I played the kotor 1 and 2 before I ever played mass effect or dragon age, so the degradation of companion interaction was harder to detect for me, but I completely agree with your assessment. I found myself choosing dialogue options that would appease characters rather than what I realistically would have said. I'm very intersted in hearing what you think of KOTOR 2, once you get the chance to play it

#6
Milady495a

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@caradoc2000: It's been a while since I played BG, so you're probably right. I'll get back to these games soon, I've forgotten almost everything :(. And let's see how they manage gifts and party conversations in DA2.



@Aidoru Kami: nice ideas, although messing with numbers when talking about subjective and difficult-to-quantify values isn't what I would do, but it's fine if they have opted for that already. It just seems to me that these values should be behind the scenes (and usually are in most games). Bringing forward the numbers feels like a minigame to me, too blunt and shallow.



@woodtortiose: Thank you! I'm glad someone shared my point of view, I'm usually too much into abstracting, finding what makes something click. I'm playing kotor2 as soon as I finish with my exams, so you'll be hearing from me soon. I hope there's more Carth, and Bastila in it. And I'll miss Juhani, but I don't expect to see her again :/

#7
JabbaDaHutt30

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Yeah, I get what you mean. I think it's the consequence of having a reputation/approval meter; it makes you 'play' the dialogue, and not your character ( sometimes ). I was facing the same thing in Obsidian's NWN 2 and KotOR 2.

The fact that you could hand out gifts to people to increase their approval was obviously done to make the characters' story progression easier, to balance out the problem that Obsidian's rep system brought: having to sometimes do dark alignment stuff so you could effectively get their approval and bring them to your good alignment ( or the opposite; you can influence party members' alignment in Kotor 2, btw ).

When given too many options in a RPG I sometimes fear that all those seemingly major decisions will be somehow streamlined to fit in with the plot, so I agree that sometimes linearity would be preferred.

Modifié par JabbaDaHutt30, 04 janvier 2011 - 08:41 .


#8
Alex Starkiller

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I think there should be some sort of balance between the way conversations in KOTOR I and II behaved. There should be a way to influence and gain approval from your companions without having a points system. There should also be a way to be who you want to as a character without worrying, but still face consequences when you go against your companions personalities and morals. I don't know how, but if ever a game is invented, I am playing that.



Milady: Without giving too much away, I hope *Minor Spoilers* they will both be in the game a small bit, though the focus will be on someone new.*End Minor Spoilers*

#9
Torhagen

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a gazzilion time better than ME2

#10
ColaQueen

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I love KOTOR, still to this day even with bigger world mapes, more advanced graphics and fighting systems etc in other games. It's all about the relationships and the different possibilities that make it so playable over and over again. Listening to Alistair and Morrigan reminds me a lot of Carth and Bastilla. Jolees lines are always priceless esp if you get him together Canderous. Pretty much all your companions have hilarious interactions with eachother at least once.



This is why I enjoy DA because they've taken all that and stepped it up a notch, you get a lot more banter between your companions that you can overhear and they have several more in camp that you can witness.



My biggest gripe in both KOTORs was that if you had taken a companions story to a certain point and in certain map locations they had nothing new to say it could feel quite lonely. In 2 you had to spend a lot of time talking to each one on board the ship instead of out in the world to develop them.



I love the fact that in DA your companions just start talking to eachother whilst you're running around a location and it doesn't really matter how you've developed them. That feels more natural, what would really happen if you were out and about with a group of people.


#11
Ioini

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woodtortiose wrote...

Wow,
Milady495A, I've found
it difficult to express just what was so special about KOTOR 1, but your
comments were very well said. I've been playing DA:O for the past
month or two, and frankly, replayability has been mainly due to all the
amazing mods available. Kotor is mostly unmoddable.



Sorry you lost me at the bolded part. KOTOR IS moddable.

I can understand where this guy comes from, there was almost NO character interaction in ME2. Where did Bioware go wrong? Have they lost their touch? :crying:

Modifié par Ioini, 24 janvier 2011 - 01:17 .


#12
ColaQueen

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Thinking about it again after having playing through mostly again, I do agree that it was nicer in KOTOR not to have a points system, however, you still had to be careful at points as you could throw off the romance. Without the point system you might not realise it the first time. And if you were evil you couldn't get into romance with Carth basically. At least DA system allowed you to 'have your cake and eat it too' in a way.

Not sure why development in MEs is lacking as I haven't played them so I don't know. Maybe it's just down to different teams working on the games and different writers? I can also see where you don't want to just completely remake another game and only have the setting be different. Although I might miss certain aspects of a previous title I am not afraid of change.