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Awakening style conversations?


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#1
magicwins

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I read somewhere that this was being planned as a replacement to the old system, where you actually asked decent questions and got answers, as opposed to clicking on random trees and statues. Is this true?

#2
shauna187

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god, i hope not...

#3
Nyaore

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After the backlash the system received, I seriously doubt that it will be making a reprisal in the next game. They might blend it in with a more Origins centric style, which would be my personal ideal, but I'd be amazed if they took it as is from Awakening.

Modifié par Nyaore, 05 janvier 2011 - 10:39 .


#4
Chaia

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Unless they want a horde of very angry fans, I doubt they will.

Modifié par Chaia, 05 janvier 2011 - 10:40 .


#5
Snoteye

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Chaia wrote...

Unless they want a horde of very angry fans, I doubt they will.

There's a veritable army of those already, I doubt the promise of a few more would deter them. However, Awakening's system was an experiment in an effort to get rid of the "campfire round" so many of their games suffer from -- I doubt they would reuse the system directly but I expect they will not simply reuse the old system either.

#6
magicwins

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The KOTOR system of timed interjections was not so bad, actually. I enjoyed the seemingly utter randomness of my companions desires to communicate.

#7
Morroian

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magicwins wrote...

I read somewhere that this was being planned as a replacement to the old system, where you actually asked decent questions and got answers, as opposed to clicking on random trees and statues. Is this true?


No

#8
PoisonTheCity

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No. Old comments from the devs suggest that Dragon Age 2 may see a combination of the two systems, however, which I think is great. Both had their pros and cons.

#9
Zjarcal

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Actually, I remember that Gaider was very defensive of the Awakening dialog system, while being very critical of the Origins dialog system at the same time.



What I hope is for a blend of the two. Being able to start a conversation with a companion at any time (so long as it was appropriate of course), as well as having areas or objects where one could trigger a specific dialog with a companion.

#10
Snoteye

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Zjarcal wrote...

Actually, I remember that Gaider was very defensive of the Awakening dialog system, while being very critical of the Origins dialog system at the same time.

Awakening's approach makes for far more natural, and potentially deeper, conversations. That comes at a cost of making far less dialogue available to the average player. The conversations are generally superior but it's a steep price to pay.

#11
HighMoon

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I think I recall one of the Dev's saying (a long time ago) that you wouldn't be able to converse with your companions on the field, but had conversations with them at their home base.

#12
David Gaider

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Snoteye wrote...]There's a veritable army of those already, I doubt the promise of a few more would deter them.


That's correct. "Backlash" here on the forums is a tempest in a teapot, all things considered.

However, Awakening's system was an experiment in an effort to get rid of the "campfire round" so many of their games suffer from -- I doubt they would reuse the system directly but I expect they will not simply reuse the old system either.


Indeed. The experiment in Awakening didn't quite do what we wanted, but that doesn't mean just going back and doing the old thing. You are not clicking on random objects to initiate dialogue in DA2, but you're also not initiating camp-style DAO dialogues anywhere with followers... you can only talk to them like that in their home base.

How much of an improvement it is, we'll see. As always, some people will hate it and some will love it... and what parts of it work we'll bring to the next game beyond. That parts of it that don't, we'll abandon.

#13
Morroian

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Zjarcal wrote...

Actually, I remember that Gaider was very defensive of the Awakening dialog system, while being very critical of the Origins dialog system at the same time.


That was when Awakenings was released, he's backtracked a bit on that when talking about the DA2 system.

#14
Chaia

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Snoteye wrote...

Chaia wrote...

Unless they want a horde of very angry fans, I doubt they will.

There's a veritable army of those already, I doubt the promise of a few more would deter them. However, Awakening's system was an experiment in an effort to get rid of the "campfire round" so many of their games suffer from -- I doubt they would reuse the system directly but I expect they will not simply reuse the old system either.

LOL yes good point, there are more then just one or two irritated fans around here to say the lest Posted Image. But yes the DAO conversation system did have its problems, and the "campfire round" was the biggest. A combo of DAO's and DAA's systems would off set that problem, and is something I would like added to DA2; also having the game streach out over 10 years will probably help stop the campfire talk.

Modifié par Chaia, 05 janvier 2011 - 11:01 .


#15
Morroian

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Snoteye wrote...

Zjarcal wrote...

Actually, I remember that Gaider was very defensive of the Awakening dialog system, while being very critical of the Origins dialog system at the same time.

Awakening's approach makes for far more natural, and potentially deeper, conversations. That comes at a cost of making far less dialogue available to the average player. The conversations are generally superior but it's a steep price to pay.


I disagree, They clearly weren't superior in Awakenings IMHO.

#16
AngelicMachinery

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David Gaider wrote...

Snoteye wrote...]There's a veritable army of those already, I doubt the promise of a few more would deter them.


That's correct. "Backlash" here on the forums is a tempest in a teapot, all things considered.

However, Awakening's system was an experiment in an effort to get rid of the "campfire round" so many of their games suffer from -- I doubt they would reuse the system directly but I expect they will not simply reuse the old system either.


Indeed. The experiment in Awakening didn't quite do what we wanted, but that doesn't mean just going back and doing the old thing. You are not clicking on random objects to initiate dialogue in DA2, but you're also not initiating camp-style DAO dialogues anywhere with followers... you can only talk to them like that in their home base.

How much of an improvement it is, we'll see. As always, some people will hate it and some will love it... and what parts of it work we'll bring to the next game beyond. That parts of it that don't, we'll abandon.


Home base?  I am intruiged.

#17
surfgirlusa_2006

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Golden-Rose wrote...

I think I recall one of the Dev's saying (a long time ago) that you wouldn't be able to converse with your companions on the field, but had conversations with them at their home base.


This.  I remember reading it, as well.

Which is ok to me; it seems a lot more natural to have deep conversations at someone's home than for them to confess their undying love for you in the middle of the Deep Roads if you accidentally clicked on them.  As long as there's plenty of banter in the field and the conversations at the character's homes are like those in DA:O I'll be happy.

Modifié par surfgirlusa_2006, 05 janvier 2011 - 10:59 .


#18
Vaelidor

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David Gaider wrote...

Snoteye wrote...]There's a veritable army of those already, I doubt the promise of a few more would deter them.


That's correct. "Backlash" here on the forums is a tempest in a teapot, all things considered.

However, Awakening's system was an experiment in an effort to get rid of the "campfire round" so many of their games suffer from -- I doubt they would reuse the system directly but I expect they will not simply reuse the old system either.


Indeed. The experiment in Awakening didn't quite do what we wanted, but that doesn't mean just going back and doing the old thing. You are not clicking on random objects to initiate dialogue in DA2, but you're also not initiating camp-style DAO dialogues anywhere with followers... you can only talk to them like that in their home base.

How much of an improvement it is, we'll see. As always, some people will hate it and some will love it... and what parts of it work we'll bring to the next game beyond. That parts of it that don't, we'll abandon.


So in a sense it is like Mass Effect in which you can't really talk to your party outside of the Normandy? I like this better to be honest, killing darkspawn and then having a 15 minute conversation with Alistair about licking lamp posts really was a bit odd.

Modifié par Vaelidor, 05 janvier 2011 - 11:04 .


#19
Jaulen

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surfgirlusa_2006 wrote...

Golden-Rose wrote...

I think I recall one of the Dev's saying (a long time ago) that you wouldn't be able to converse with your companions on the field, but had conversations with them at their home base.


This.  I remember reading it, as well.

Which is ok to me; it seems a lot more natural to have deep conversations at someone's home than for them to confess their undying love for you in the middle of the Deep Roads if you accidentally clicked on them.  As long as there's plenty of banter in the field and the conversations at the character's homes are like those in DA:O I'll be happy.



Yeah, that was pretty funny in my first playthrough, get ready to go kill big baddie and *bam* Alistair's trying to give my char a rose and I'm sitting there going wtf????

But I was so much not a fan of the Awakening system (watching my hubby play it on the console) that I decided to skip buying it for the PC.

#20
Snoteye

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David Gaider wrote...

You are not clicking on random objects to initiate dialogue in DA2, but you're also not initiating camp-style DAO dialogues anywhere with followers... you can only talk to them like that in their home base.

The first time you enter Redcliffe, Alistair initiates dialogue (or does he just ask you to?). Are interactions like those gone, too, or is it only the personal stuff that has been restricted to private quarters?

And does it mean we have to taxi through Kirkwall to speak to our companions?

#21
The Elder King

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David Gaider wrote...


Snoteye wrote...]There's a veritable army of those already, I doubt the promise of a few more would deter them.


That's correct. "Backlash" here on the forums is a tempest in a teapot, all things considered.


However, Awakening's system was an experiment in an effort to get rid of the "campfire round" so many of their games suffer from -- I doubt they would reuse the system directly but I expect they will not simply reuse the old system either.


Indeed. The experiment in Awakening didn't quite do what we wanted, but that doesn't mean just going back and doing the old thing. You are not clicking on random objects to initiate dialogue in DA2, but you're also not initiating camp-style DAO dialogues anywhere with followers... you can only talk to them like that in their home base.

How much of an improvement it is, we'll see. As always, some people will hate it and some will love it... and what parts of it work we'll bring to the next game beyond. That parts of it that don't, we'll abandon.


Thank you for the clarification Mr.Gaider, I remember you saying something similar in another post a long ago, but I wasn't sure.
Personally I love that the camp-style dialogues of DAO now could only happen in the companion's home base. I have problem with this in Origins, I hate when Alistair asked to go to meet Goldanna while I was killing abominations, or when Morrigan wanted to give to me the ring in the middle of a random encounterPosted Image

#22
Mary Kirby

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Snoteye wrote...
The first time you enter Redcliffe, Alistair initiates dialogue (or does he just ask you to?). Are interactions like those gone, too, or is it only the personal stuff that has been restricted to private quarters?


It means that you're not going to be able to stop in the middle of a dungeon and ask Varric to tell you about dwarves. He can still start a conversation wherever he likes, when it's appropriate.

#23
Snoteye

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That's differential treatment! I'm cancelling my preorder.

/Thank you.

#24
Inzhuna

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Snoteye wrote...

David Gaider wrote...

You are not clicking on random objects to initiate dialogue in DA2, but you're also not initiating camp-style DAO dialogues anywhere with followers... you can only talk to them like that in their home base.

The first time you enter Redcliffe, Alistair initiates dialogue (or does he just ask you to?). Are interactions like those gone, too, or is it only the personal stuff that has been restricted to private quarters?

And does it mean we have to taxi through Kirkwall to speak to our companions?


I'm pretty sure plot-relevant conversations that are triggered by events/entering a new area will still be there. Or at least I sincerely hope they are. Wouldn't make sense to remove them.

edit: ninja'd by Mary Kirby! I'm glad I was right. :)

Modifié par Inzhuna, 05 janvier 2011 - 11:12 .


#25
nightcobra

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Mary Kirby wrote...

Snoteye wrote...
The first time you enter Redcliffe, Alistair initiates dialogue (or does he just ask you to?). Are interactions like those gone, too, or is it only the personal stuff that has been restricted to private quarters?


It means that you're not going to be able to stop in the middle of a dungeon and ask Varric to tell you about dwarves. He can still start a conversation wherever he likes, when it's appropriate.


how about in other towns (if there are any to go to)?