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Awakening style conversations?


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#76
The Gentle Ben

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Maybe I played the game right, but I don't remember any perverse sibling threesome conversations in awakenings. What the hell are you people doing to this thread? ("You people" is meant with all due respect.)

Modifié par The Gentle Ben, 06 janvier 2011 - 02:18 .


#77
Xewaka

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The Gentle Ben wrote...
Maybe I played the game right, but I don't remember any perverse sibling threesomes conversations in awakenings. What the hell are you people doing to this thread? ("You people" is meant with all due respect.)


I dunno. It kind of took off and now can't be stopped. It is amusing, though.
I'd like to see how they are going to implement the conversation system, but I'd say having a non-combat gameplay video would be off the inmediate spectrum of the PR machine.

#78
crimzontearz

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The Gentle Ben wrote...

Maybe I played the game right, but I don't remember any perverse sibling threesome conversations in awakenings. What the hell are you people doing to this thread? ("You people" is meant with all due respect.)


two twin dwarves offer you a threesome during the provings in Origins..............just saying.......

#79
The Gentle Ben

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All right, so since I brought this (admittedly rather disturbing) party to a screeching halt, I'll do my best to get it restarted along a somewhat more savory track. (Not sure if that quite worked, but whatever.)

I edited my earlier post with some additional thoughts along these lines, but I think a potential concern is what serves to trigger additional conversations? Is it level? Approval/Rivalry? Plot Progression? Part of what was problematic about the ME system was that conversations were added based on mission completion until you either hit the Loyalty quest wall or finished all potential conversations (Some indication for once this had happened would really have been nice). This led the player down a logical path. Oh, I completed a mission. I guess I should go see if anyone has anything new to say.

What I think the writers/developers might wish to avoid is triggering a slew (like that word) of new conversations (as in new conversations for multiple characters) simultaneously, otherwise the player will engage in the same "Making the Rounds" exercise but with the added annoyance of having to map-jump to multiple locations.

Modifié par The Gentle Ben, 06 janvier 2011 - 02:50 .


#80
bsbcaer

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Maria Caliban wrote...

Xewaka wrote...

What, poor Carver can't get some fun, too?


Not while I'm in the room, please.

"Isabela, I'll do this but we're turning off all the lights, he's not allowed to make any noise, and we never speak of it again."


Herp?  Derp?  HERP!!!!!!!!

#81
stephen1493

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Dragon Age is becoming more and more like Mass Effect all the time...

#82
Fangirl17

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Yay thanks devs for putting my mind at ease and telling a little about the conversation system in DA2 :3

#83
Maria Caliban

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bsbcaer wrote...

Herp?  Derp?  HERP!!!!!!!!


Hawke: "Okay, I'm drawing a line down the center. You get the back and I get the front."

The Gentle Ben wrote...

I edited my earlier post with some additional thoughts along these lines, but I think a potential concern is what serves to trigger additional conversations? Is it level? Approval/Rivalry? Plot Progression?


I've noticed that conversation continuously changes in BioWare games. Each one they do a little differently to address a problem they've found in the last one, and each one introduces its own problems.

They keep going round and round trying to find their 'perfect' conversation system. It's like Sysaphis.

Modifié par Maria Caliban, 06 janvier 2011 - 03:31 .


#84
crimzontearz

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this thread is heading in a rather.............pleasant direction

#85
Urazz

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PoisonTheCity wrote...

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.

Yeah and I think they also said they would have various other ways for NPCs to initiate conversations with you even if you don't have them in party.  Like they would leave a message at your house to come visit or come to your place to talk.  Things like that where it would make sense even if you don't have them in your group much so that way you can still have them develop right in front of you.

#86
David Gaider

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The Gentle Ben wrote...

I edited my earlier post with some additional thoughts along these lines, but I think a potential concern is what serves to trigger additional conversations? Is it level? Approval/Rivalry? Plot Progression?


We gate the conversations by various means, though one of the primary ways are the time jumps. Those nicely segment the game as well as your growing relationship with your followers. Whatever the means, the notifications exist to reduce the need to "make rounds".

I've noticed that conversation continuously changes in BioWare games. Each one they do a little differently to address a problem they've found in the last one, and each one introduces its own problems.


This is true. I have no doubt there will be issues with this one-- in fact, I already know of some (hindsight is always a boon as well as a curse). I suppose it's a matter of continuously trying to evolve and figure out what you can live with and what you can't. I doubt we'll ever strike on anything that's "perfect", which is pretty subjective anyhow.

They keep going round and round trying to find their 'perfect' conversation system. It's like Sysaphis.


I assume you mean Sisyphus. Unless Sisyphus had syphilis, which would be sad.

#87
wulfsturm

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David Gaider wrote...

I assume you mean Sisyphus. Unless Sisyphus had syphilis, which would be sad.


You are now my new favourite e-hero! :o

#88
Sylvius the Mad

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Suprez30 wrote...

I agree . It's was a chore going back to camp after each quest

I always went to camp between any two world map locations, because it seemed like I'd need a rest after whatever I'd just done.

I never occurred to me not to visit the camp after every quest.

#89
Maria Caliban

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David Gaider wrote...

I've noticed that conversation continuously changes in BioWare games. Each one they do a little differently to address a problem they've found in the last one, and each one introduces its own problems.

This is true. I have no doubt there will be issues with this one-- in fact, I already know of some (hindsight is always a boon as well as a curse). I suppose it's a matter of continuously trying to evolve and figure out what you can live with and what you can't. I doubt we'll ever strike on anything that's "perfect", which is pretty subjective anyhow.


It's nice to see you always trying to do things a bit better.

They keep going round and round trying to find their 'perfect' conversation system. It's like Sysaphis.

I assume you mean Sisyphus. Unless Sisyphus had syphilis, which would be sad.

Indeed. Edith Hamilton would be ashamed of me.

#90
Uhh.. Jonah

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So if we can't talk to them outside of there home base, then what happens when we select them and we're in a different enviorment, like say Kirkwall.

Will it be like ME2 and they will say nothing, or will it be like ME1 and they will say something about the enviorment?

#91
Addai

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Uhh.. Jonah wrote...

So if we can't talk to them outside of there home base, then what happens when we select them and we're in a different enviorment, like say Kirkwall.
Will it be like ME2 and they will say nothing, or will it be like ME1 and they will say something about the enviorment?

From Mr. Gaider's comments upthread, i understood it to be the latter.

Edit to add quote:

If you click on them at other times (or outside of their base) they will have contextual comments based on where you are or what you're doing, but there won't be a full cinematic conversation.


Modifié par Addai67, 06 janvier 2011 - 05:06 .


#92
Uhh.. Jonah

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Addai67 wrote...

Uhh.. Jonah wrote...

So if we can't talk to them outside of there home base, then what happens when we select them and we're in a different enviorment, like say Kirkwall.
Will it be like ME2 and they will say nothing, or will it be like ME1 and they will say something about the enviorment?

From Mr. Gaider's comments upthread, i understood it to be the latter.

Edit to add quote:

If you click on them at other times (or outside of their base) they will have contextual comments based on where you are or what you're doing, but there won't be a full cinematic conversation.


Oh thank you :) I guess I didn't read his comments thouroughly :)

#93
The Gentle Ben

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Addai67 wrote...

Uhh.. Jonah wrote...
So if we can't talk to them outside of there home base, then what happens when we select them and we're in a different enviorment, like say Kirkwall.
Will it be like ME2 and they will say nothing, or will it be like ME1 and they will say something about the enviorment

From Mr. Gaider's comments upthread, i understood it to be the latter.

Edit to add quote:

If you click on them at other times (or outside of their base) they will have contextual comments based on where you are or what you're doing, but there won't be a full cinematic conversation.


Indeed. At the risk of antagonizing the supporters of the silent protagonist I will also add that since Hawke now has a voice (and a dominant mood (love this idea. I would push it even further.))  he can engage in said non-cinematic dialogue. I view this as a tangible improvement, with the potential to not only enhance such conversations but also to convey more information to the player about situation and setting in a relatively unobtrusive and novel way.

Modifié par The Gentle Ben, 06 janvier 2011 - 05:21 .


#94
SirGladiator

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I liked the DAO system, I don't see why I would 'not' want to have the option to talk to my teammates inside of a dungeon. I suppose it does motivate one to get it over with as quick as possible so you can talk to them again, but then again maybe I dont want to be motivated to get it over with as quick as possible, maybe I'd like to take my time, take a break now and then to say something to a teammate, and really enjoy the experience instead of just having to get it done so I can say something again.



Of course its not like its a 'terrible' system, its basicly the same in ME/ME2 and its certainly tolerable, its just inferior. If I don't want to talk to a teammate, all I have to do is....not talk to them :) . But if I want to, I'd like to have the option to. Its pretty much that simple.

#95
Sigil_Beguiler123

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SirGladiator wrote...

I liked the DAO system, I don't see why I would 'not' want to have the option to talk to my teammates inside of a dungeon. I suppose it does motivate one to get it over with as quick as possible so you can talk to them again, but then again maybe I dont want to be motivated to get it over with as quick as possible, maybe I'd like to take my time, take a break now and then to say something to a teammate, and really enjoy the experience instead of just having to get it done so I can say something again.

Of course its not like its a 'terrible' system, its basicly the same in ME/ME2 and its certainly tolerable, its just inferior. If I don't want to talk to a teammate, all I have to do is....not talk to them :) . But if I want to, I'd like to have the option to. Its pretty much that simple.

It isn't really that simple when you take into consideration things like where the conversation is taking place, timing, etc. this is especially important with cinematic storytelling. With the any place, any time style conversation you have the dialogue in complete isolation to everything around them. With the more specific conversation method things like location, events, etc. are more included. 

The NPCs saying something relevant to the context of the location, etc. when you click on them keeps this going as well. With you getting a sense of conversation inside that dungeon but it not being isolated from the dungeon like DA:O dialogue is.

#96
Blacklash93

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So how much dialogue do companions have compared to Origins?



Any flaws in this new system will be forgivable as long as followers are as deep as they were in Origins and talking to (and collecting) them doesn't entail an annoying amount time traveling.

#97
Ninja Mage

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That sucks. It really eased off the tension and horror in a dungeon when I could talk to Morrigan about her childhood, or talk to Leliana about Andraste. Now it's just going to be a creepy dungeon with

" Not Now! We must find X before it's too late!" or " I do not wish to discuss it here!"

Which is so lame

Modifié par Ninja Mage, 06 janvier 2011 - 09:43 .


#98
Sylvius the Mad

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Sigil_Beguiler123 wrote...

It isn't really that simple when you take into consideration things like where the conversation is taking place, timing, etc. this is especially important with cinematic storytelling.

That's a reason to abandon cinematic presentation, not to restrict player choice.

#99
Ninja Mage

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Hopefully we can still talk to companions in towns..if not..wow..just wow

#100
Sigil_Beguiler123

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Sylvius the Mad wrote...

Sigil_Beguiler123 wrote...

It isn't really that simple when you take into consideration things like where the conversation is taking place, timing, etc. this is especially important with cinematic storytelling.

That's a reason to abandon cinematic presentation, not to restrict player choice.

Better storytelling for me is more important then a minor decrease in player choice that in at least my eyes hampers what the player is choosing to do, ie; having dialogue anywhere but at the cost of being static and isolated.

Plus remember it doesn't mean there is no dialogue inside a dungeon but it something initiated and not just randomly when the player decides to select a NPC for dialogue.

Modifié par Sigil_Beguiler123, 06 janvier 2011 - 09:52 .