You can only have conversations with your companions at their "home base"Ninja Mage wrote...
Hopefully we can still talk to companions in towns..if not..wow..just wow
Awakening style conversations?
#101
Posté 06 janvier 2011 - 09:52
#102
Posté 06 janvier 2011 - 09:55
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.
In before a hysterical and barely literate poster claims Gaider should be fired for admitting there's a part of the game he doesn't find ideal, that it's bad for marketting, etc.
Modifié par Felfenix, 06 janvier 2011 - 09:56 .
#103
Posté 06 janvier 2011 - 09:56
#104
Posté 06 janvier 2011 - 10:00
Atakuma wrote...
You can only have conversations with your companions at their "home base"Ninja Mage wrote...
Hopefully we can still talk to companions in towns..if not..wow..just wow
See, this makes no sense to me. You are in a social setting, your companions are with you, and you can't
initiate a conversation unless it happens to be the dwarven pub or Pirates R US? What kind of development can you have with your companions if they never speak to you besides some canned line in a town. This is common sense
#105
Posté 06 janvier 2011 - 10:07
The same as Origins. The companions can still initiate conversations like the one you have with alistair when you enter redcliff, you just wont be able to talk to your companions whenever you want.Ninja Mage wrote...
What kind of development can you have with your companions if they never speak to you besides some canned line in a town.
#106
Posté 06 janvier 2011 - 10:11
Ninja Mage wrote...
See, this makes no sense to me. You are in a social setting, your companions are with you, and you can't
initiate a conversation unless it happens to be the dwarven pub or Pirates R US? What kind of development can you have with your companions if they never speak to you besides some canned line in a town. This is common sense
Sometimes game mechanics need to supersede plot in order for a game to work as desired.
#107
Posté 06 janvier 2011 - 10:23
#108
Posté 06 janvier 2011 - 10:28
#109
Posté 06 janvier 2011 - 10:33
David Gaider wrote...
Combat/non-combat has nothing to do with it. "They only engage in full cinematic conversations with you in their home base, or if they initiate the dialogue themselves" means just that.
Sounds good. I assume this will mean that relationships (not necessarily romantic, but friendship too) between your Hawke and his or her companions will develop more naturally than they did in Origins. Not that they couldn't develop naturally there, but on my first play through I got caught up in all the different dialogue options (they were fun) and had Morrigan practically drag my Warden to her tent on my second visit to the camp, without me having realized that anything remotely flirty or romantic had been initiated.
#110
Posté 06 janvier 2011 - 11:19
Even if you consider it completely unrealistic, I still enjoy having access to the "basic" information about party members anywhere in the game. Information like who they are, where they came from and what they think of the current situation. Even if I've heard it before, it's nice to be able to click on them and hear it again at any time. Don't care if it's not realistic, and I fail to see how it would break the budget.
#111
Posté 06 janvier 2011 - 12:04
HolyMoogle wrote...
Have to agree with Ninja Mage.
Even if you consider it completely unrealistic, I still enjoy having access to the "basic" information about party members anywhere in the game. Information like who they are, where they came from and what they think of the current situation. Even if I've heard it before, it's nice to be able to click on them and hear it again at any time. Don't care if it's not realistic, and I fail to see how it would break the budget.
But we're already deprived of that, with a few characters, at least. When I click on Alistair, all he has to say is "What do you want?" and if I click the only dialog option of "Tell me about the Gray Wardens." he says "What do you want to know?" but there's no dialog options whatsoever. Not even to repeat things he's previously said. I can't ask most characters to repeat most things they've told me before, but it's no big deal, I payed attention the first time.
Also, it doesn't seem to be a budget choice so much as an artistic/style choice to streamline the game, maybe something about realism and talking about cookies in the middle of the battlefield, blahblahblah. If they wanted to save money, they wouldn't opt for the "more cinematic" dialogs we'll be having only at the party member's base or whatever.
#112
Posté 06 janvier 2011 - 12:36
I think with this system it would allow the player to keep connected with all their companions by having dialogue choices be prompted at certain intervals, perhaps not all at once like in Origins (I know I know, you got new choices with higher approval but thanks to a combination of 'right' dialogue choices, Old Tegrim and the Andraste's Grace in Redcliffe I almost had her up at max anyways).
(Written on no sleep the past night so forgive any mistakes, grammar-wise or sense-wise...)
#113
Guest_simfamUP_*
Posté 06 janvier 2011 - 12:45
Guest_simfamUP_*
But anyways, Awakening's system was not to bad, actually it would have worked out perfectly if there was more options. They were just a tweak of the random conversations you found in Origins (*cough and Baldur's gate I and II *cough*), giving a unique way to set of those conversations. Infact, my third playthrough of awakening was delightful because I did not find all of them, so I have different stuff that time round :-)
#114
Posté 06 janvier 2011 - 02:17
On the other hand, I really don't like the idea that I can't talk to folks whenever I want. I preferred DA:O to ME2 because I felt much more immediately connected to my companions. No one wanted to talk to me in ME2, not even those I knew from the first game. It was rather isolating and it made me a bit resentful of those companions.
I think an ideal system would allow us to at least ask basic information of our companions wherever we want. Important conversations (like Alistair's rose) could be restricted to their home base. This would allow very cinematic conversations to take place, but it would also allow our PCs to be a little social.
#115
Posté 06 janvier 2011 - 04:23
highcastle wrote....
I think an ideal system would allow us to at least ask basic information of our companions wherever we want. Important conversations (like Alistair's rose) could be restricted to their home base. This would allow very cinematic conversations to take place, but it would also allow our PCs to be a little social.
The problem with this is, as felfenix said, that you couldn't actually talk to your party members whenever you wanted, you could merely initiate a cinematic, but if you'd already maxed out the available conversations you were simply exposed to the rote lines. The dialogue wasn't unlimited and it won't be here, this is simply a method to try and stagger and frame the dialogue options in a way that's relevant to plot progression and setting.
I think some of those with concerns are making a mistake in distinguishing between a framing of the setting and a lack of content. It is still the writers' and developers' responsibility to create atmosphere, and dialogue is one means of this, which there is no reason to expect will be neglected. I think the impact in practice will prove to be much less than is perceived. There will still be dialogue, both cinematic and non-cinematic as quests are performed, NPC are interacted with, and settings are explored. All that has really been changed is the player's ability to initiate the self-same dialogue wherever they desire (you still control the if and the when).
Not only does this provide the potential to improve conversations, by making use of the setting, but it relieves Bioware of the need to make everywhere in game capable of cinematic dialogue, which regardless of your personal approval or disapproval of that feature, was in my opinion a "feature" far more costly in resources than it was worth.
As an example: if DA:O had been designed under the proposed system, I would expect Morrigan, on approaching the circle tower, to initiate a conversation about Flemith's Grimoire, much as Alistar imparted his heritage on the approach to redcliffe. The cinematic dialogue still exists, it simply exists within a prepared setting and is tied more closely and relevantly to the immediate plot developments.
Modifié par The Gentle Ben, 06 janvier 2011 - 04:24 .
#116
Posté 11 janvier 2011 - 09:23
#117
Posté 11 janvier 2011 - 09:24
#118
Posté 11 janvier 2011 - 11:45
For me, I really didn't like that in ME2, it made talking to my companions more of a chore then a natural progression of our relationship like I felt I got in DA. I'd have to stop fighting crap and literally go back and fourth for 40 mins and hit loading screen, loading screen, to get to so in so so to talk about some random crap just cuz that convo has to be tagged complete before u get the next convo where they give u the loyalty mission and since that stuff was triggered by completing missions, I'd have to run around and hit loading screen, loading screen, to get to all of them that could in that one swoop - not cuz I WANTED to sit and talk them for 40 mins but because I HAD to do. Oh god, I remember my first playthrough where I didn't get the timing right and triggered the loyaly conflicts but couldn't resolve them for lack of paragon/renegede points and then triggered then sucide mission and damn near half my team died on it, lol. I can laugh now but I pissed at the time, haha.
#119
Posté 11 janvier 2011 - 11:56
#120
Posté 12 janvier 2011 - 01:12
#121
Posté 12 janvier 2011 - 01:21
#122
Posté 12 janvier 2011 - 01:25
thompsonaf wrote...
Wait...has Gaidor confirmed the existence of separate homes/bases for each character? Does Hawke get his own MTV Crib?
*** POTENTIAL SPOILERS, highlight to read
Hawke lives in the Amell estate in Kirkwall. Presumably Carver/Bethany live there as well. Companions have their own bases (although, I think Isabela and Varric share a base in the tavern, don't they?).
*** END SPOILERS
Modifié par Saibh, 12 janvier 2011 - 01:25 .
#123
Posté 12 janvier 2011 - 01:38
Awakenings forced you to stretch out your interactions with your supporting cast members, which helped make it feel like you were getting to know these people more and more as time went on.
The weakness of Awakening's system to me was that you had to basically go on a scavenger hunt for these conversation points. I don't object to clicking on trees and rocks to start party banter, but if you weren't constantly looking out for conversation points, you might miss them.
#124
Posté 12 janvier 2011 - 01:54
#125
Posté 12 janvier 2011 - 06:50
When I purchased Awakening I was taken aback by how utterly terrible the dialoge system was for it. Really horrendous in my opinion, and now it seems we have confirmed a new dialog system which we can't speak to our companions outside the "base" frankly im a tad turned out. More then a tad I should say. More like a medium amount. Perhaps a pint turned out.





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