Let's take, for instance, the option of talking a hardened Alistair into keeping the Warden as a mistress after he's crowned king. It requires the Warden to pick the Persuade dialogue option and have points in Coercion. Under the DA:O system, it's a simple numbers check of whether the Warden has the required Persuade.
In the DA2 system, it looks like the same situation would require the PLAYER to decide which dialogue option would be most likely to persuade Alistair. At first glance, it's not a bad idea. Axe the skill trees that had limited contribution to the mechanics of DA:O, and just base everything on dialogue options. But it also has one other very important side-effect.
It makes roleplaying harder and metagaming more necessary, because the PC will have skills the player does not.
I'll be the first to admit that I'm not the best at reading people IRL. But I plan on playing a character who is. Under the DA:O system, I spend points to make my PC good at persuasion, then pick the dialogue options it unlocks--dialogue options which I the player may never have thought to pick.
However, there's no skill for persuade and no check in DA2. Instead, the PC's skill relies on player knowledge skill, which may be lower. So now instead of using the CHARACTER's persuasiveness, I have to use the PLAYER's metagaming in order to get the same effect.
It's not a huge quip, but it does pretty much break the separation between player and character. I'm 100% ok with some metagaming (everyone does it), but since BioWare games hinge a lot on their dialogue and interactions, I foresee problems in DA2.
Or it could be brilliantly implemented and I'm worrying for nothing. That's also an option





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