Nilbog79 wrote...
I would be a sign of really bad writing on part of Bioware if there were 8 times as many angry responses as there were diplomatic ones.
Ah, that was my fault. In DA2, to avoid appearing unstable, switching from one personality to another is non-linear. Each time you switch the amount of "new" responses needed to switch again rises. If there are more aggresive answers than diplomatic, and you've already switched around a bit... you might be quite in deep and lacking the requisite choices to switch.
Again, I'm certain that there will be on average an equal number of responses of each type even if some conversations may have more angry responses and some more diplomatic responses.
Why would there be?
And, just one example off the top of my head, the Connor quest had one Paragon response (go to Circle Tower) and two Renegade ones (1. kill the boy, 2. use Blood Magic to save the boy but kill Isolde). Each one had different content tied to it.
The Conner quest had 2 solutions (with some variation): Fade or kill the boy. They added a bit more development to the Fade option by letting you go back to the tower or kill Isolde.
But that was a
major choice. It ended off a quest route, comparable to your choice with the Wolves in the Brecillian forest.
What Ben was talking about was more choices per practically minor conversations like one for a dead character in the prologue (yes, dead sister, great.. but 40 more hours of content to go).
Also a lot of companion dialogue often has unique little responses to each of your dialogue lines, even though it returns to the main route immediately. However, if two different responses lead to same exact outcome, there is no problem anyway, no extra resources need to be spent.
Yes, absolutely. But you have to make sure that response leads back. And if you have
4 options per conversation instead of
3.... that adds up significantly over the course of a game.