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Three easy things that would have made DA2's story and roleplaying almost perfect (Spoilers)


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Ieldra

Ieldra
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I have heard several people say that they like the story and the character interaction in DA2. I do agree with that, but DA2 has big flaws nonetheless that adversely affect the story and the roleplaying. This is all the more annoying because it could've been different with very little effort. Here are three things that would've made the roleplaying, character interaction and the story quite a bit better:

(1) The ending: if you side with Orsino, he doesn't turn to blood magic and after Meredith is defeated he leaves to lead the mage rebellion. If you side with Meredith, you can convince her to put down that lyrium sword after the Circle is destroyed, and she steps down as high templar because she realized she was under an alien influence.

(2) The dialogue wheel: use longer and more meaningful labels on the dialogue wheel, and correct the  misleading symbols in many scenes. Give us an indicator how strong the sentiment expressed will be, for instance mild irony vs heavy sarcasm, or mild distrust vs. intimidation. Above other things, use complete sentences as labels wherever possible.

(3) Some characters lack a rich backstory compared to DAO - and even compared with ME2, even though there's less content per character there. In both ME2 and DAO, if you ask "who is X" about most of the characters, you can tell a complete story about that character. Leliana being the most striking example. I miss that in most of the DA2 characters. Only Fenris is comparable, and Avelline to some degree.


  

Modifié par Ieldra2, 20 mars 2011 - 02:08 .