xandrian29 wrote...
The warden certainly had a blank face. I felt his dead eye stare actually took away from the immersion.
I always felt making dialogue choices in DAO was difficult. Not because it had these super profound effects on the narrative, but because there was no way to tell what the Warden's voice inflection was supposed to be until the NPCs reacted to it. This also took me out of the game as I would find myself saving before every dialogue encounter just to make sure I could have the character react the way I wanted him to.
As opposed to a character that says the wrong thing all the time due to the dialogue wheel? Just saying. ^.^
I much prefer the dialogue tree, but that's just me. And if a choice between a character whose race, voice, origin, et cetera has been already chosen for me or a character whose race, origin, voice (et cetera) is my choice, I will choose the latter
every time. DA:O just seemed to allow for more freedom, at least that's how I feel about it. Even the developers mention DA:O giving the player more options, more choices. They go on to say that because of this it would have been too difficult to follow up with it, since there had been so very many possibilities. Thus, DA2 and Hawke.
You can argue that both games make you follow the major plotline, but that's a given and not much of a arguement for their similiarities. It wouldn't be much of a RPG if it didn't have some sort of story to follow. However, Origins did give the player more freedom of choice than DA2. And I don't mean more freedom just in that it allowed us to choose our characters' race and origin.
Modifié par Lethvienne, 22 mars 2011 - 05:05 .