Okay, so I was enjoying my second playthrough of the game, playing as a rogue this time instead of a mage. I don't really enjoy making douchy our righteous characters just for the sake of it, because I want to be able to roleplay my PC, so I always play as myself more or less as far as the game allows it.
Yet I reckoned that I might have somewhat metagamed my first playthrough when it comes to unexpected rivalry points : I would reload a save and choose the most character-relevant dialogue option that would keep the friendship stable, because the idea of a rivalry "I hate you but I love you" romance didn't sound realistic or cool to me.
Because of the different chronology of the quests in my 2nd playthrough (and probably also because I knew from my 1st playthrough that Merrill's obsession could lead her to her downfall), I decided to stop metagaming, follow my instincts, and refuse to give her that stupid artefact she needed for the Eluvian (after seeing that even her friend Pol seemed to be scared of her magic, enough to face the Varteral). Her reaction, something like 105 rivalry, had me go "okaaaay", but she started to be so ****y and mean that I thought, "there's no way I'm taking that back now that I know what she's like, let's not reload and just enjoy the rivalry path". And I was surprised to fnd out that her rivalry romance is, IMO, 10 times better than her friendship romance : it starts with an apology, then she breaks her stupid mirror while the affection side is still pretty much the same... I like that, much better than the love you/hate you relationship I somewhat expected ; to me, that was the REAL Merrill romance, the one where you're you and she's her, instead of having to kiss her feet like you do with Morrigan in Origins to get those precious approval points.
So far, it sounds like I'm in favor of the friendship/rivalry system. However, later in the game, fairly late in the game actually (beginning of act 3), something happened that just made me stop playing, and makes me consider the absurd side of this system...
In my first playthrough, I kissed Isabela's feet because I sure as hell wanted to romance her and still had the "Origins" reflex. In the 2nd one, instead of metagaming again, I just chose whatever option I deemed appropriate for my PC. The love scene did happen. However, at the end of act 2, I was surprised not to see Isabela come back with the relic, although I had chosen the appropriate option. I figured "well, maybe I wasn"t friendly enough with her this time". I checked the wiki and to my surprise, it said you have to be either on the friendship side or on the rivalry side for that to happen. That's where I went... "wait, there's something wrong !"
Why would Isabela feel guily enough to go back if she considers herself your rival, yet would feel no guilt and keep the relic if the friendship meter somehow stayed in the center ? Because I mean, when you look at it, what does real friendship come down to, isn't it made of agreements and disagreements ? Why would a rival Isabela consider me a worthier companion than if we had a bittersweet friendship ? Having to go either full friendship or full rivalry to see some of those plot developments seems quite artificial to me.
I mentioned the Merrill rivalry romance that I loved, but is it the rivalry points that made me love it ? No, it's the fact that she hated me for something specific I did in the game, then apologized for that specific outburst she had, resulting in a romance, then smashed her mirror because of that specific disagreement we had had. So what I liked was that specific decisions would trigger specific events, which has little to do with the friendship meter.
However, in Isabela's case, for a heated relationship to be more valuable to her eyes than an honest "I like this about you, not this" kind of friendship, sounds pretty weird to me. Which finally leads to my question :
do we need the meter at all ? Why not simply have specific conversation choices or plot choices trigger specific conversations or events ? Wouldn't that be more realistic and actually easier to implement (and more logical for the player to understand) ?
Modifié par nijnij, 30 mars 2011 - 08:44 .





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