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Influence of your dialogue choices


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#1
Kaylord

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I stumbled upon this in my second playthrough: On the Wounded Coast, you meet that elf assassin who wants to kill the ex-werwolf guy. In my first playthough (Warior, mostly "lawful"dialogue options chosen before), I could stop the assassin from attacking. In my second (Rogue, mostly "rogue" dialogue opions chosen before), I could not because the dialogue option was not even there! Man, I was surprised!

So I am wondering, maybe there even is an alternate ending if you chose to be a totally lawful and peaceful Hawke? Or at least, I would be interested if there are similar situations where you only get dialogue options depending on previous behaviour.

Edit: Found a link which explains the system. http://jonathansfox....e-that-hate-it/

Modifié par Kaylord, 01 avril 2011 - 09:40 .


#2
Foolsfolly

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Huh.

That is a really well written blog entry. Learned something today because of it. I was wondering why I could sometimes talk my way out of things and other times I couldn't.

#3
Darth Krytie

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I got a few lines into that blog and then stopped taking the guy seriously when he left an "s" off of the word assess. It totally changes the meaning of what he's trying to say and made me giggle too hard to read the rest.

#4
sammcl

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I really noticed it on my third game, I was being more aggressive and the auto response for one of the Isabela visits when she asked me to buy her a drink was "buy your own drinks," in a pretty aggressive tone too >_> Hawke was definately more polite the other two games :P

#5
Swordfishtrombone

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Darth Krytie wrote...

I got a few lines into that blog and then stopped taking the guy seriously when he left an "s" off of the word assess. It totally changes the meaning of what he's trying to say and made me giggle too hard to read the rest.


:lol:

Anyway, there are various changes to dialogue options in minor side quests, depending on what kind of a personality you've given Hawke by your choises. By taking the a-hole Hawke route, for example, you succeed if you try to threaten the harbor master guy into giving you the location of the Orlesian crates you are trying to find, thus saving you the bribe money.

Also, the a-hole Hawke can goad the quanari that left the tal-vashoth and warns you not to go further, into joining you in attacking his former mates.

I don't think though that there are any such options that would change outcomes in plot-line quests, though I don't know why not. It seems that some of the plot line quests could have ended in another way, without it jeopardizing the final outcome of the game.

#6
Foolsfolly

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Also, the a-hole Hawke can goad the quanari that left the tal-vashoth and warns you not to go further, into joining you in attacking his former mates.


That almost justifies doing an aggressive Hawke now. I kept thinking "There has to be a way to get this future companion to help me out here."

Come on, guy's invincible and then shows up in the bar with a unique name. He's coming back later on.

#7
Kaylord

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Wow. Here some more Info:
http://dragonage.wik.../Dialogue_wheel

But, why, oh, why has this to be an invisible meter? There is so much work in this feature and you don´t even really realize it is there!

Does anybody know a guide on different dialogue options? If there´s non, maybe we can start to collect those here.

#8
MICHELLE7

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There is a lot of diversity in how the game plays out due to your choices. It has been mind-boggling to say the least. They did a tremendous job as far as I'm concerned.

#9
Foolsfolly

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I don't see how anyone can seriously knock dialogue in the game, regardless of who says it. It's a well written game and Hawke's very expressive.

I just didn't know that the personality changes ACTIONS you can take. That's just too cool.

#10
Dominus

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Very, very clever.

#11
Torax

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Basically your character evolves between the lines

Friend - Friend/Sarcastic - Sarcastic/Friend - Sarcastic - Sarcastic/Rival - Rival/Sarcastic - Rival

You get to move quick along the meter during the early conversations of a new act. My first real notice of it was the Wounded Coast sarcastic hawke making puns talking to herself.

#12
sylvanaerie

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I noticed also when i played a couple of mostly diplomatic Hawke's with some snark thrown in on the second one, I was still able to talk her down.
My smart mouthed rogue (sarcastic) had no option to do so and a fight ensued. I kinda felt bad about killing Danyla's kid but she left Kit no choice.
And it was really weird this time because not only did the guy deny being a werewolf but he looks different from Diplomatic Hawke's playthrough. I keep expecting this quest to come back and bite me on the ass but so far nothing.
However, during Martin's quest, Kit had the option of luring the guards away from the werehouse by saying there was a fire nearby (that could jeopardize the stuff in the warehouse) and I managed to get in without a fight that time.
And in the first encounter with Marethari she had a different line from "there is truth in your face". Something like "there's a light in your heart, don't lose it."
So far those are some differences I've noticed.
Plus, while she may not be as good smoothing over tensions and avoiding fights, Snarky Hawke is a lot of fun to play, just to see what comes out of her mouth.

#13
Torax

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btw Syl the best part about that luring the guards away about the fire is having merrill in your party. You'll even get approval for it. Had me laughing in my first play though.


Modifié par Torax, 01 avril 2011 - 12:24 .


#14
sylvanaerie

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lol dang I had Bethany instead I think. I always try to use the surviving sibling as much as possible in Act 1 till I'm forced to replace them in Act 2. Does Merrill have any cute comment at that moment? I noticed on my Warrior PT (I romanced her) that she has a lot of cute comments in the game here and there.

#15
Torax

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Merrill has observations all over.

here is another one that just has me laugh cause she chimes in.



There is also a funny response that maybe is just if it's a Female Hawke in a relationship with merrill. When talking Emulle in the Hanged Man. There is a dialogue where he says he could bathe you with his tongue. She replies that his tongue isn't raspy enough. That he'd prolly just drool a lot.

Modifié par Torax, 01 avril 2011 - 12:39 .


#16
LadyJaneGrey

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Kaylord wrote...
But, why, oh, why has this to be an invisible meter? There is so much work in this feature and you don´t even really realize it is there!


Possibly to prevent meta-gaming?

One change I saw in the system from ME2 to DA2 which is brilliant: the player no longer sees the options they cannot select.  How many people felt like they had to continuously select the upper-right or lower-right dialogue just to access those options?  It stopped being "what would my Shepard say in this situation" and became "pick whatever's in this position so you can access stuff later."

And to those players the article refences who think it boils down to good/funny/evil: you're not paying attention.  :blink: The agreeable option in the Castillon's dialogue let's the big-time slaver go free while the more aggressive option stops him.

Modifié par LadyJaneGrey, 01 avril 2011 - 12:48 .


#17
Foolsfolly

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Oh, yeah. Good point, LadyJane. The amount of ****ing that would flood the forums if we could see options we can't access would....well...it would eat up so much of the boards.

It would be crazy.

I also like the icons. I hear the "it dumbs it down" thing multiple times. But too many times I've said lines that I thought were playful that ended up being hurtful. Never did that in DA2 unless the hurtful was intended.

#18
Torax

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I still think one of the best is Sarcastic Hawke calling the Arishok's bluff. Arishok says how he wants you to leave. There is no coin for you here. The sarcastic reply is says "Okay I'll leave". As Hawke turns his back and starts to move the Arishok says "Hold".

#19
shaneho78

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I only knew about the meter in my 2nd playthrough when Hawke started talking differently at the start of cutscenes. In my first playthrough, I thought sarcastic Hawke was canon. Cool to see aggressive Hawke spewing things like " Give me a reason why I shouldn't kill you all right there." Very neat feature indeed.

#20
Swordfishtrombone

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Torax wrote...

btw Syl the best part about that luring the guards away about the fire is having merrill in your party. You'll even get approval for it. Had me laughing in my first play though.



That was awesome - had me :lol: when it happened to me. Also, if you don't have Merrill in your party, but have Varric, he'll comment AFTER you've distracted them that that was clever, and you get friendship points. But with Merrill it's definitely more funny.

#21
_Aine_

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Kaylord wrote...

Edit: Found a link which explains the system. http://jonathansfox....e-that-hate-it/


That was an interesting read, thanks for sharing it. 

Perhaps what they should have done then is ONLY mark the ones that would affect romance, and leave the others alone so they could be used as the people interpreted them (thus placate the people upset by accidental romances while not having a set "image" mislead into a good/bad choice perception.  

I know at times my character was mad, she WOULD choose the "bad", "evil", or "angry" choice because it fit her.  But I totally can see how having a set icon for a choice could lead you to believe you were accumulating good/bad points somewhere in the background unseen.  

Interesting! Thanks again for the link.  Learn something new every day!

Modifié par shantisands, 01 avril 2011 - 02:29 .


#22
TK Dude

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I also noticed in Merill rival romance scene for my sarcastic Mage Hawke says something he's getting good at the hero thing.

#23
Foolsfolly

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Perhaps what they should have done then is ONLY mark the ones that would affect romance, and leave the others alone so they could be used as the people interpreted them (thus placate the people upset by accidental romances while not having a set "image" mislead into a good/bad choice perception.


I think it's the colors.

Is that too third grade of an explanation? I don't think so. Diplomatic choices are blue bluish green and hostile/kill is red. Blue and Red are like universally good and evil in these games. You see that color and you assume things.

Perhaps they should have all been that yellowish golden color and only have icons without different colors. Of course, wouldn't look as good it's boring looking if it's all the same color. But then people aren't subconsciously assuming one's universally good and the other universally bad.

#24
_Aine_

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Foolsfolly wrote...

Perhaps what they should have done then is ONLY mark the ones that would affect romance, and leave the others alone so they could be used as the people interpreted them (thus placate the people upset by accidental romances while not having a set "image" mislead into a good/bad choice perception.


I think it's the colors.

Is that too third grade of an explanation? I don't think so. Diplomatic choices are blue bluish green and hostile/kill is red. Blue and Red are like universally good and evil in these games. You see that color and you assume things.

Perhaps they should have all been that yellowish golden color and only have icons without different colors. Of course, wouldn't look as good it's boring looking if it's all the same color. But then people aren't subconsciously assuming one's universally good and the other universally bad.


Totally agreed. Color has power.  One of the first things we learned in advertising and design in general. 

Modifié par shantisands, 01 avril 2011 - 02:47 .


#25
agentofatlas7

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Yeah I think the system is kind of cool as your dialog helps shape hawkes personality and it shows on several quests.

Like in Isabela's Contact quest, the port master's assistant won't be scared if sarcastic hawkes threatens him with a knife unlike if aggressive hawke does it. On the flipside sacastic hawke has the option to lie (a la varric) to get into the warehouse (bring varric along and he'll be amused).