We Tigers wrote...
Once we get into the realm of third-person cameras, I find it hard to prefer a non-voiced character. Love the way it works in Fallout, but found it occasionally frustrating in DA:O. I guess it gives that game an overall more laid-back feel, but I agree that the dead stares of the Warden were a strange sight. I don't mind missing the full text, because most of the time the icons and sample text are very clear. Maybe I'm used to it from playing both Mass Effect games and getting a sense of what those paraphrases are likely to imply.
Fallout is a totally different kind of RPG where you play solo most most of the game and any companion you have is just a slightly interactive add-on that cannot be developed, engaged in more humanly interactive means because the game is scripted as such. However, in Origins, you can develop and interact with your companions and other NPCs and what you do has a strong effect on how they view you, or how they are involved with you. The characters in Fallout existed in some spectrum of good to evil, and depending on where you fell in that spectrum, only that companion could join you if you matched that quality, even then only one companion at a time.
One problem I had with DA:O was that it wasn't clear from the dialogue options which were investigatory and which were point-of-no-return. Sometimes, that was cool; it made it feel like what I said mattered. However, it was often frustrating to miss content when I wanted to learn more about the lore from a given conversation before closing it out, and I think that's one big reason that I welcomed the dialogue wheel. There are still paths that limit the dialogue you can have, but the "Investigate"/generally left side of the wheel options help make sure you get to learn everything you can before choosing one of several move-forward options (which themselves often seemed to open up different dialogues paths). In this aspect, I think the dialogue wheel and its icons were a big success.
This is simply a matter of preference. Apologies if I sound condescending, as that is not what I am conveying here, but it sounds that a more straight up dialogue system where you know what the answers are going to be, is what you expect, is limited role-playing at best. Having the effect of not knowing what you say or ask has on your companions or NPCs is what makes the mystery of a really great RPG, engaging and interesting as well as romantic when applicable.
OTOH, the DW is a failure since many of the responses I got were not what I expected, aside from being abrupt, or it was impertinent to the choice I made. I see that it isn't an improvement since that breaks immersion when engaging characters in game. Add in that the much of the script in the game with any NPC is just broken and incongruent with the situation at hand, speaks volumes at the rushed qaulity of the game. As an example, in Darktown, you find some remains of a sister from the Chanrty (I won't give the name), and you take the remains from her, in which a mini-quest is prompted to go to the Chantry.
At the Chantry, when you give the remains to a brother, my PC says,' (paraphrasing here) "I think you misplaced this", to which the brother replies, "Bless my fool spirit, I thought I'd never see that again".
WTF?? No emotion or question to what happened to the sister, and how does my NPC actually know the brother was looking for the these remains?
Modifié par Tommy6860, 12 avril 2011 - 12:17 .