JabberJaww wrote...
Stegoceras wrote...
Brilliant comment, the way I read it you say that you can choose anyJabberJaww wrote...
I rarely found a dialog choice in DA:O (or any other RPG of that type) any where near what I would want my character to say.
The choices always ranged from the ridiculously angelic, to the ridiculously evil.
So whether or not the main is fully voiced with the dialog wheel, or the actually dialog being chosen.. we are given the choices the game developers want us to have. So you take away the fully voiced Hawke and replace it with a silent Hawke but with the EXACT same dialog lines to choose rather than hear him say them would make the game better?
line from the range spanning good to evil. Which I think leaves little
out of the picture. Unless you want to say a line that makes no sense
and is not related to the conversation.
Of course it's not your words and occassionaly none of the words describe your feeling but I think what you stated here made no sense at all.
How many choices are you given? It's usually the angelic good one, a snarky comedic one, a nuetral one then the over the top evil response.
The dialog does not determine how I am playing MY character. I know going in I want to play as the hero at first then I will play evil. I venture to say a lot of RPG gamers are structured like that.. if not, well awesome for them, everyone plays differently. So if the dialog rarely describes what I really want to say, why would I care in which way it is said? A wheel or actual written print? I dont.
I do agree that having the dialog there stops any surprise dialog that was not intended.
I think you sort of misunderstood, I was commenting on the fact that you say that replies range (as I read as everything in between as well) from good to evil, then what more is there.
It's great that your set on a certain course and that sometimes things are too evil or not evil enough as you think. But I feel that DA2 is not a step forward in this only offering a paltry three options. I'm quite certain many games in the past had many choices ranging between good, evil and the "I don't give a damn".





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