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Little to no character development...


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#26
Zubie

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The lack of conversations with our companions was my main gripe with the game. The conversations were so few and far between I never grew to care much about them. I liked them but they were pretty forgettable characters.

I have mixed-feelings about the Friendship/Rivalry system.

#27
Persephone

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easygame88 wrote...

The lack of conversations with our companions was my main gripe with the game. The conversations were so few and far between I never grew to care much about them. I liked them but they were pretty forgettable characters.

I have mixed-feelings about the Friendship/Rivalry system.


And those are my feelings about ME's companions in a nutshell.

Garrus, STOP calibrating, dammit!

#28
Zubie

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Persephone wrote...

easygame88 wrote...

The lack of conversations with our companions was my main gripe with the game. The conversations were so few and far between I never grew to care much about them. I liked them but they were pretty forgettable characters.

I have mixed-feelings about the Friendship/Rivalry system.


And those are my feelings about ME's companions in a nutshell.

Garrus, STOP calibrating, dammit!


Arghh.....I know :sick:

Modifié par easygame88, 19 avril 2011 - 05:24 .


#29
Foolsfolly

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Shamajotsi wrote...

Actually Sebastian changes quite a lot:
-We don't see him quite a lot during Act I, but then he is thinking only of revenge for his family.
-In Act II he is repentant and at the same time torn between his duty to the Chantry and his right to the throne of Starkhaven.
-In Act III he could finally decide on which path he will take. If you are at 100 friendship with him, he will be content with devoting himself to spreading the Chant, whereas if you have 100 rivalry with him, he will be determined to become a Prince (or so I've read).
-If you spare Anders' life, he will be very determined to reclaim his right over Starkhaven and to level Kirkwall with the ground, which could be quite the 180 degree turn if you were a friend with him.


Yeabuwha?

I only spared Anders once, and I hadn't bought Sebstian then. Since having Seb I've never not killed Anders. How is this possible in a game with so many mute consquences? There's the possibility of Seb coming back with an army to destroy Kirkwall?

How freaking epic is that!?!?!

#30
DaeJi

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From a raw story perspective, the events of Dragon Age: Origins are more intense and more immediate. The character chances happened faster because they were thick in an event that could very well have been the beginning of the end of the world. Their emotions were more on their sleeves, they were more dynamic, because there was no time left to be reserve or contemplative. They had to live for the moment.

Events in Dragon Age 2 happen at a much reduced rate and are not as immense as a Blight. The growth is subtler and the characters play things closer to their chest. Change is there, and it's about as great, but the pace does make it less dynamic as it was in the first game. Try listening to the party banter.

#31
Wulfram

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hoorayforicecream wrote...

I found the rivalry system less immersion-breaking than the metagamey "I hate you!" > *Shovel down gifts* > "We're best friends now!" approach of DA:O. And if you look carefully, their perspectives *do* change. That's really what character development is.


I just saw the gifts as a way of representing people becoming closer after spending time together fighting monsters and whatnot.

Certainly, it 's less immersion breaking than having to avoid taking Fenris on quests where you're likely to do something he would approve of, or ultimately having him turn on you because you decided not enslave an elf.

#32
AlexXIV

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The basic problem with both systems is for me that even if you don't use gifts and blatantly lie to companions to get better approval, you can raise approval by taking certain people only on certain quests. I would rather have it that companions react on the protagonist's character in general. Like if he is a 'paragon' or 'light side' or 'positive karma' type of person or not.

Or maybe a known anti-mage, or anti-elven or anti-chantry or pro to all those. That's basically where FONV is doing so much better. Having 'Karma' and factions.

Modifié par AlexXIV, 19 avril 2011 - 01:36 .


#33
Shamajotsi

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AlexXIV wrote...

The basic problem with both systems is for me that even if you don't use gifts and blatantly lie to companions to get better approval, you can raise approval by taking certain people only on certain quests. I would rather have it that companions react on the protagonist's character in general. Like if he is a 'paragon' or 'light side' or 'positive karma' type of person or not.


I agree. Although I like ME1&2 and DA1&2, it seems that in those games playing a hypocrite gets you the biggest reward. Party members/Squad mates should be informed of your personality not only by what they personally witness.