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Dear David Gaider: Why didn't you write Anders?


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#51
Shadow of Light Dragon

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David Gaider wrote...

Considering, however, that a game like BG2 where people still felt plenty connected to party members even though you couldn't click on them at all and had no control over when they spoke to you, I'm not certain the issue here isn't one of expectation rather than execution. Not that execution couldn't improve, sure, but some people seem to equate lots of dialogue to emotional connection... and I'm not sure they're as connected as they seem to think.


I think that is completely subjective.

Would Alistair have made so many women around the globe break down in tears at the end of DA:O if they hadn't gone through that long courtship, the little comments of flying dogs and the tastiness of cheese, gifts of roses and awkward refusals of gettin' it on without first getting to know?

(If any guys broke down in tears in the above situation, I apologise for leaving you out. I didn't want to assume. ;))

In my case I can safely say I felt more connected to the DA:O characters than the BG2 characters. Not that I didn't like BG2 (I did) or even Jade Empire (loved that too), but while I enjoyed the characters in those games I can't say I felt I knew them or felt 'close', let alone emotionally invested. The whenever-you-want dialogue and subsequent feelings of getting to know the characters better sold me on DA:O in a way that the others, as well as Awakening and DA2, failed to achieve. Did I still enjoy DA2 overall? Yes, but not as much as DA:O. Did I still appreciate the characters? Again yes, but not as much. There's less to talk about regarding them, because they have less to talk about. Less to feel sentimental about because there's less character detail.

Granted not every gamer is after that depth of character interaction and would happily skip past chatter in favour of the Important Stuff, quest markers and boss fights, but I'm saddened to see you confirm in one of your previous posts here that this is the way it's going to be moving forward. :(

I agree you don't always need 'more'...but if I had any expectations about sequels to Dragon Age: Origins it would have been that there wouldn't be 'less'. :/

Edit: Minor clarification...

I thought some of what DA2 did with dialogue was excellent. I enjoyed the spreading out of character development based on ingame events and time, for instance (much better than getting (almost) every single possible dialogue option based on approval, which in DA:O you could achieve if you had a handful of gifts).

But why can't such paced character development be *supplemented* by non-essential dialogue, in the same way major quests are supplemented by smaller (dare I say Fed-Ex) quests? Because it's non-essential and therefore a waste of time/resources, or because that's not what gamers are after?

Modifié par Shadow of Light Dragon, 21 avril 2011 - 09:51 .


#52
julian08

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David Gaider wrote...

Addai67 wrote...
Curious.  You say that as if they are mutually exclusive, rather than complimentary.  I'd just as soon have Alistair explain something to me as read it in a codex or see a cinematic- scratch that, I would much prefer it.  Since he can also offer his own opinions on the subject matter, it works to personalize world and game information as well as give insight to the character.


Yes, in a world where More is always Better there'd be no reason not to have it both ways. Lots of dialogues in camp, with expository dialogue about anything that strikes your fancy, initiated conversations out and about in the world and DA2's more detailed series of personal quests.

Considering, however, that a game like BG2 where people still felt plenty connected to party members even though you couldn't click on them at all and had no control over when they spoke to you, I'm not certain the issue here isn't one of expectation rather than execution. Not that execution couldn't improve, sure, but some people seem to equate lots of dialogue to emotional connection... and I'm not sure they're as connected as they seem to think.



Ha, well played Mr. Gaider. People like me who have to play a lot of their favorite games in Dosbox are always going on about how perfect BGII was, and now you use that as an argument. Well played indeed.
But let's be realistic: BGII was released in 2000, and in game terms that pretty much means that it predates the Roman Empire. Fully voiced companion dialogue was just impossible to do back in the day. To me, it seems that your argument is like saying "Charlie Chaplin's The Gold Rush was a great movie, so modern movies don't need sound or color."
Really, it's your own fault people. You showed us what could be done in terms of characterization and party banter nowadays, and now we won't accept anything less.

:blink:Ahem. . . no disrespect meant of course. Please don't use your writing sorcery to make my head explode.:crying:

#53
YourFunnyUncle

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Shadow of Light Dragon wrote...

I thought some of what DA2 did with dialogue was excellent. I enjoyed the spreading out of character development based on ingame events and time, for instance (much better than getting (almost) every single possible dialogue option based on approval, which in DA:O you could achieve if you had a handful of gifts).

But why can't such paced character development be *supplemented* by non-essential dialogue, in the same way major quests are supplemented by smaller (dare I say Fed-Ex) quests? Because it's non-essential and therefore a waste of time/resources, or because that's not what gamers are after?

This is how I felt. I really enjoyed the way companion quests led to more dialogue and how they would occaionally want to talk to you, but I thought it would've been nice to have a couple of times per act where you could just go and talk to them at their house, as a friend might. It seems to me that supplementing the new style with just a touch of the old would've made for more rounded characters. I don't see any dichotomy there, as It's really not an either/or question.

#54
Miashi

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David Gaider wrote...
but some people seem to equate lots of dialogue to emotional connection... and I'm not sure they're as connected as they seem to think.


It might be a girl thing, that we like to talk to our men of everything and nothing. It's not always about sex and killing monsters you know!

Candidly, I don't see how you can create a bound with a videogame character without having sufficient amount of dialogues. Through dialogue, you learn a character better - conversations that aren't always serious business add to the immersion factor and the feeling of being part of something.

Containing discussion within key moments within the game works when you want to get to the point. I guess it's efficient. But what makes RPG stand out from the crowd of games is not just the main plot, but its embelishments. I think that DA2 had so much to work on, but nothing was really made out of it.

You know, these little things that make all the difference in the world.

#55
ejoslin

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I have to agree that in DAO I did feel more of an attachment to the characters, and that was because I got to know them better. Alistair broke my heart; I cried at a pivotal moment, completely heartbroken. Zevran also at a couple of points in the romance made me cry for different reasons.

While I enjoyed both Anders' and Fenris' romances, there wasn't the same engagement. I think this is because there was very little actual building of a relationship. The dialogs that were there were fantastic, and Fenris had me grinning from ear to ear at the end and Anders had me completely creeped out, so I did have some attachment. However, when Fenris walked out, there was a disconnect there -- I didn't care the same way I did when it happened with Alistair (though to be fair, I didn't expect to either as my response to Alistair was that strong) -- and then as time went by, I wasn't even sure if the romance was off or on because of conflicting banters and confrontations which lead to more of a feeling of disconnect.

Though the long, rambling conversations were fun, and allowed me to get to know the characters quite well, they also helped me understand Thedas a bit better as I could see it through the eyes of others so to speak.

The more you speak with someone, the better chance there is that you feel close to them.  I just would have liked to get to know all the companions better.  You're supposed to be interacting with them over a 6 year time period.  It IS the little things.

Edit: I do want to reinterate that I thought both Fenris and Anders were very well written characters.  I just wanted to get to know them a bit better!

Modifié par ejoslin, 21 avril 2011 - 12:31 .


#56
nekhbet

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Miri1984 wrote...

I'd like to put in my two cents and say I adored what the writers and team did with Anders in DA2. I don't think I'm in the minority, even as someone who adored him in Awakenings. Everything that happened with his character in DA2 I saw as building on what we saw of him in Awakenings, and I applaud David Gaider and ESPECIALLY Jennifer Hepler, for doing such an amazing job.


This needs repeating, too lazy to type more myself now.

#57
Spartansfan8888

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You certainly don't need the characters rambling at you to get to know them, but I agree with ejoslin that little things in character interaction can go a long way. Kiss/go to bed with your LI, play some cards with the party members that have a lot of banter about liking to gamble; just little interactions that you can do anytime would go a long way in my opinion

#58
Apollo Starflare

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I was initially put off Anders by the change in his personality I must admit, I must have gotten half way through the game thinking he was (sadly) one of the weakest characters in the DA2 cast (one I count as among the best BioWare have ever written). Then it just clicked, maybe it was one of his more 'Anders-y' scenes or maybe it was a particular bit of dialogue, but I just accepted him and the changes. This has since been underlined and I've had my appreciation of how he was written in DA2 grow a great deal after I re-played DAOA. Those that say there is no lead in to the change in his character are completely wrong, there is foreshadowing and the groundwork for his and Justice's relationship (and what such a union would create) is well laid. Some of their conversations are quite tragic to overhear in Awakening now that you know what will result from it in fact.

I think it makes perfect sense that some will hate/ignore/disagree with etc. DA2 Anders, but I think it's a far stretch to go from that to saying that he was badly written, should have been written differently or otherwise. Although I suppose for some people it is the natural jump in logic.

As for the other point. Well I doubt many would say no to having a Party Camp style of party member interaction to go along with the superior party member quests and whatnot. However should it come down to a choice between the two I would prefer the DA2 style with a few added 'getting to know you' conversations per character. Instead of being static talk to people one after another in a camp though, having it take place during your adventures or in random locations (similar to the way Awakening works, but with more depth to the system).

The chats would essentially be Hawke/protagonist bantering with chosen party member in the same way the party members themselves can banter with each other. As it stands the party banter is so excellent that you actually begin to feel left out in DA2, wanting to join in with some of the off the wall conversations and get to know the smaller details of your companions and what makes them tick. This would seem especially relevant to a game and story that puts so much stock in building relationships over a ten year period.

#59
Wulfram

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I miss the long rambling conversations. I don't see why they're worse at character development than killing stuff for them and then angsting about it.

#60
_Aine_

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Shadow of Light Dragon wrote...

I thought some of what DA2 did with dialogue was excellent. I enjoyed the spreading out of character development based on ingame events and time, for instance (much better than getting (almost) every single possible dialogue option based on approval, which in DA:O you could achieve if you had a handful of gifts).

But why can't such paced character development be *supplemented* by non-essential dialogue, in the same way major quests are supplemented by smaller (dare I say Fed-Ex) quests? Because it's non-essential and therefore a waste of time/resources, or because that's not what gamers are after?


I wouldn't have been crushed by Alistair, and refused to romance him again because he couldn't marry my elven girl ( although I am now, after having going back after DA2!) if I hadn't have got those extra conversations, jokes, listening to his tales about being a templar, flying dogs, basic little conversational things. The surprise of a rose, that at time, was a surprise and unexpected.  It was those little, inconsequential things that brought a character to life.  

Before I stated that it was too scripted, mechanical and the time you talk scheduled too much which I feel places essentially a filter between you and the character. I really believe that and I *don't* think it is a matter of more more more! I think it is a matter of pyschology.  Timed seems forced.  Forced is not how relationships work successfully so we *feel* that.  Maybe some people are better at waving logic for personal encounters than others, so it ceases to even be acknowledged or they just don't care.  People who love a touch of realism in their fantasy because it is one more thing that draws them in and helps their immersion... knowing that you have 3 years and a zillion quests before you can get a personalized line from your companions?  It isn't just about romance either. It is about a connection.  If I feel I am better getting to know my companion C and then when I just click on him after some revelation and he just says " we should concentrate on the task at hand" almost EVERY single time.  Where is the humanity in that?    

My suggestion has always been, and I am being redundant saying it again no doubt, to have one fixed timeline for story related, timeline relevant quests/conversation. and Then to have a player initiated  series of "extra" conversation to add realism and a sense of random to companion interactions. 

ME2 style of conversations, after DA:O felt forced and lacking IN COMPARISON.  On it's own it would have seemed far better than much of what came before it. 

It IS because you guys all found a BETTER way to simulate real people in a very not-real game, a fantasy even, that we came to expect that connection in all of your games.  DA2's system, for reasons I can't say I 100% understand although i do believe the timing and roboticness of the encounters occurances are huge factors, felt like a step backwards in terms of CONNECTION.  I don't hate Anders.  I just don't care to ever talk to him again.  Even with characters I didn't like in DA:O the connection I felt to them made me ENJOY hating them and i would want to interact with them again, just for the experience.  (Just an example) 

I wish I understood it better so I could articulate it, but having *more* is not the solution.

Truthfully, if i was being forced to bet MONEY on what was wrong with the connection aspect? It would not be the writing at all, not the quantity even....really.  It is the framework the writing was presented in.  The METHOD failed the madness so to speak.  Even a great team of writers don't make a great game realistic.  HOW the game presents the great writing has to be realistic and accessible to the player.  And by realistic, I simply mean natural.  Even for abominations and talking dogs from the Maker.    ;)

Modifié par shantisands, 21 avril 2011 - 01:19 .


#61
Shadow of Light Dragon

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shantisands wrote...

My suggestion has always been, and I am being redundant saying it again no doubt, to have one fixed timeline for story related, timeline relevant quests/conversation. and Then to have a player initiated  series of "extra" conversation to add realism and a sense of random to companion interactions.


That's sort of what I was hinting at, although I'd have the player-initiated 'extra conversations' under some sort of control (friend/rival based? experience based? non-personal quest based?), otherwise you run the risk of exhausting all conversation options too quickly and being left with nothing, which was a small but noticable problem in DA:O; once you're at full approval with a character, they suddenly run out of stuff to talk to you about! ;)

But the DA2 characters, and Awakening characters, they needed more. Not *development*, why does conversation have to be development? Why can't it just be talk? You don't have to question someone's beliefs to have meaningful character interaction.

#62
Tarante11a

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Celestina wrote...


If anything had be taken from Origins, I wish it had been camp. Or at least some form of open-ended discussions. I felt so cut off from the rest of my party.


Celestina wrote...

(I'm sorry this letter went all over the place.) Well, all I can do is cross my fingers, and hope for a better DA3.

And wait for the anti-fangirl trolls to swarm this thread.

First off, I really sympathise with most of what you're saying and I'm not having a 'go', I consider myself to be a fan-girl too.  I find it really hard to get cross with Bioware, which probably makes me a sap.

However, do you think it's a case of money and numbers?  So, the things which made Origins so different and so appealing to people like us, are just not appreciated by most gamers, who aren't interested and don't play those bits.  I think the impression we get here is skewed because we wouldn’t inhabit BSN if we didn’t have a particularly strong tie to the games.  I think most bods who play DA have a romp through and move on to the next big thing.

I've read in various places that Bioware has good intel on how people play the game, perhaps 'we' are in the minority.

I enjoyed DA2 but I LOVED Origins.  It was a landmark game in my humble opinion.  But I’ve never really considered myself to be the ‘average’ gamer-type.  I get the feeling most of the complaints about DA2 aren’t things I mind about
particularly, whereas the things I would have liked to have (moar conversation, deeper romance stories – the stuff which absorbs me into a game like this) aren’t on most people's wish lists.  

Realistically speaking, I think we’re sort of appreciated as a fan-base but why spend time and money on us when we are a relatively small group of players and we’re probably going to buy the games anyway.   This makes me really sad, of course, and I’d have kittens if the next game had the depth of Origins, but I don’t see it happening if that content pleases and is played by the few.

David Gaider wrote...

I have absolutely no intention of returning to the reams of expository dialogue as a replacement for character development anytime soon.

I know this sort of misses my own point, but can't we have both?

I think Origins is one of those games which will always be talked about as being a great game.  I think it'll always be in those "Top-20-Best-Games-Ever" lists, and I reckon the emotional attachment with your companions is a large part of that. The 'luxury' of the incidental chatter is surely something which creates that attachment?

DA2 won't be remembered with the same fondness.  I don't think it's simply about 'second album' expectations, either.

julian08 wrote...

Ha, well played Mr. Gaider. People like me who have to play a lot of their favorite games in Dosbox are always going on about how perfect BGII was, and now you use that as an argument. Well played indeed. 

But let's be realistic: BGII was released in 2000, and in game terms that pretty much means that it predates the Roman Empire. Fully voiced companion dialogue was just impossible to do back in the day. To me, it seems that your argument is like saying "Charlie Chaplin's The Gold Rush was a great movie, so modern movies don't need sound or color."

Really,it's your own fault people. You showed us what could be done in terms of characterization and party banter nowadays, and now we won't accept anything less.


This.

Modifié par Tarante11a, 21 avril 2011 - 03:56 .


#63
GeorgeZip

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David Gaider wrote...

Yes, in a world where More is always Better there'd be no reason not to have it both ways. Lots of dialogues in camp, with expository dialogue about anything that strikes your fancy, initiated conversations out and about in the world and DA2's more detailed series of personal quests.

Considering, however, that a game like BG2 where people still felt plenty connected to party members even though you couldn't click on them at all and had no control over when they spoke to you, I'm not certain the issue here isn't one of expectation rather than execution. Not that execution couldn't improve, sure, but some people seem to equate lots of dialogue to emotional connection... and I'm not sure they're as connected as they seem to think.


That's a good point about BG2 and got me thinking why is it that those characters were so memorable and you got attached to them.  Part of it is because the game was new and different at the time. 

But an important part was that you were sometimes involved in the banter and could participate.  When Aerie and Jaheira argued you'd often have to quiet them down.  Or I remember Aerie begging me to get rid of that evil dwarf who kept telling her to watch where she aimed her magic.  That would have made a big difference in this game.  The banter was great in this game but after awhile you kind of tune it out because its inconsequential.  If some of the banter got you involved and how you responded effected the game, well it would be cool.

I agree about moving on from the camp interrogation sessions.  But something needs to be added to the DA2 version.

#64
David Gaider

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julian08 wrote...
Ha, well played Mr. Gaider. People like me who have to play a lot of their favorite games in Dosbox are always going on about how perfect BGII was, and now you use that as an argument. Well played indeed.
But let's be realistic: BGII was released in 2000, and in game terms that pretty much means that it predates the Roman Empire. Fully voiced companion dialogue was just impossible to do back in the day. To me, it seems that your argument is like saying "Charlie Chaplin's The Gold Rush was a great movie, so modern movies don't need sound or color."
Really, it's your own fault people. You showed us what could be done in terms of characterization and party banter nowadays, and now we won't accept anything less.

:blink:Ahem. . . no disrespect meant of course. Please don't use your writing sorcery to make my head explode.:crying:


You misunderstand. I am not saying that those expectations aren't justified... things have changed. But some perspective is required. Some people are expressing that they didn't feel as connected to the characters and then looking for what was different and deciding that must be what's at fault. I'm not convinced it is.

And if it is, and someone's requirement is that they must have everything and more in order to feel connected to a character at all ...then you're not going to be connected to any of our characters in the future. If that's truly what it takes, then I can safely say it's not going to happen.

This is not to say that some middle ground isn't possible, but that's middle ground and not "why not just do both?" As I said earlier, in an ideal world you'd get to click on your party members everywhere you liked, get lots of options for new dialogue to initiate and get quest dialogue to boot... but until this becomes the Companion Relationship Game, that's probably unrealistic to expect. Even in DAO that didn't happen, and DA2 was probably even more character focused. There are always going to be resource issues as well as other limitations to contend with (if you want cinematic dialogue, for instance, you need a set stage-- the dialogue cannot happen anywhere... the way our engine works dialogue that can occur anywhere must be "unstaged" and thus have a fixed camera), and while I understand that players will always want more of everything, I'm not at liberty to be okay with the idea that more of everything is required in order for a player to feel emotionally engaged.... and I simply suspect that some people are seeing something missing from what they had before and deciding that the equation now adds up to less than zero.

In short: they're feeling what they're feeling, and that's valid, but there may be other reasons behind it that are more easily addressed. If not, and they require constant dialogue in order to feel any emotional connection, then they're simply not going to get it.

But this is a discussion for a different thread, as it no longer has anything to do with Anders. I'll leave you guys to it.

Modifié par David Gaider, 21 avril 2011 - 04:24 .


#65
Addai

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julian08 wrote...

David Gaider wrote...

Addai67 wrote...
Curious.  You say that as if they are mutually exclusive, rather than complimentary.  I'd just as soon have Alistair explain something to me as read it in a codex or see a cinematic- scratch that, I would much prefer it.  Since he can also offer his own opinions on the subject matter, it works to personalize world and game information as well as give insight to the character.


Yes, in a world where More is always Better there'd be no reason not to have it both ways. Lots of dialogues in camp, with expository dialogue about anything that strikes your fancy, initiated conversations out and about in the world and DA2's more detailed series of personal quests.

Considering, however, that a game like BG2 where people still felt plenty connected to party members even though you couldn't click on them at all and had no control over when they spoke to you, I'm not certain the issue here isn't one of expectation rather than execution. Not that execution couldn't improve, sure, but some people seem to equate lots of dialogue to emotional connection... and I'm not sure they're as connected as they seem to think.



Ha, well played Mr. Gaider. People like me who have to play a lot of their favorite games in Dosbox are always going on about how perfect BGII was, and now you use that as an argument. Well played indeed.

I never played Baldur's Gate myself.  (edit:  Could it also be that BGII was a much longer game?)

I don't think it's out of bounds to compare the sequel with the original game.

Modifié par Addai67, 21 avril 2011 - 04:35 .


#66
Addai

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David Gaider wrote...
(if you want cinematic dialogue, for instance, you need a set stage-- the dialogue cannot happen anywhere... the way our engine works dialogue that can occur anywhere must be "unstaged" and thus have a fixed camera),

Please tell me that you're at least revisiting if this is really the best trade-off.  There is a lot I would trade to get back the isometric camera in combat, for instance.  Not so much the "conversation anywhere," though being forced into a particular spot for conversation is not my favorite feature, either.

#67
DahliaLynn

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In my opinion, the middle ground solution for allowing the player to feel better connected to an evolving romance with a character, (or a any relationship in general) would be to allow Hawke to visit the characters homes, and have the ability to converse with them on a more casual level.

It doesn't have to happen in mid quest, but rather would be more logical when in fact visiting ones home. Perhaps add a few more personal optional quests to make that feel a bit more balanced. I also lacked the ability to connect to the drama associated with Anders reactions, due to a lack of the natural process when getting to know someone.


In DA:O the process was more realistic, and you were able to slowly unveil the character's thoughts, history, and feelings. That makes for a more natural connection. If this can be done while visiting the characters home, it may make all the difference.

Modifié par DahliaLynn, 21 avril 2011 - 05:27 .


#68
Beerfish

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For Anders, in my mind it was really a 'see what you want to see' kind of thing at times in Awakenings. He was as described a funnier, nicer type for the most part there but his deep hatred for the circle and the templars was really set out early in Awakenings. As I've stated before the very first time I met him I was pretty suspicious of him. Here is 'Sandal like' in a huge pile of dead darkspawn and templars and he gives you the Bart Simpson like 'I didn't do it.'

There was not a lot of doubt in my mind that he off'd a few Templars right there. The huge change in DA2 was due to the merging with Justice, a fatal combination when you have a guy who seemed to slightly on the road to cracking and adding a powerful spirit to the mix.

I can totally understand why people who thought highly of him or romanced him in Awakenings would be disappointed but strictly from a logic point of view I thought it fit together pretty good. I really hated Anders through most of DA2 but that is a credit to the writers as well. If you make me really care about a companion or npc (whether I like them or loathe them) you have done your job.

#69
tmp7704

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David Gaider wrote...

If you felt less connected to your followers, that's too bad. There could be many reasons for that, but if the requirement to someone feeling connected is having long, rambling conversations in the party camp... I can safely say that's unlikely to happen again. I could see front-loading the characters a bit more so players are more thoroughly introduced (as it was, a lot of the character interaction ended up in Act 2 quite by accident) but I have absolutely no intention of returning to the reams of expository dialogue as a replacement for character development anytime soon.

I'd say it's not as much "having long, rambling conversations" but simple ability to interact with the NPCs on "even terms" so to speak. That is, to be able to initiate some sort of actual dialogue (rather than just single canned bark) when you feel like it, not only when the game decides it is time to grant you such opportunity. I understand your desire to protect the player from exhausting the dialogue options too soon, but when it's taken to this extreme it feels like the companions are put behind a glass for 90% of the time. And it should come as no surprise this sort of barrier does make it more difficult to "connect" to such entity.

This sensation is enhanced by the fact these companions have no problem when it comes to having long conversations with one another as you go around the levels. But as soon as you, the player, try to have any kind of dialogue you're being cut off with a "lead on!" or "shall we move on?", this kind of nonsense. In a way it's even worse than it was in the Awakening, when you at least had occasional opportunity to engage with them in the field. In DA2 this seems removed altogether and the artifcial gameplay boundaries are made even more acute. And that supposed "connection" suffers for it.

If all the follower does when you try to initiate a dialogue is just stand there and repeat their bark then i think the resulting feeling of being less connected with them is quite natural. Because their behaviour is then no different from that of any other ambient NPC in the game and as such there is less about them to "connect to". And it really doesn't matter that they do it in what's supposed to be their own house.

#70
julian08

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David Gaider wrote...

You misunderstand. I am not saying that those expectations aren't justified... things have changed. But some perspective is required. Some people are expressing that they didn't feel as connected to the characters and then looking for what was different and deciding that must be what's at fault. I'm not convinced it is.

And if it is, and someone's requirement is that they must have everything and more in order to feel connected to a character at all ...then you're not going to be connected to any of our characters in the future. If that's truly what it takes, then I can safely say it's not going to happen.

This is not to say that some middle ground isn't possible, but that's middle ground and not "why not just do both?" As I said earlier, in an ideal world you'd get to click on your party members everywhere you liked, get lots of options for new dialogue to initiate and get quest dialogue to boot... but until this becomes the Companion Relationship Game, that's probably unrealistic to expect. Even in DAO that didn't happen, and DA2 was probably even more character focused. There are always going to be resource issues as well as other limitations to contend with (if you want cinematic dialogue, for instance, you need a set stage-- the dialogue cannot happen anywhere... the way our engine works dialogue that can occur anywhere must be "unstaged" and thus have a fixed camera), and while I understand that players will always want more of everything, I'm not at liberty to be okay with the idea that more of everything is required in order for a player to feel emotionally engaged.... and I simply suspect that some people are seeing something missing from what they had before and deciding that the equation now adds up to less than zero.

In short: they're feeling what they're feeling, and that's valid, but there may be other reasons behind it that are more easily addressed. If not, and they require constant dialogue in order to feel any emotional connection, then they're simply not going to get it.

But this is a discussion for a different thread, as it no longer has anything to do with Anders. I'll leave you guys to it.


Oh oh. . . *head explodes*

:lol:Nah, really, I appreciate that you take the time to explain things and discuss this with us, and I do see your point. Of course more is not always better, and the reason why some people (including me) just don't feel the same level of connection with their party in DA2. . . well, it's probably more complicated than "just add more dialogue for everyone", and talking about it here would go way off topic.

However, I actually have something to say about Anders.
While I did not like his character in DA2, I definitely liked the way he was written (I hope that makes sense so far, but I'll explain). I liked the way Anders was written in Awakening, mostly because the character was a lot deeper than I first expected. He acted goofy and playful most of the time, but you could feel that there was a lot of anger and a deep feeling of helplessness under that facade. So, when I met Anders in DA2, it made me sad that he gave in to his anger (feel free to make a Star Wars joke, you know you want to) and. . . ah hell, let's call a spade a spade, turned into a terrorist.
I did not like the way he changed, but I could see why it happened. It wasn't like a sucker punch in the gut that left me wondering "where the hell did that come from?!"

Modifié par julian08, 21 avril 2011 - 06:23 .


#71
tmp7704

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Brockololly wrote...

Sure it had issues if the player sat in camp and abused the system by spamming gifts and just draining the conversations all in one sitting, but thats surely able to be fixed any number of simple ways like gating certain conversations to main quest completion.

Given how the gift system is portrayed here as way to bump up the relationship score and thus exhaust these conversations early, with the changes gift system of Awakening/DA2 i'd imagine the problem has been largely solved as it is. Tying dialogue branches to quests would be probably unnecessary, beyond what's already done in DAO.

#72
sami jo

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David Gaider wrote...

You misunderstand. I am not saying that those expectations aren't justified... things have changed. But some perspective is required. Some people are expressing that they didn't feel as connected to the characters and then looking for what was different and deciding that must be what's at fault. I'm not convinced it is.

And if it is, and someone's requirement is that they must have everything and more in order to feel connected to a character at all ...then you're not going to be connected to any of our characters in the future. If that's truly what it takes, then I can safely say it's not going to happen.

This is not to say that some middle ground isn't possible, but that's middle ground and not "why not just do both?" As I said earlier, in an ideal world you'd get to click on your party members everywhere you liked, get lots of options for new dialogue to initiate and get quest dialogue to boot... but until this becomes the Companion Relationship Game, that's probably unrealistic to expect. Even in DAO that didn't happen, and DA2 was probably even more character focused. There are always going to be resource issues as well as other limitations to contend with (if you want cinematic dialogue, for instance, you need a set stage-- the dialogue cannot happen anywhere... the way our engine works dialogue that can occur anywhere must be "unstaged" and thus have a fixed camera), and while I understand that players will always want more of everything, I'm not at liberty to be okay with the idea that more of everything is required in order for a player to feel emotionally engaged.... and I simply suspect that some people are seeing something missing from what they had before and deciding that the equation now adds up to less than zero.

In short: they're feeling what they're feeling, and that's valid, but there may be other reasons behind it that are more easily addressed. If not, and they require constant dialogue in order to feel any emotional connection, then they're simply not going to get it.

But this is a discussion for a different thread, as it no longer has anything to do with Anders. I'll leave you guys to it.


Actually, it does have to do with Anders, and the writing of Anders, though not only with Anders.  Let me say up front that I don't hate DA2.  I actually like it--just not as much as I liked Origins.  I was excited when I read the background pieces for all the characters, including Anders.  The character writing was not "bad" for any of the characters. 

The problem isn't even necessarily about the change to all staged dialogue.  There were many conversations in Origins that could only take place at the party camp (such as Zevran's post-Taliesan romance conversations) or during specific quests (as in when Sten challenges you during the Sacred Ashes quest). There were even whole conversation lines in Origins that would not trigger until after certain plot events, so that isn't the issue either.  The complete lack of control over pacing is irritating.  I hated it in KOTOR, hated it in Jade Empire, hate it in DA2.  "Don't call me, I'll call you." is a pretty unrealistic way to handle the depiction of a relationship that spans a decade or more, and you already demonstrated that the engine can handle both user-initiated and NPC-initiated dialogues in Origins. 

None of that is my primary issue with the characters in DA2.  The problem is that in your ferver to ditch "exposition" for showing rather than telling, you forgot that real people do get to know one another, at least in part, by telling.  I did not learn about my husband's childhood solely by watching home movies of him as a child.  I didn't get to know my best friend solely by watching her interact with her other friends.  That is pretty much what we are left to do in DA2.  And the showing part of things just doesn't hold up as well.  In Origins, and to a lesser degree in Awakenings, we could have "pointless" in terms of plot line conversation with our companions.  Those silly conversations with Alistair in which he referenced sex as licking a lamppost and tried to deflect personal questions by claiming he was the child of very religious flying dogs did serve a purpose.  They gave dimension to the character.  The party banters were similar.  Almost none of them had anything at all to do with the blight.  Starting with Awakenings, the party banters have consisted largely of your companions sniping at one another.  As of DA2, they now snipe about their personal obsessions outside of which they have no interests.  Merril is all "blood magic- Yeah! Go elves!" and cute one-liners that she says to everyone but you.  Anders does nothing but whine about how awful things are for mages, how awful the templars are and how evil blood magic is.  I get that he has reason to be obsessive, but come on, we've been dating for 3 years and not a single mention of ANYTHING else!? Fenris goes on and on about how evil all magic is--oh, and how happy he is to know nothing at all of his elven heritage.  Varric plays mother hen and Isiabella doesn't own her sexuality, she is her sexuality.  (and as a happily out bisexual woman I have no problem with her being sexual, it's just that sex seems to be all she ever talks about) They will talk to each other, but not to you--at all--which seems especially odd if you are romancing one of them.  The only characters who seem remotely multi-dimentional are Aveline and Varric.

So, it is the writing, but it is the writing for all of the characters (compounded with plot holes the size of a high dragon).  It isn't about fans demanding MOAR!, it's about better balancing what we will be given.  The Origins characters felt more real because we saw them respond to all sorts of situations in very real ways.  They deflected questions they didn't want to answer, had flaws and failings, made mistakes, got snarky and jealous.  In DA2 we get little snapshots of the characters.  It feels exactly like I was sitting there listening to Varric talk about what someone else did.  That isn't entirely bad, but it does take a lot of the "RP" out of the RPG.  It felt like Diablo with companions, and while I loved the Diablo series, I liked DA:O a whole lot better.  It's a function of the changes to dialogue, the framework of the story, and yes, the writing.

I'm not screaming for the writers' heads.  The writers just need to go back to the basics they did so well in Origins--story telling basics, not necessarily the same game mechanics.  The story and the characters are what kept people hooked despite the bugs and the issues with the combat system.  It is probably my favorite game of all time even though I can make a list of problems a mile long.

#73
tmp7704

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David Gaider wrote...

There are always going to be resource issues as well as other limitations to contend with (if you want cinematic dialogue, for instance, you need a set stage-- the dialogue cannot happen anywhere... the way our engine works dialogue that can occur anywhere must be "unstaged" and thus have a fixed camera)

I'm sorry but this is simply not correct. The way your engine works, conversations use "dynamically spawned" stage for dialogues which happen anywhere, and these certainly can (and do) use multiple cameras which can be also moved around  as part of the conversation/cinematics -- i have done exactly that as part of one of the mods and it does work Image IPB

Mind you, this is as long as the idea of "cinematic camera" is what's typically used in conversation sequences in movies and such, i.e. fairly simple pans and zooms. But considering this is apparently good enough for movies, i doubt a game needs to be "more cinematic than cinema" in this regard.

Modifié par tmp7704, 21 avril 2011 - 06:36 .


#74
SilentK

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DahliaLynn wrote...

In my opinion, the middle ground solution for allowing the player to feel better connected to an evolving romance with a character, (or a any relationship in general) would be to allow Hawke to visit the characters homes, and have the ability to converse with them on a more casual level.

It doesn't have to happen in mid quest, but rather would be more logical when in fact visiting ones home. Perhaps add a few more personal optional quests to make that feel a bit more balanced. I also lacked the ability to connect to the drama associated with Anders reactions, due to a lack of the natural process when getting to know someone.


In DA:O the process was more realistic, and you were able to slowly unveil the character's thoughts, history, and feelings. That makes for a more natural connection. If this can be done while visiting the characters home, it may make all the difference.


Hmmm.... I don't get this. I think that you slowly got to know Fenris better, he didn't open up about killing the fogwarrior straight away. It came after Hawke had known him for quite some time and he feelt like he could talk about it.

For me the difference between the companions in DA:O and DA2 is that in DA:O they did not participate as much in the q's that they do in DA2. Then there was one personal q. Well, if Anders had been the example let's say that the personal q in the end had been his only q. Would it have been more emotinal if he had told Hawke about Karl. His ex that he came to save in the Chantry but already had been made tranquil. He then continued with the cliniq and almost killed a girl when trying to find proof for a sinister plot. All of this could have been told in a really heartfeelt discussion.

In DA2 you participate instead. You don't get told, you see for yourself and have to think about it. This is part of the reason why I feel more of a connection with my companions in DA2 than DA:O. In DA:O I was always told past tense of the big events in their life. In DA2 I feelt more like they lived their life with my Hawke. No need to explain that it was a horrible experience for Merrill with the keeper. You could see that quite plainly. If I got to choose I would take the DA2 version of companion-treatment of DA:O any day but that's just me  :)

#75
Mecher3k

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David Gaider wrote...

Celestina wrote...
As a complete outsider to the development of the game, I will not begin to assume why Jennifer Hepler was assigned with writing most of Anders in DA2. Can you tell us why didn't write most of Anders, as you did in Awakening? I will say that I would have put more faith in you to make Anders' story believable. You are responsible for much of Origin's material - most of Alistair and Zevran's hilarious, downright outrageously clever dialogue, and plenty more. I'm not trying to downplay the talents of the other writers on the team. Any game of this size is a combined effort. But I think Anders in DA2 is missing some of your attention.


I'm not certain what it is you assume I would have done differently. The role Anders plays in the sequel was set by myself as well as by the writing team, prior to anyone writing him. Even if I had been the one to write him, he most certainly would not have been the witty fellow you remember from Awakening... he's changed, in some very substantial ways, and if you're mourning the fact that he's different I can safely say that's very much part of the point.

A successful character provokes strong reactions. So I would say Anders was quite successful even if I didn't approve of Jennifer's writing job on him-- which I very much do. I think she did a stellar job. While there's always some trepidation in seeing someone else touch your baby, I had no reservations once I saw how she handled him.

If you felt less connected to your followers, that's too bad. There could be many reasons for that, but if the requirement to someone feeling connected is having long, rambling conversations in the party camp... I can safely say that's unlikely to happen again. I could see front-loading the characters a bit more so players are more thoroughly introduced (as it was, a lot of the character interaction ended up in Act 2 quite by accident) but I have absolutely no intention of returning to the reams of expository dialogue as a replacement for character development anytime soon.


So you read twilight series, then became an fool and made DA2's horrible storyline along with Jennifer "Hamburger" Helper.

So fire you, Laidlaw, and Helper and use your salaries to get Brent Knowles back, or at least attempt to.

Thanks.

Modifié par Mecher3k, 21 avril 2011 - 06:58 .