Just to voice an alternative opinion - I would like to say that I totally agree with Mr. Gaider when he says that actual emotional connection and lots of dialog cannot be equated.
When I was playing DAO, I remained absolutely indifferent towards all my companions. There was not a single person in the entire bunch who I wanted to become friends with. Characters perfectly written, dialogue clever, everyone's personal drama understandable, but... no connection. So those camp dialogue bits were the biggest in-game challenge for me, since the game approval/disapproval system
required me to maintain the relationships, and I had to spend lots of time just clicking on dialog options mindlessly. At times, I felt like I was playing the Sims.

Therefore, the problem was not in the lack of dialogue - the selected companion archetypes simply did not connect with me. Yes, I'm a woman. And no, Alistair did not attract me in the least. And I don't see how more volumes of dialogue could improve our relationship.
In DAII, suddenly - click! - there was a connection! And - wow! - to several companions at once! And it was not because of what they said (or I said), but because of what they
did and
how they did it. In DAO, companions did almost nothing. I felt like I was controlling their lives and making decisions for them. In DAII, our roles almost changed. In DAII, companions are already developed personalities, with strong beliefs and opinions, capable of making their own decisions, doing things without asking for my permission. They are mature. They are not weak. They change, but not because I talk them into or out of something, but because they make decisions, implement them and face the consequences. You go through that with them and see how the events affect them, and it is self-evident, you don't need extensive dialogue to understand this. This - their decisions, their goals and how they achieve them - is the best way to know them. For me, it was just thrilling to finally fight alongside people who knew exactly what they wanted. For a change. So once I had this connection, the lack of "small talk" did not bother me. My imagination just managed to fill all the gaps.
In a word, for me personally, DAII is a very
character-oriented game, in the sense that companions here are not an appendix to the Hero; they are independent and self-sufficient; they actively form the environment; they create the circumstances that Hawke has to react to. Of course, it therefore makes the game a bit less
player-oriented, because Hawke cannot actually do anything to change the situation. S/he is caught in a whirlwind. Remember what Flemeth said when they first met: "Hurtled into the chaos, you fight... and the world will shake before you." Isn't it a perfect summary of the role our Hero has in this story?
As for Anders... I was thrilled with the new Anders. Never before in a game have I experienced such a variety of very strong and very mixed feelings. I guess, you could call him "one-dimensional", but truly, how many real multi-dimensional people have you seen? And what exactly does it mean to be a "two-dimensional" or "three-dimensional" person? To have several points of view on one issue? To me personally, Anders - desperate, obsessed, paranoid closer to the end of the game - looked far more alive than baby-like Alistair who failed to look like a proper King even when I met him in DAII. Anders
did change the world. And he was prepared to face the consequences - neither he, nor Justice defended himself (themselves?) against me in the end. He demanded justice for all, and was prepared to receive it himself. Because justice - it is not about classifying people into innocent and guilty. Justice is recognizing that everyone is actually guilty. Including Hawke. And Anders. And Orsino. And Meridith. And Elthina. Everyone, by their action or inaction, lead the city to chaos. And everyone got what they deserved. I think what we had in the end was Justice in its full abstract glory. I disagreed with Anders on a lot of points, but I am actually... proud to have known him.
I am actually proud to have known all of DAII companions (except Sebastian).
I don’t remember having any doubts about killing the Archdemon in DAO. Taking sides in DAII was a big challenge, but it did not matter in the end. Just like in reality, people are pawns in some global-scale events. I liked that immensely. In my opinion, DAII had extremely well-written story and characters. It connected to my reality and provoked feelings and thoughts. So if abandoning 80% of in-game dialogue means having more stories and characters of this kind, I'm all for it.
Modifié par Langaer, 22 avril 2011 - 01:17 .