tmp7704 wrote...
You're moving goalposts
I think you used the wrong pronoun there.
tmp7704 wrote...
You're moving goalposts
Brockololly wrote...
I really think they underutilized Hawke's desk- it would have been very cool if when you clicked on it to read letters, it actually looked like a desk with letters and so forth on it- kind of how in Origins the Chanters board looked like an actual board that you could stamp with your wax Grey Warden seal. Have it so you can interact with actual letters on your desk and otehr objects and maybe have them open up as an actual handwritten letter instead of just a screen of text. Hell, it would be neat if they were even voiced over by who ever was wrote it.
Just something more immersive than the Mass Effect style menus - having the menus look so sparse and sci-fi and not fit any discernable DA theme was just another bit that "broke" my immersion to some extent.
Skokes wrote...
Brockololly wrote...
I really think they underutilized Hawke's desk- it would have been very cool if when you clicked on it to read letters, it actually looked like a desk with letters and so forth on it- kind of how in Origins the Chanters board looked like an actual board that you could stamp with your wax Grey Warden seal. Have it so you can interact with actual letters on your desk and otehr objects and maybe have them open up as an actual handwritten letter instead of just a screen of text. Hell, it would be neat if they were even voiced over by who ever was wrote it.
Just something more immersive than the Mass Effect style menus - having the menus look so sparse and sci-fi and not fit any discernable DA theme was just another bit that "broke" my immersion to some extent.
I don't disagree, but it's worth noting that the Chanter's Board (and really all of the menus) was significantly different in the console versions of Origins. Far more akin to DA2. I don't know why that is, but I'd suspect there's a technical reason.
Modifié par jds1bio, 26 avril 2011 - 01:58 .
David Gaider wrote...
Even then, of course, it's a matter of give-and-take. Adding more dialogue in one place means it must come from somewhere else. When I've said previously that we can't do both, what I mean is we cannot simply take the system in DA2 and add in a bunch of new dialogue to happen at multiple other junctures. While I could indeed imagine that would be ideal-- heck, if it were up to me I'd have conversations possible every time you turned around-- it's an ideal that's never going to happen.
I remember in the other thread someone got upset when I said DA isn't "the Relationship Game" -- and by that I mean, while followers and relationships with them are very important, it's not the point of the game. One must be careful not to focus on it to the exclusion of the fact that there's an entire game around which these dialogues must occur.*I* certainly can't forget that, anyhow, but such focus is what tends to happen in these sorts of threads where one issue is zeroed in on and everyone tends to forget there is anything else it might affect or which even needs to be considered. In game development we call this "designing in a bubble", and it happens to the best of us.
I'm afraid i'm not familiar enough with the english grammar to figure this out on my ownUpsettingshorts wrote...
I think you used the wrong pronoun there.
Skokes wrote..
I don't disagree, but it's worth noting that the Chanter's Board (and really all of the menus) was significantly different in the console versions of Origins. Far more akin to DA2. I don't know why that is, but I'd suspect there's a technical reason.
Brockololly wrote...
Skokes wrote..
I don't disagree, but it's worth noting that the Chanter's Board (and really all of the menus) was significantly different in the console versions of Origins. Far more akin to DA2. I don't know why that is, but I'd suspect there's a technical reason.
Hmmm.. yeah, having not played console DAO, I just looked on youtube and yeah, the DA2 menus do have far more in common with DAO on consoles. I don't know why they'd do such a thing- instead of bringing the console menus up to par with the PC, they brought both down.
Modifié par Zjarcal, 26 avril 2011 - 05:43 .
Modifié par KnightofPhoenix, 26 avril 2011 - 05:49 .
Modifié par Zjarcal, 26 avril 2011 - 06:08 .
OK, this I understand and can appreciate.David Gaider wrote...
Keladis wrote...
I do not think character interaction need to be a lengthy as Origin but what was so wrong with allowing us to just talk to our companions or other select NPC almost anytime we wanted to talk?
I'll just point out that part of this has to do with the way the camera system works. Every cinematic conversation must be "staged"... meaning that a stage must be created with cameras in place, and that's how you get the dynamic camera switching while dialogue is occurring.
Shadow of Light Dragon wrote...
David Gaider wrote...
Even then, of course, it's a matter of give-and-take. Adding more dialogue in one place means it must come from somewhere else. When I've said previously that we can't do both, what I mean is we cannot simply take the system in DA2 and add in a bunch of new dialogue to happen at multiple other junctures. While I could indeed imagine that would be ideal-- heck, if it were up to me I'd have conversations possible every time you turned around-- it's an ideal that's never going to happen.
Thank you. That's really all I wanted to hear.
It may never happen, but I'd rather see you say you wish it could than (apparently) dismiss those who want a bit more than was in DA2.
Modifié par Zeevico, 26 avril 2011 - 07:23 .
tmp7704 wrote...
"I don't believe in apples. I believe in red apple."
In order to be friends with someone you have to believe the general concept of friendship is possible.
That Morrigan doesn't warm up to other members of the party doesn't mean she's incapable of doing that with anyone but the Warden -- the number of people i know personally is much greater than the number of people i'm friendly or (especially) friends with. It doesn't mean i believe only in concept of "being friend with X".
It's impossible Bianca would leave Oghren behind due to faults which only developed as result of her leaving. At the point she left these traits did not yet exist.
Wow, it's almost like more than one person in the world can experience personal growth when faced with difficulties and failures.
You're moving goalposts -- it's not enough that Zevran goes through personal development, now it also must be unique?
Except there is a change -- the leg which was previously intact is now a leg that was once broken. Run the x-ray scan on it and it'll show different from how it used to be, plain as day.
She thought she had a major role in that. She's told by the man in question to put it behind just as he had done so, and she does.
You're free to think it's ridiculous, but just the same it's a change to her mindset while you were claiming there's none.
The Arishok views your character as basalit-an, thar is a foreigner who is worth "some" respect and can be dealt with. You aren't really implying this is the exact same thing like viewing someone as if they were a magical unicorn?
It's fairly simple. During the epilogue you can hear it directly from Sten:
PC: That will be a long trip home.
Sten: Yes. I suspect Par Vollen will not look the same as it once did. My views have... changed, a little.
Yes, as result of character development. Morrigan who recognized friendship exist is willing to discuss that and admit it. Morrigan who doesn't get to believe in the concept doesn't even think about talking of something this foolish.
Another simple example -- companions are supposed to behave exactly the same all the time because they don't go through character development right? Go on then, set up Oghren and Felsi together right as you meet him. He is supposed to behave the same all the time and think the same all the time, so he should be as receptive to the idea at the beginning of the game as he is at the end of it, right?
Modifié par In Exile, 26 avril 2011 - 07:48 .
Modifié par SilentK, 26 avril 2011 - 10:16 .
Modifié par tmp7704, 26 avril 2011 - 03:29 .
tmp7704 wrote...
I'm afraid i'm not familiar enough with the english grammar to figure this out on my ownUpsettingshorts wrote...
I think you used the wrong pronoun there.
David Gaider wrote...
Perhaps I shouldn't have responded to the initial thread at all. The responses from some quarters are fairly predictable -- "Oh, he's being arrogant. He thinks he knows what everyone wants, but he's wrong!"
I don't, in fact, know what everyone wants, nor do I think I have all the answers. This is a field in which I have a lot of experience, however, so I'll speak to that, and in terms of how the writing team can best use the resources at hand. Resources are, after all, the reality of game development. So if I'm talking about things that you find irrelevant, that's fine. I just can't express it in any other terms, and I know for a fact that no matter what solution I end up trying it's never going to work for everyone.
To put it another way, I get that not everyone felt connected to the followers. It's not universally true, by any means, but I get some people feel that way. Regardless of the reason behind it, that feeling is valid. What seems to get on some people's goat a little is my suggestion that the cause is not necessarily what they suggest it is. When someone says "this is the way I felt", I'll pay attention. When they move onto "and this is why", I'm a little more skeptical. They may be right, at least for them, but more often what I see is people making a comparison to something they thought was better and assuming anything that's different must be the cause. I doubt it's that easy.
Rather than repeat my mistake and talk more about what I think the real reasons might be, I'll simply clarify a few erroneous rumors. I don't think Origins did it "wrong". I think Origins was terribly inefficient in its use of resources, but we also had a lot on hand to throw around. I think there's a better way to do it, but I can also see where DA2's method was lacking. And while I don't think agency is really the issue -- there are lots of games, some of which we've even made, where a player has no agency at all in the relationships and yet feels connected -- I do think there's something to be said about a player feeling better acquainted with their follower. If those "long rambling conversations" do anything, it's bestowing a feeling like you know a character prior to adventuring with them.
As for conversations being a thing of the past, that's simply not true. You had quite a few conversations with your followers in DA2, some of them quite lengthy. Overall the density of conversation was, in fact, higher than in Origins. When I say 'that's not going to happen again", I mean the dialogue being as weighted in favor of "tell me about" questions as it was in Origins. I'd sooner have followers reacting to the plot more often, scenes like a follower coming to speak to you about your mother, then I would putting more resources into exposition-- which has its place, don't get me wrong, but I really don't think that's why most people connect to a character. Perhaps the "notice" you received whenever new dialogue became available made people feel like it was always quest-related (which, if so, certainly wasn't it's intent-- the intent was to not make you feel like you had to keep returning to a follower only to get "I'm still recalibrating the weapons" dialogue), perhaps it simply felt too structured and some level of spontaneity is required-- as in a feeling that the conversation you're having is because you wanted it to happen (whether that's technically true or not, perception is everything). There are several possibilities, not all of which can be addressed, but some might be at least on the structural level.
If anything, my comment was directed solely at those who felt the Origins method was the only possible solution, that they required lengthy and repeated conversations about nothing in particular in order to feel connected. If someone absolutely feels that's the case, my response was that they weren't likely to feel connected to a character of ours again in a game. That said, I don't feel that the DA2 method is the be-all and end-all of our development on this front, nor that everything Origins did was wrong-- while some people will mix things like plot and content volume into this argument as if they're the same thing, I think there's some very valuable information to be garnered even if I'm forced to filter it through my "I only have limited resources" lens.
If I also have to take such criticism with the caveat that it's primarily going to come from those who didn't enjoy the results, and that there are those who did... well, you can call that arrogance if you like. I seem to get called arrogant a lot these days when I disagree with someone regarding what they think Dragon Age should be. If simply having the power to form my own conclusions and act as I think best (ignoring the fact that I do not control the franchise outside of my tiny corner of it) is arrogant, then so be it. I'll simply ask you in the most snide and arrogant tone possible to keep providing such useful and thoughtful feedback. Even if it doesn't seem like we're coming to the conclusions you think we should be, it's still very much appreciated.
Modifié par 88mphSlayer, 26 avril 2011 - 03:54 .
Modifié par ejoslin, 26 avril 2011 - 05:04 .
wildannie wrote...
@SilentK
Using up all your dialogue at the start of DAO is a choice and it's something I always choose not to do but I agree that having some paced conversations is best all round.
But don't you think it would be good to have the paced conversations and some conversations that could be initiated any time (in the home) by the player? Personally I think a system like this would have much broader appeal to the fans than the DA2 system, but I may be wrong.
Tbh, I don't really care if they've got anything left to say as long as they engage with me and tell me that rather than spouting some random and often irrelevant line. I'll take Garrus' calibrations over DA2 barks anyday.