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Are companion conversations in Dragon Age games a thing of the past?


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#26
Iosev

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While it wasn't perfect, I do think that Dragon Age 2 took a step in the right direction in regards to companion interaction/dialogue. Some of the improvements include:

1. Cinematic improvement (i.e., shifting camera angles instead of the static angles from DA:O)

2. Companion quests

3. Differing companion home bases (much better than talking to all your companions in the same place)

With that said, I just wish that there were more opportunities to talk to your companions. Perhaps they could take cues from Mass Effect 2, and have new conversation opportunities for each companion (perhaps in the form of quests) after each main quest is completed.  This way you could add more dialogue, but have them timely spaced so that players don't have to worry about going through long expositions in a single sitting.

Dragon Age 2 did this to a small extent (certain companions would have dialogue opportunities open up after completing a main quest), but it would have been much better to have all companions have dialogue opportunities open up after each main quest.  Obviously, this would require much more voice work, time, and effort (especially to maintain the cinematic quality of each dialogue), but in turn, each main quest could have been opportunities to expand on each of your companions through their reflections of what occured during a main quest.

For example, it would have been nice to know each of your companions' reactions after recruiting Merrill.  Perhaps a conversation with Carver could initially reveal his attraction for her, which would then create more understanding of his party banter with her.  Similarly, a discussion with Fenris could open up to talk to him about the Dalish after recruiting Merrill.

Modifié par arcelonious, 23 avril 2011 - 05:23 .


#27
Mahumia

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I would love to have more conversation options again. Perhaps it should be an optional thing for those who like it? So; more insight/lore, but not questgivers?

For example I was missing an option to talk to your companions when something imporant happened - apart from one line or so. It would have also been nice to have a mini-campsite effect by meeting with everyone every now and then in the Hanged Man or so... Play a game of cards with Varric and Isabela, have a drink with the group and the ability to chat up a little. You know, some trivial things like 'So, how's your day been?' Would improve the feeling of friendship/a group that does more together then only bashing in some peoples heads.

#28
Nyreen

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Everwarden wrote…

You don't understand, Gaider knows what you want and need in a game better than you do. Customer satisfaction is irrelevant. Good, cohesive stories and continuity are irrelevant. Forging bonds with characters is irrelevant.

What -you- as a Bioware supporter need to do is just form these connections immediately when Bioware puts a story cue in the game indicating you should gave a rat's ass. Example: Getting to know your sibling is unnecessary, Bioware is saving valuable resources by not writing reams of dialogue so that you can get to know them, and passing those savings on to you! All you have to do in exchange is care when you see little brother/sister broken like a little toy soldier, is that so much to ask? After all Bioware has done for you? Stop feeling so entitled. No one owes you character development. 

Don't question the Gaider, or Gaider will smash: http://social.biowar...index/6589945/1

(Or at least lock down your thread.)


^ This is the last thing this thread needs.

So far it's been going really nicely. Let's keep it that way. :innocent:

#29
Nyreen

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bleetman wrote…

In ME2's case, dialogue with companions was far lighter for the most part (I'm looking at you, Garrus Vakarian), but it instead offered extensive, personalized character quests for each one.


EXACTLY. In ME2, everyone on the team is fully aware they are on a SUICIDE MISSION. As in every single one of them could die. (**ME2 SPOILER**…..Which is actually possible in-game.)

Yet in dialogue, ME2 companions have moments of levity far more often than our DA2 companions. :whistle: 

(For this argument, I'll excuse Anders  for his gloom and doom, considering his delicate situation. :P)

Modifié par Celestina, 23 avril 2011 - 06:11 .


#30
jds1bio

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Celestina wrote...

Everwarden wrote…

You don't understand, Gaider knows what you want and need in a game better than you do. Customer satisfaction is irrelevant. Good, cohesive stories and continuity are irrelevant. Forging bonds with characters is irrelevant.

What -you- as a Bioware supporter need to do is just form these connections immediately when Bioware puts a story cue in the game indicating you should gave a rat's ass. Example: Getting to know your sibling is unnecessary, Bioware is saving valuable resources by not writing reams of dialogue so that you can get to know them, and passing those savings on to you! All you have to do in exchange is care when you see little brother/sister broken like a little toy soldier, is that so much to ask? After all Bioware has done for you? Stop feeling so entitled. No one owes you character development. 

Don't question the Gaider, or Gaider will smash: http://social.biowar...index/6589945/1

(Or at least lock down your thread.)


^ This is the last thing this thread needs.

So far it's been going really nicely. Let's keep it that way. :innocent:


I also thought I was entitled to hold a discussion on companion conversations, but I suppose I'm not entitled to that either.

If you really feel this way about Gaider and BioWare, you are welcome to start your own thread.  This thread is about something else.

#31
jds1bio

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@Giltspur:

I appreciate the thought and effort you've put towards tackling this issue. In one of my playthroughs, I found that if you consistently choose the agressive (red) dialogue options, you miss out on most of the "Questioning Beliefs" quests. For some people who only play one playthrough, they can really miss out on much of the companion dialogue that is in this game. Whereas in DA:O at the party camp, as long as you visit them from time to time, you get the conversations. I think this "feature" of the new dialogue system is misunderstood by DA veterans as the consequences of choosing in this manner are never fully explained.

#32
Oneiropolos

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Giltspur wrote...

Oneiropolos wrote...

That's where I felt things were seriously lacking in DAII in the conversation department. DAO, I could discuss almost everything under the sun with everyone. I understand if that's too cumbersome, but DAII's conversation was too lean. I DID still feel connected, but it was... well, honestly more of an affection like I would in a book.


It's interesting that you mention books and character affection as I've been puzzling over the differences between writing and experiencing movies, novels and video games.  One of the things I like about novels over movies is that you get to see their thoughts (in words) and can get inside their head more than if you simply see the performance by an actor.  All those reams of expository dialogue helped me get into the head of a character in DAO--like in a novel as opposed to in a movie.

Of course, you suggest that connections can be deeper in games than novels.  


I should probably clarify here that I adore reading. And yes, part of the reason why movie adaptations will NEVER be satisfactory to me is the whole fact that we don't see alot of the inner turmoil. An actor can only express so much. BBC Adaptations who make miniseries actually do this fairly decently, though, because they are doing a miniseries and accept that the novel deserves 7+ hours to 'watch' as opposed to "Here's an hour and a half" The BBC version of Pride and Prejudice with Colin Firth comes to mind as excellent, as does the version of Jane Eyre with Timothy Dalton. Otherwise, shorter movies just don't equal them to me. I'm always thinking, "..but you left out the scene that actually explains WHY they took that action..." 

I said 'book' in my comment merely to explain that in a book, you're simply reading what happens. You can still get deep understanding or the characters.. but you still can't stop in the middle and go, "Um. Don't you think she deserves more explanation NOW?" Movies are often shallow and we just have to accept the characterization and go with it. I didn't feel DAII was THAT shallow in characterization. We did get to ask questions and probe people's minds a little bit... but I did feel that shallow in the sense of interactivity. Books are about showing a vision... I don't feel a truly immersive RPG should feel like that, and sometimes DAII did. "Well, no, it doesn't matter that you were curious about this or wanted Isabella's impression on the situation... you can only talk to them when -we- say so." That was the issue continually cropping up.

And I know from your post you're not arguing, I just wanted to clarify what I meant by the immersion of a book vs. a video game. :) 

#33
mhendon

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David Gaider can be a little...abrasive at times. I'm sure he genuinely wants you to feel connected to the characters, but thinks there are better ways of doing it than DA:O style. Mass Effect might have done it "better", in that you can always initiate a conversation with someone. Even if they don't have something new to say you can ask them about the last mission or about the people you went out with.

The way companion dialogue was handled in DA2 made my Hawke feel exceptionally isolated. Hawke kind of felt like the boss nobody really wanted to talk to unless they had to which I guess makes perfect sense for a rivalry. When Anders moved in with me, I felt very alone. What if my Hawke wanted to come home after a long day of adventuring and give him a kiss? She couldn't. She could only pass him by at the banister.

If David Gaider feels like the dialogue system of DA:O was "rambling", maybe it was but it gave me a lot of insight into the characters and made me feel very attached to them. They seemed more fleshed out in my opinion. Sometimes I just wanna hear Leliana's stories, ya know? It made the world feel much less empty. I for one liked the companion dialogue in DA:O best, but if they are not going to return to it than they can definitely do it better than DA2. Maybe all it requires is a few more opportunities to interact. We shall see...

#34
Agamo45

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 That is a let-down, I guess the COD crowd doesn't like too much talking and backstory. But seriously, the characters in DA2 felt rather shallow and not fleshed-out compared to Origins. Bioware is tearing down everything that makes their games great.  

#35
Skokes

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Banter is not the answer. It's enjoyable on mutliple levels, but it's not gameplay. It's not interactive. It's not terribly good at displaying character growth, either, given that most of it is designed to be performed (for lack of a batter word) at any point in the narrative. It does a decent job of defining relationships between non-player characters, but not between the protagonist and the party. It's also easy to interrupt or miss entirely, and banter between certain character combinations are far less likely to be heard than others (a rogue player, for example, is unlikely to spend much time with Varric and Isabella in the party at the same time, and therefore unlikely to hear much banter between them).

Far better would be group scenes, banter that takes place at fixed locations and involved the player. In theory, it's difficult to involve more than one companion in a conversation because the writer isn't sure who the player will have with them, but when the writer crafts a scene where, say, Hawke walks in on Anders and Varric, he or she knows exactly who's around. This can be taken advantage of.

What roleplaying games really need are conversations that are gameplay and conflict. Violence is the most common form of conflict in games because it's easy to conceptualize, easy to communicate to the player, and relatively easy to craft from a technical standpoint*. (Not to mention the decades of tradition.) But it's not the only form of conflict. Scenes like the verbal clash with Loghain at the Landsmeet or the interrogation during Thane's loyalty quest in ME2 come close to this, though are hobbled by the dialogue system in place in those games. I'd love to see BioWare step up and take conversations in gaming to the next level, to make them actual aspects of the game, with rules and win and loss conditions. I'd be okay with them becoming the primary form of conflict (a game overtly and primarily about conversation, investigation, and political machination, among other things, where combat takes a back seat or doesn't exist at all).

Dialogue trees are ancient and barely gameplay (they're approximately equivalent to navigating a very simple maze). They're tremendously ineffecient for developer-effort versus player-reward, and attempts to streamline them essentially result in small responses to each moment of player-input that then gets funneled into what the NPC was going to say anyway (or worse, you get stuff like ME (or a few places in DA) where regardless of what you choose on the wheel your protagonist says the same thing). These are issues that the best writing in the world won't fix, regardless of how many reams.

*cf., http://www.escapistm...n-Combat-Gaming

#36
Everwarden

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jds1bio wrote...

If you really feel this way about Gaider and BioWare, you are welcome to start your own thread.  This thread is about something else.


To be fair, my post was still on topic. I was commenting (via sarcasm) on how unlikely it is we'll get good character development in a Bioware game again. 

#37
hoorayforicecream

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jds1bio wrote...

I also thought I was entitled to hold a discussion on companion conversations, but I suppose I'm not entitled to that either.

If you really feel this way about Gaider and BioWare, you are welcome to start your own thread.  This thread is about something else.


It's not quite that. As long as the thread remains on topic (about companion conversations and how to better improve them), it's fine. It's perfectly cool to have opinions that go contrary to the developers on stuff. What's NOT cool is to start saying "It's so-and-so's fault, and he sucks and should die." If you can make your point without bringing in the company name or the person's name, then you're fine. If you can't, you might want to reconsider pressing that 'submit' button.

I would personally like to see more variant interactions with the characters. I really liked how the companions in DA2 had a whole friendship vibe going on, and how I could see them interacting with each other, but then I felt left out because I wasn't ever invited along, and only heard about it second hand. For a game that did a great job of involving the main character in such situations like that, I point to Persona 4. There were many events such as the camping scene, the cooking contest, or the visit to the other city that weren't necessarily related to furthering the main goal of the player, but just there to let us view character interactions and flesh them out.

#38
jds1bio

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Skokes wrote...

Banter is not the answer. It's enjoyable on mutliple levels, but it's not gameplay. It's not interactive. It's not terribly good at displaying character growth, either, given that most of it is designed to be performed (for lack of a batter word) at any point in the narrative. It does a decent job of defining relationships between non-player characters, but not between the protagonist and the party.


I have to agree to disagree with you here.  Portal 2's banter (which is frankly what most of the dialogue in the game consists of) is between the player and the "companion", so to speak, and does a great job of defining the relationships between them.  And in DA2, quite a bit of the dialogue is designed to occur at certain points in the narrative, so it does represent some growth from a writing standpoint.  And that's where the problem begins. 

It's funny you mention this, because I watched The King's Speech tonight.  The screenwriting is similar to DA2 in that it is economical (no reams of exposition), there are companion relationships forged over a similar 7-year time period, the relationships waffle between friendship and rivalry, there are time skips where character growth is assumed, and we still see characters together in the same drab sparsely-decorated locations. 

So how does the movie succeed in selling the depth and progression of characters, their times and places, and their bonds of friendship?  The acting, plain and simple.  In The King's Speech, you can see the worry of impending war on their faces as they interact with each other.  You can see the embarrassment of a prince becoming King but not being able to speak to his people, the stammering doesn't convey this alone.  You can see a hard-fought respect formed over the years between Prince Albert and Lionel the therapist.  (I think the acting in this movie got it its Best Picture Oscar, because otherwise it was just a good but different film)

And conversely, why does DA2 fail to sell its drama?  In DA2 the characters don't LOOK, SOUND, or ACT like they've
grown in accordance with the writing.  I don't think the voice direction did enough to support the growth and progression aspects of the writing.  And from an art and animation standpoint frankly they are still the work of crude puppetry, particularly with facial expressions. 

So until you can have NPCs put in art, animation, and voice-directed performances that can convey such styles of writing, we'll need more exposition.  And if we end up getting that exposition from codex rather than gameplay or cutscene, we might as well read the book then because our chances of interactivity at that point are zero.

As far as banter not being interactive, well as you suggest in your post there are ways that it certainly could become interactive and part of gameplay, and I do agree with this part.  Banter is not the answer, certainly not by itself.

#39
haroldhardluck

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Agamo45 wrote...
 That is a let-down, I guess the COD crowd doesn't like too much talking and backstory. But seriously, the characters in DA2 felt rather shallow and not fleshed-out compared to Origins. Bioware is tearing down everything that makes their games great.  


I have the exact opposite judgment. The characters in DAO were all designed to be lovable stereotypes. Zevran is an assassin with a heart of gold. That is the male version of the prostitute with a heart of gold. Wynne is the perfect grandmother that everyone wish they had. Morrigan is every man's wet dream of a temptress. Etc.

The characters in DA2 are much more realistic and that means they are not lovable. Fenris is an elf filled with hate and has no mercy in him. Yet he can be loyal despite being impetuous. He has conflicting beliefs in his hatred of mages and slavery. So he will join Meredith but can switch back once you remind him that Meredith stands for the slavery of mages. Merrill is an obssessive personality and is very unlikable when her obessions are involved but she is also an elf who cares deeply for her clan and can love Hawke unconditionally. Anders is another obssessive personality who is also mentally and emotionally unstable. He is no longer the lovable clown of Awakening. He is the fanatic who believes that the ends justify the means. He is the most interesting character as you can see him changing as the game goes on from someone close to Anders in Awakening to a fanatic.

That is the key differences in the characters in DAO and DA2. The DAO characters are all designed to be lovable. Many of the characters in DA2 are designed to not be lovable. For many people "better" characters mean "lovable" rather than "realistic".

Harold

#40
David Gaider

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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 David Gaider, 24 avril 2011 - 07:26 .


#41
upsettingshorts

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David Gaider wrote...

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.


Agreeing to understand and respect this should be required every time a BSN user logs in.

#42
Maugrim

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David Gaider wrote...


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).


Can I just say that I loved, loved, loved, loved, loved, the way LI/friend would visit after mother.  It gave them a sense of agency and indepedence over their own life.  If at all possible it's something I'd personally want to see more of.  And while the notice might make some conversations seem quest related it better than missing out.   And while we are in the hypothetical world with infinite zots it would be nice to have a few 'random' conversations sprinkled along the length of the game and not directly related to the plot.

Modifié par makenzieshepard, 24 avril 2011 - 07:06 .


#43
mesmerizedish

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David Gaider wrote...

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's 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.


First, thank you for posting all that you did. I'm always on your side, even when I think you might be wrong, but I appreciate you taking the time to reason everything out like you did.

The quoted paragraph is the one that I'm interested in talking about. I liked the DAII cast more than I did the Origins cast. But the issue was "feeling like you know a character prior to adventuring with them." Origins did do this. I'm in no way suggesting that anything different is bad, but Origins did this, and DAII didn't. The reason for this (for me) wasn't a matter of conversation density, but of plain interaction. Agency may play a role in this.

The conversations simply had too few "talking points" for my character, so I did a whole lot of listening, but not nearly as much responding. I wanted a chance to really respond to these characters and have some deeper back-and-forth. Instead, I had one, maybe two, opportunities to select a line, and (though I loathe the comparison) it really did feel less like a role-playing game, and more like a movie. Except my character hardly does any talking.

Maybe this is because of the voiced protagonist? If so, I see only two options that will please me (sorry to be so needy :blush:): either throw enough time and money at the project to fully realize a two-sided conversation with enough branching paths to offer signifcant player input toward the development of her character and of her character's relationships, or abandon a voiced protagonist. I like the voiced PC. I think that it's a change for the better. But if this is the tradeoff, it's not worth it to me.

Modifié par ishmaeltheforsaken, 24 avril 2011 - 07:15 .


#44
DarthSliver

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Well I actually never felt connected to the companion unless i was using them or pursuing a Romance with them. The ones i choose not to use on my party, i didnt really feel more much.

#45
Punahedan

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I liked both methods, but both were lacking. The reason why I liked the "lengthy, rambling conversations" is because it allowed me to participate in the setting with the NPC and see how they see the world without it being tied directly to their problems. What comes to mind is all the ways you can badger Sten and you both come out of the talks more understanding.

DA2 had that, but it felt more pigeonholed into their problems.

There are ways to bridge both worlds. I have zero doubts that they'll be explored.

#46
LobselVith8

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TJPags wrote...

jds1bio wrote...

Perhaps more show, don't tell, like was mentioned about about the ME2 loyalty missions.  Perhaps some conversations that make you do something while you're conversing, whether it's travelling to a main quest, or maybe taking care of a task for your party (like reserving rooms at an inn), or even just a minigame.

But please, no more codex "while you were away..." updates.


I've never played ME or ME2, so your comment about it means nothing to me.

I did like some of what they did in DA2 - companions having a home, the idea of companions sending you a note when they wanted to talk, those I liked.  But the talking was almost exclusively limited to requesting you to help with a quest, and was not initiated by Hawke, except when first meeting them.  There was the error.

Let me ask companions questions about things, rather than simply running errands for them.  Honestly, all this "Hawke, can you do me a favor?" nonsense had me asking "Why should I?  What exactly do I know about you again?"

I agree it shouldn't be ALL talking, but then I don't think DAO was that way.  But for crying out loud, I'm supposed to be friends with these people, and over the course of 7 years, I only talk to them when they want something.  And I'm supposed to care?
 
I almost see this comment by DG as another Origins bashing thing from Bioware.


I think that was part of the problem. DA:O allowed the protagonist to get to see different sides of the characters and get more insight into them while DA2 didn't provide that same opportunity, instead forcing the protagonist to have conversations at certain intervals that didn't allow as much depth as they could have. That isn't to say I didn't like the characters, because I did, but I never really got to know them as well as I did the characters in Origins, which is unfortunate. I hope to get a better understanding of the characters if any future expansion or DLC allows us the same opportunities to get know our companions like Origins did.

Modifié par LobselVith8, 24 avril 2011 - 07:51 .


#47
In Exile

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Everwarden wrote...
To be fair, my post was still on topic. I was commenting (via sarcasm) on how unlikely it is we'll get good character development in a Bioware game again.


We got good character development in a Bioware game?

ETA:

To elaborate, I think Bioware has a long way to go in terms of developing characters. DA2 was absolutely the best that Bioware's ever put foward in terms of growth. Characters aren't the same in year 7 as they are in year 1. Some grow can grow tremendously - Isabella is a great example.

What Bioware has done is write good characters; but they haven't grown. In DA:O, only Alistair and Lelina change to any meaningful degree, and for Leliana that isn't particularly much.

In the ME series and KoTOR, the characters are static.

And I'll avoid speaking about BG, but suffice it to say that holy grail series I did not find particularly endearing.

Modifié par In Exile, 24 avril 2011 - 07:47 .


#48
LobselVith8

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In Exile wrote...

Everwarden wrote...
To be fair, my post was still on topic. I was commenting (via sarcasm) on how unlikely it is we'll get good character development in a Bioware game again.


We got good character development in a Bioware game?


I think Origins provided good development for the companions. The problem in DA2 is that I find out more about the characters by reading their codex entries than I do by speaking with them

#49
UltraBoy360

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Hmmm. I didn't really see the convo-quest notifications as too structured, I didn't notice it that much as I was too engrossed in the game. Same with the 'Questioning Beliefs' on my first playthrough, I wasn't thinking 'I now must do my QB quest in order to progress my relationship'. Once I'd done more than one playthrough - sure, I was across the relationship mechanics, but I don't think people who post on these boards and are across the minutiae of the companion mechanics are necessarily the best judge of these things - we've seen through the veil so to speak.

Same with ME2. On my first playthrough I wasn't thinking in terms of recruitment and loyalty quests, in fact I try my best not to think of 'quests' at all as it breaks my immersion.

#50
upsettingshorts

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LobselVith8 wrote...

I think Origins provided good development for the companions. The problem in DA2 is that I find out more about the characters by reading their codex entries than I do by speaking with them


Character development does not mean that your understanding of the character develops.

Character development means the characters themselves grow and change.