David Gaider wrote...
Dalira Montanti wrote...
@david gaider: would it be simple to just not have a talking main player then you can use camera point as you guys did in origins or is the voiced player highly popular?
The voiced player has nothing to do with staged dialogue. Staged dialogue is a stylistic decision-- you'll notice in most of the dialogues of DA2 that the camera switches viewpoint more often, and there's a greater focus on animation and interacting with the environment. This is intentional. The only difference with regards to a voiced player is they can take part in the resulting scene, which is also what we want.
Hmm, so what you would need to have is designated areas within areas, with set and *safe* locations ( like against a wall, in a corner of a room, corner of alley etc.) as the set stage for any dialog to occur now in order to be able to do this? So, the ability to have a conversation with Cullen out works because of the location he is in, so it was possible to recreate this scene without having certain objects or walking people blocking the scene?
Couldn't you do it *kind of* middle ground, like have opportunities in certain locations to have conversations, such as the tavern at the bar, or in your living room etc.? Common areas you tend to go to often and for a while, that would give the opportunity (in a casual and conversation-normal environment) to kick back and deepen already present companion themes through dialog the character could initiate? This would keep the character initiated dialog to certain locations only but being character initiated would give the player a sense of choice? Plus, being logical "conversation" places would make sense and being only one or two areas, need less work than free-for-all character clicking for extra conversation? I hope this makes sense.
Another recommendation is to have a few more ambient lines that your companions could repeat if clicked. Varric seemed to have more than most of them, but ones relevant to your location, or the stage of your game would make it feel less canned and static, even though you can't actually initiate dialog. (What I have noticed is that it is often the more ambient <for lack of a better word? I am sure there is a proper one> dialog that is often repeated and so often mentioned, where mission, story or quest dialogue happens only once, so less often. Therefore, the more it is possible to happen, the more options need to be given for that percentage chance so it seems a bit more random since it will be obvious through repetition. )
Just thoughts. =) Of course, no-one asked but still.
Modifié par shantisands, 24 avril 2011 - 10:06 .





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