tonnactus wrote...
MichaelFinnegan wrote...
Yes, I am aware of this. But the issue to me was that they don't talk all the time. If I remember correctly, there is only one point at which each of them actually talked to me during Act 1.
A lot of people complained about that when Awakening came out. Dont know why they keep it this way...(easier to control plot progression??)
I haven't played Awakening, actually, and haven't been in this community for long to know about those complaints. But I can imagine why people would be upset.
In DAO, allowing the PC to talk to his/her companions helped to get deeper into the companions' back stories, to understand their characters, their motivations to join the PC, and so on. That helped in the interim, until the companions' quests opened up eventually. As far as I could see, the game eventually decided when it was time to take this progression further anyway, though at the same time giving the wonderful illusion to the PC that he/she had formed some kind of a lasting bond with them.
And honestly I'm at a loss to answer your question.
I don't think removing that ability actually helps anyway in plot progression. It just takes that wonderful illusion away. And, so, for instance, when Aveline eventually said she could trust me with her personal quest (which I won't reveal here), because she thought I was her only friend, I couldn't help feeling that I hardly knew her. The player experience is what eventually suffers. It ends up feeling a bit empty.
Sorry, I rambled for a bit there.
It probably had to do with reducing development time, to keep the costs low. I think it happened a bit with DAO, as well. Oghren's backstory wasn't developed all that well, in my opinion - which is why there were those hardcoded lines sometimes.
Perhaps someone else can answer your question better.