tmp7704 wrote...
Is there some sort of difference in how the game reacts and responds to your tone/dialogue choices between DAO and DA2?
A few, the first of which being that tone is implied in the text (something that is disputed by Sylvius the Mad and others) but isn't indicated, so as a player I've experienced the same kind of "I didn't mean to say that" shock as those who are critical of the paraphrase system do with the dialogue wheel. In Exile has done an excellent job on the forums explaining this, better than I can.
Second is it's nigh impossible - for me, at least - to imagine the Warden as a character in a conversation when the vast majority of his or her interactions with NPCs, companions included, are what I describe as "talking head theater."
And finally, this is more of a personal issue for me and only tangentially related, but it kills
my immersion when my character does not speak, but everyone else does. I do not have a problem with unvoiced games where everyone's words are text, nor do I have a problem wiuth a fully voiced game in which everyone speaks. But hearing an NPC and then reading the protagonist is just a jarring experience for me. The best way I can describe it would be to imagine watching a movie in which all actors except the one playing the protagonist spoke, and to discover what he or she is saying you'd have to look down in your lap and read a script. That's a big deal to me. My immersion, such as it is worth, demands consistency in this aspect.
DarkDragon777 wrote...
His emotions or opinions don't even matter. It all turns out the same.
I don't care how it turns out. I care that in individual scenes, during individual quests, what Hawke has to say matters personally to the other characters around him. And it does.
I do not believe cRPG choice is
about going around setting plot flags for future installments.
That said, do I think DA2 succeeded in utilizing the power of player agency? No. I do not.
Modifié par Upsettingshorts, 05 juin 2011 - 04:54 .