I don't see why people bash the party characters
#76
Posté 21 juin 2011 - 01:34
#77
Posté 21 juin 2011 - 02:59
#78
Posté 21 juin 2011 - 03:01
Chiramu wrote...
Hate threads are popular. The Fenris Hate thread in the companion forum is still going strong >.>...
Sadly, The Dark Side is Strong here.
#79
Posté 21 juin 2011 - 03:07
#80
Posté 21 juin 2011 - 03:30
#81
Posté 21 juin 2011 - 04:58
I think the issue of reduced opportunities for party chat was a mistake, and that's influenced the hate threads. But really, the party NPCs were well written, by and large.
#82
Posté 21 juin 2011 - 10:25
Modifié par lofte_2000, 21 juin 2011 - 10:27 .
#83
Posté 21 juin 2011 - 12:23
Sorry, which post removed? ^^ISI-Society wrote...
EDIT: Whoops ... looks like I replied to a post that was subsequently removed. Perle - PM me if you'd like to ro remove mine too.Perles75 wrote...
The supposed greater interactive possibility of DAO seems to me mostly fake. In the sense: it's true that you could speak with your companions at any time, but usually, after the two or three dialogues that really matter (that in DA2 are just trasfered to the companions' homes, not eliminated) it is just the same lines repeated all the time.ISI-Society wrote...
However, that doesn't detract in any way from some of the criticisms leveled at DA2, regarding the ill-advised decision to 'truncate' the player's ability to interact with their companions. That, to me, ran directly contrary to one of the central purposes/attractions of RPG gaming.
I don't consider this an "enhanced interaction".
The whole point of pre-written RPG material (and pre-scripted artificial intelligence dialog, as long as we're on the same point) is to provide the reader/interactor with an evocative emotional framework that invites them to emotionally engage and interact ... even though nobody is actually there.
Artificial Intelligence interfaces have the same goals and underpinnings, and as with the game, if you're coding an AI persona for people to interact with, you will not succeed in creating good 'linkage' with a user if you:
* Fail to provide an attractive/interesting persona that the user is comfortable making a 'suspension of disbelief' for, and ...
* Fail to provide some well designed and appropriate paths for interaction that will adequately anticipate and facilitate the choices the user would follow if they were interacting with a real person instead of the illusion you're providing.
My point is that DAO did a somewhat better job of providing virtual players for the gamer to play 'virtual doll house' with (and yes, I know that RPGers hate that sort of analogy, but it's inescapably apt, so deal with it). In DAO, you have more abilities to change the gear and attire of your 'dolls', and the number and variety of interaction points with each character is greater, whereas in DA2 you can only alter the attire of your main character and only some of the weapons of the rest of the party ... and the interaction points are fewer. Also, the illusion of having an affect on your party members seemed a bit better to me in DAO, whereas in DA2 I was left feeling like I'd had no effect on most of them.
Just to illustrate, remember the interactions at the end of the coronation scene in DAO ? Without giving away any spoilers, Oghren (for example) had some things to say that provided a nice emotional payoff, and to a lesser degree so did some of the others. There was much less of that coded into the end of DA2, and I missed it. Avaline's "The Long Road" quest is precisely the sort of thing I'd have liked to have seen much more of in DA2, because that's the sort of thing that invites players to connect with (and foster the illusion of affecting) the virtual players they've invested their time into. I'd have also liked to have seen some decision paths that have more of an affect - such as what happened with Alistair in DAO.
Anyway, to answer... I understand your point, but I think the key is the word "illusion" that you use. The level of interaction with the companions is more or less the same between DAO and DA2; in DAO there is only a smokescreen that fakes something more, and frankly I want more than that!
I think it's time to move away from illusions of interactivity and to apply a real (or realistic) frame of interaction. Which one? well, think about our world: apart from random chitchat, one can have discussions after witnessing an event, or entering in a new location. Discussion that can be started by you or directly by that companion. The problem is that this kind of interaction needs also a greater interaction of you and/or the group with the surrounding world, that I sorely miss in DA2 (much more than the one with the companions, that has anyway some good moments).
Note that I am referring exclusively to the dialogues... I also didn't like the fixed companion armor (it's fine for me if you want to keep the appearance of the companions coherent with their style throughout the game, but at least give me a lot of possibilities of customization, not just 4 armor enhancements in three acts!), and it is true that you also lack some interactive adventures as "The long road".
#84
Posté 21 juin 2011 - 12:44
I think it's time to move away from illusions of interactivity and to apply a real (or realistic) frame of interaction. Which one? well, think about our world: apart from random chitchat, one can have discussions after witnessing an event, or entering in a new location. Discussion that can be started by you or directly by that companion. The problem is that this kind of interaction needs also a greater interaction of you and/or the group with the surrounding world, that I sorely miss in DA2 (much more than the one with the companions, that has anyway some good moments).
Note that I am referring exclusively to the dialogues... I also didn't like the fixed companion armor (it's fine for me if you want to keep the appearance of the companions coherent with their style throughout the game, but at least give me a lot of possibilities of customization, not just 4 armor enhancements in three acts!), and it is true that you also lack some interactive adventures as "The long road".
I agree with that part, more one on one conversations, inititiated by the player character or a companion after a major event has taken place seems more realistic. Same goes for entry into a new area/region and so on. Sometimes dialogue in DA2 didn't feel natural and somewhat forced (but not always.)
#85
Posté 21 juin 2011 - 06:14
Chiramu wrote...
Hate threads are popular. The Fenris Hate thread in the companion forum is still going strong >.>...
I don't really get all the venom with Fenris either. He's a doll baby
#86
Posté 21 juin 2011 - 06:46
#87
Posté 21 juin 2011 - 07:33
Modifié par lofte_2000, 21 juin 2011 - 07:35 .
#88
Posté 22 juin 2011 - 09:41
They were all well-voiced. However, I do agree with others that there was a lack of interaction and later "substance" in terms of the writing...I know Sebastian was a DLC introduced character but in comparison to Shale's DLC his interactions and writing were exceptionally shallow. Well-voiced (I
I adored Anders in Awakenings (side note: no new LIs in Awakenings Bioware? Don't EVER do that again for an expansion...seriously, I'm still nerdraging over that), but the Anders in that expansion just isn't the same person anymore in DA: 2. This is fine, and adds depth to the character, but for pity's sake don't explain his big transformation via a short story on your website! Do it in the dang game! It's doing things like that (i.e., adding explanations after the fact outside of the game) which deepens the disappointment for the gamer.
Modifié par DaiyoukaiGeisha, 22 juin 2011 - 09:43 .
#89
Posté 22 juin 2011 - 10:11
But Anders made me want to punch my screen every time he appeared on it.
#90
Posté 22 juin 2011 - 10:56
DaiyoukaiGeisha wrote...
The companions/LIs/and party banter are the ONLY reasons why I'll consider purchasing a DLC or have an interest in DA 3. The companions saved the game for me. Making the other issues I have in the game a hell of a lot more bearable.
They were all well-voiced. However, I do agree with others that there was a lack of interaction and later "substance" in terms of the writing...I know Sebastian was a DLC introduced character but in comparison to Shale's DLC his interactions and writing were exceptionally shallow. Well-voiced (IPaul Atriedes) and very nice character design *wiggles eyebrows*, but shallow storyline. Can't post spoilers in this part of the forum or I'd be a bit more detailed, but that's my opinion.
I adored Anders in Awakenings (side note: no new LIs in Awakenings Bioware? Don't EVER do that again for an expansion...seriously, I'm still nerdraging over that), but the Anders in that expansion just isn't the same person anymore in DA: 2. This is fine, and adds depth to the character, but for pity's sake don't explain his big transformation via a short story on your website! Do it in the dang game! It's doing things like that (i.e., adding explanations after the fact outside of the game) which deepens the disappointment for the gamer.
Not to mention the short story makes no sense in the Anders timeline between Awakening and DA2. Of course, the Anders timeline is shot to pieces now anyway.
#91
Posté 22 juin 2011 - 11:44
Did I think some of them could have been fleshed out more? Absolutely, but over all in this series its always been the companions that get my attention first.
Whether you agree with their personal viewpoints you can still understand -why- they are that way. Love or hate em, if the writing can get a strong reaction out of you either way its done its job.
And heck I'm a sucker for party banter.
#92
Posté 23 juin 2011 - 01:52
EDIT:HAHAHAHA I forgot about Seb! He doesnt count for me >.> he's the only character I don't like :l
Modifié par Fangirl17, 23 juin 2011 - 10:22 .
#93
Posté 23 juin 2011 - 02:20
#94
Posté 23 juin 2011 - 11:31
Modifié par lofte_2000, 23 juin 2011 - 11:32 .
#95
Posté 23 juin 2011 - 12:53
In attempting to create an amazing story with very...human...characters - I feel they lost that spark that previous BioWare game characters have had.
Its hard to isolate what exactly I'm saying - but they were all characters that seemed to have some good quality, but quickly had a bad quality cancelling it out. In affect making them all mediocre.
#96
Posté 23 juin 2011 - 01:15
Icinix wrote...
They weren't bad...they just weren't good.
In attempting to create an amazing story with very...human...characters - I feel they lost that spark that previous BioWare game characters have had.
Its hard to isolate what exactly I'm saying - but they were all characters that seemed to have some good quality, but quickly had a bad quality cancelling it out. In affect making them all mediocre.
*nods*
#97
Guest_simfamUP_*
Posté 23 juin 2011 - 01:32
Guest_simfamUP_*
If there is one thing that was kept the same from Origins, it's the awesome companions. Varric is that guy that everyone loves.
#98
Posté 23 juin 2011 - 01:46
Icinix wrote...
They weren't bad...they just weren't good.
In attempting to create an amazing story with very...human...characters - I feel they lost that spark that previous BioWare game characters have had.
Its hard to isolate what exactly I'm saying - but they were all characters that seemed to have some good quality, but quickly had a bad quality cancelling it out. In affect making them all mediocre.
I think Anders is a great example. In Awakening he was funny, slightly bitter, freedom-loving mage. He was a fun character. In DAII instead of developing Anders they reduced his character to "kill all Templars, rawr!". It is one of hte few times where a character lost dimensions in latter instalments >_>
#99
Guest_Imperium Alpha_*
Posté 23 juin 2011 - 01:56
Guest_Imperium Alpha_*
#100
Posté 23 juin 2011 - 03:18
Speakeasy13 wrote...
I think the new characters are mostly likable except for the idiot that is Sebastian. But upon playing the game twice I realized why the complaints are there.
1) All of them are pretty much irrelevant to the plot. Any of them could've not been with Hawke and the events probably wouldn't have unfolded differently. But then again Hawke him/herself could've not been there and things wouldn't be different. You just couldn't shake the feeling, "why are you here? This whole thing is none of your business." And that seriously undermines their existence.
2) They're likable but pretty one-dimensional. Fenris hates mages, Anders frees mages, and Sebastian is an idiot. And that's pretty much all there is to their character. No amount of Hawke interaction could bring out a different side of their character, let alone change it. In DA:O, Morrigan, Liliana and Alistair could become vastly different characters depending on your choices, and that makes them fascinating.
That is a pretty stupid statement. Some characters had a big impact on the environment and storyline of the DAverse.
If Varric and his brother not been in Kirwall then Hawke would have gone to the deep roads.
If Isabella didn’t steal the artefact from the Qunari, then they wouldn’t have come to Kirkwall.
If Andres didn’t blow up the Chantry, then the final Templar/Mage battle wouldn’t have occurred.
And there is a possibility that Sebastian may come back with an army as a result of Andres actions.
Hawke had the biggest impact of all. He/she quelled the Qunari attack and decided the outcome of the world, dependent whose side was taken. An international Mage uprising or Templar suppression.
Granted some of the other characters had lesser role in the grand scheme of things, but then so did some characters in DA:O and DA:A.





Retour en haut







