Many players of ME1 and (more so) ME2 have been annoyed by the "calibrations" type line, when they repeatedly visit their team members only to be put off by some line indicating they don't want to talk, often perceived as somewhat rude.
The solution DA2 had for this problem is to make a conversation like a quest: just wait until the message that you should now talk to your team member appears in the journal and you're fine.
I did not like that solution. It contributed to my feeling of being completely unfree to act as I want in DA2, being constrained and railroaded, almost hounded, even in unimportant parts of the game and things that should be the result of exploration, untouched by any quest mechanics. Given these two alternatives, I'd take the calibrations any day.
I'd like to propose some elements for a different solution. In the following paragraphs, I'm using "calibrations" as a term for any line team members say indicating that they have nothing to say.
(1) If characters don't have anything to say at some point, remove the "can we talk" option from the dialogue wheel after the player got the "calibrations" once, instead of make it trigger the "calibrations" repeatedly. If the reason for them not having to say anything has changed since the last attempt (for instance lost loyalty vs. no new topics available), let the player get *that* line once, then remove the option from the dialogue wheel.
(2) To make in-between talks more interesting, give us a few added personal or generic topics and/or the ability to revisit topics already explored in a major conversation. These should NOT vanish after having been used, and we don't need a unique choreography for these minor talks. In fact, they could be just like those (usually two) options that are always available in the talks with ME2 team members, only more of them. Other team members could also be an interesting minor topic. I suspect almost all players won't really care that they might go over stuff repeatedly, as long as they don't hit the "calibrations" and are put off by the perceived rudeness. We know that the game can't implement unlimited conversations like in real life.
(3) If romanced, a character should have added options available at any time you talk with them. Depending on the romance stage, something like having a glass of wine together, a kiss or even a little sex scene (can be 10 seconds and fade-to-black) should be available repeatedly. That would make a romance feel 100% more authentic.
So much for now. Any additions, criticisms and alternatives are welcome.
Modifié par Ieldra2, 30 juin 2011 - 01:59 .





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