David Gaider wrote...
If you felt less connected to your followers, that's too bad. There could be many reasons for that, but if the requirement to someone feeling connected is having long, rambling conversations in the party camp... I can safely say that's unlikely to happen again. I could see front-loading the characters a bit more so players are more thoroughly introduced (as it was, a lot of the character interaction ended up in Act 2 quite by accident) but I have absolutely no intention of returning to the reams of expository dialogue as a replacement for character development anytime soon.
I'd like to say that, yes, long "rambling" conversations are an important part of being attached to a character. Not for everyone, of course, but for a good amount of people.
I must have talked to my first love interest, Isabela, a total of what -- 10 times? -- during the entire game. And each conversation was over almost as soon as it began.
How can BioWare expect me to have any attachment to someone that I've hardly even spoken to? That I've hardly spent any time with?
We grow attached to the people we know in real life because we spend time with them, have long "rambling" conversations with them, and develop a bond with them. How can you develop a bond with someone you've hardly spoken to?
If it wasn't for the long, rambling conversations we were able to have at camp, I wouldn't have grown attached to Alistair at all. But all those hours I spent talking to him by the campfire made it happen.
I just don't see how BioWare expects people to develop bonds with their followers if they're forced to talk to their characters at certain times in certain locations during certain Acts, etc. etc. All these rules just makes things so tedious and takes all the fun out of it.
Why can't I drop by and talk to Merrill just because? Why do I have to wait until the game tells me "go talk to Merrill"? What is so wrong with spending a lot of time with your party members?
I have never ONCE heard someone complain about being able to have long, rambling conversations with their party members in DA:O. Never.
I have NEVER heard someone say, "You know, I really hate spending a lot of time with the characters I like and having a million different conversations with them. You know what I also hate? Talking to them whenever I want. I wish the game would restrict how much I talk to my party members. I would bond with them a lot more that way."
Honestly, the whole dialogue set-up in DA:II comes across to me as laziness. It is my impression that the DA:II writers were too lazy to write out pages upon pages of dialogue, so they restricted each character's dialogue to a total of ~10 short conversations.
One of the things that impressed me about DA:O the most was the amount of time and effort that was put into the game. DA:II seems to, in almost all aspects, lack that kind of depth, lack that kind of detail, and lack that kind of work ethic.
Flame away, if you wish. I really don't care. I'm not the first person to say that this game lacks depth, and I certainly won't be the last. The game is getting horrible feedback for a reason.
Restricting dialogue is yet another example of BioWare doing what they want for the franchise, not what their fans want. Are we not the consumers?
TL;DR:
errant_knight wrote...
It's incredibly lonely to have friends/companions who won't speak to you, and makes whatever relationship is shown in cutscenes feel hollow, unreal, and removed from daily life.
Modifié par por favor, 01 juillet 2011 - 02:59 .





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