FieryDove wrote...
erynnar wrote...
Totally agree about Orsino!
I had plans for Orsino. I was going to appoint him the KC title. lol
Sigh
I will be your champion! armed as I am with..... ahh... bugger, thats another fine plan out of the window.
FieryDove wrote...
erynnar wrote...
Totally agree about Orsino!
I had plans for Orsino. I was going to appoint him the KC title. lol
Sigh
I was going to open a restaurant/art gallery with Merideth. Lets all shed a communal tearKothoses Rothenkisal wrote...
FieryDove wrote...
erynnar wrote...
Totally agree about Orsino!
I had plans for Orsino. I was going to appoint him the KC title. lol
Sigh
I will be your champion! armed as I am with..... ahh... bugger, thats another fine plan out of the window.
*giggle* Well you can be my champion any day. *hands you a baguet for a sword* Don't bust that, we're having that baguet with cheese later.Kothoses Rothenkisal wrote...
FieryDove wrote...
erynnar wrote...
Totally agree about Orsino!
I had plans for Orsino. I was going to appoint him the KC title. lol
Sigh
I will be your champion! armed as I am with..... ahh... bugger, thats another fine plan out of the window.
lobi wrote...
I felt the overall theme of DA2 was "corruption". Corrupted by desire, passions and power, and how corruption can punish virtue. Orsino and Merideth prime examples of the latter.
Modifié par pixieface, 06 août 2011 - 04:43 .
erynnar wrote...
Nope, not just you sweetie. Is it great, or just disturbed, minds that think alike? I too imagined a senario like the one you described.
Kothoses Rothenkisal wrote...
I will be your champion! armed as I am with..... ahh... bugger, thats another fine plan out of the window.

Modifié par Savber100, 06 août 2011 - 04:59 .
erynnar wrote...
*giggle* Well you can be my champion any day. *hands you a baguet for a sword* Don't bust that, we're having that baguet with cheese later.Kothoses Rothenkisal wrote...
FieryDove wrote...
erynnar wrote...
Totally agree about Orsino!
I had plans for Orsino. I was going to appoint him the KC title. lol
Sigh
I will be your champion! armed as I am with..... ahh... bugger, thats another fine plan out of the window.
FieryDove wrote...
Kothoses Rothenkisal wrote...
I will be your champion! armed as I am with..... ahh... bugger, thats another fine plan out of the window.
Yeah! I have a champion! ../../../images/forum/emoticons/lol.png
Oh are you a mage, warrior or rogue pls?
lobi wrote...
@pixieface An Anders, Fenris full on fight cinematic with a dialogue after would have been great for the end of act one.
Modifié par pixieface, 06 août 2011 - 05:02 .
Modifié par Kothoses Rothenkisal, 06 août 2011 - 04:55 .
Kothoses Rothenkisal wrote...
For all your spoiler filled posts to discuss storyline in an environment similar to this thread.
social.bioware.com/forum/1/topic/304/index/8047637
Please lets move the spoiler posts to that one so that the entire thread doesnt get moderated
Sutekh wrote...
erynnar wrote...
Nope, not just you sweetie. Is it great, or just disturbed, minds that think alike? I too imagined a senario like the one you described.
Disturbed, I suppose. Deeply, deeply disturbed
re: Orsino: the Greatest and Most Random Tantrum of All Times deserves some sort of acknowledgement, though. It's not every day that an until then perfectly reasonable Archmage acts like a panicked six-year-old (and it's a good thing that panicked six-year-old don't have Blood Magic. 'twould be quite a mess).
Seriously, if someone pulled something like that in a fanfic, you would see tons of angry reviews howling for plot hole and OOCness. And rightly so.
Modifié par Sutekh, 06 août 2011 - 05:07 .
__nderscore wrote...
Oh, and some more dialogue options with requirements (Such as: Cunning, completing a certain quest, rebellious against the Chantry, sympathetic towards impoverished, chivalrous, and so on). Just a few more, not one in every major decision point, but you get what I mean.
Modifié par pixieface, 06 août 2011 - 05:10 .
This reminds me of another gripe I have with both DA2 and DA:O. Very rarely are you given the option to end a conflict through dialogue, and when you are you're actually punished for it by the loss of XP you would have gained through killing them. The only exception I've ever seen to this was the group of Fereldens who approach you after talking to Lirene about Anders.__nderscore wrote...
the option to stop mid-combat with bandits and warn them to change their ways before allowing them retreat would be so satisfying, even if we never met again!
Savber100 wrote...
I was just playing the endgame for DA:O and reached the post-coronation scene where you're feeling enthralled and awesome after 50+ hr gameplay when Alistair asked me what I plan to do next. Here we get five or so choices ranging from serving the crown to finding Morrigan to rebuilding the Grey Wardens etc.
In reading this, this made me realize that with the current dialogue wheel, we don't have the same depth or richness of these options. Mostly in DA2, I won't be given an option to choose my decision but more an option in how to react to an already set decision. Even if we're given a choice, we're limited to two or three rather than the 5-6. Sure some of these 5-6 choices will probably lead to the same conclusion but at least the illusion of choice was strong and there were plenty of options that best fitted the reaction I wanted.
Is there anyway for more choices that go beyond my "reaction" or a "yes" or "no"?
Modifié par Johnny Jaded, 06 août 2011 - 05:14 .
Exactly! Personally I would love if every single conversation choice was based purely on the character you control, kind of in a similar way they did with [Spoiler?] DA:O in that one sequence where you may control Morrigan in the Fade, but even moreso.pixieface wrote...
__nderscore wrote...
Oh, and some more dialogue options with requirements (Such as: Cunning, completing a certain quest, rebellious against the Chantry, sympathetic towards impoverished, chivalrous, and so on). Just a few more, not one in every major decision point, but you get what I mean.
I actually like the way New Vegas treaded on the relationship between a character's stats and what they can say during a dialogue. For instance, a character with lots of points in medicine could have input on a surgery process. A character with lots of points in computers would have input on hardware and software. Not sure if that is possible within the DA universe, but linking highest stats to unique dialogue options is never a bad move for me.
Savber100 wrote...
[image snippage]
Is there anyway for more choices that go beyond my "reaction" or a "yes" or "no"?
Posted by Mike Laidlaw...
So, to be direct: No, you will not be able to have full dialogs with
your followers on the road. I completely understand why it's a desired
feature, but it is not one we will be pursuing.
(Yes, the danger of an honest and open dialog with developers is that they sometimes say no. Sorry!)
David Gaider posted...
Having the player be able to offer input into this type of dialogue (ie.
non-cinematic dialogue) is something we're exploring. How far we can
push that, we'll see, but ideally we could allow the player to engage in
initated dialogue of this fashion. It's very much a technical
limitation, however, as hoorayforicecream points out above-- and, no, we
don't consider it an acceptable compromise to allow happen-anywhere
cinematic dialogue that can make for screwy cameras.
I don't,
however, consider this to be a huge limitation-- with the caveat that
there should be more opportunity for the player to engage in initiated
dialogue in places where we know what the camera situation will be. My
impression regarding views on the party dialogue is that the feature we
intended to be for convenience (the notification of a follower having
new dialogue) was seen by many as rendering follower dialogue too
obviously structured. Some people felt like they were only talking to
the follower at the follower's behest rather than the other way around.
An interpretation, for sure, but perhaps as a result it surrendered too
much agency for the sake of convenience.
Modifié par Raven2131990, 06 août 2011 - 05:41 .
craigdolphin wrote...
Posted by Mike Laidlaw...
So, to be direct: No, you will not be able to have full dialogs with
your followers on the road. I completely understand why it's a desired
feature, but it is not one we will be pursuing.
(Yes, the danger of an honest and open dialog with developers is that they sometimes say no. Sorry!)
I am very disappointed by that, but I'm a big boy. Thanks for the honesty.
Brockololly and others have responded to the making sense regarding story aspect and player agency aspect very well. I agree with them completely. Naturally, serious intimate discussions make little sense in a public setting, but there's much more to getting to know people than 'spilling your guts'. Joking around is an obvious one. Exposition of NPC history. And heck, in the thick of battle in WWI trenches, the conversations during lulls were quite often remarkably personal, ribald, and sometimes very sad. How could any of that not be fodder for story between battles or along the road? Much of it was present in origins, after all. I certainly would not disagree that the subject of the conversation can and should be differentiated depending on the setting.
The 'technical reasons' argument is, naturally, harder for me to comment on. If I understand you correctly though, the hypothetical choice is to have player initiated conversation but only allow it to be 'talking heads' rather than fully cinematic, or not having it at all. If that's so, then for me the talking heads on the road option is pretty much a no-brainer. I understand you are working under a cinematic-at-all-costs design vision, but I think this idea is being counter-productive when it only serves to destroy the empathy players have with the companions. I realize that's just me, and it's your job to implement the vision of the senior design team, but I hope you guys will seriously contemplate revisiting that balance if you realize how it is impacting some of us. No disrespect intended. I think Brockolloly was right on the money with his reply.David Gaider posted...
Having the player be able to offer input into this type of dialogue (ie.
non-cinematic dialogue) is something we're exploring. How far we can
push that, we'll see, but ideally we could allow the player to engage in
initated dialogue of this fashion. It's very much a technical
limitation, however, as hoorayforicecream points out above-- and, no, we
don't consider it an acceptable compromise to allow happen-anywhere
cinematic dialogue that can make for screwy cameras.
I don't,
however, consider this to be a huge limitation-- with the caveat that
there should be more opportunity for the player to engage in initiated
dialogue in places where we know what the camera situation will be. My
impression regarding views on the party dialogue is that the feature we
intended to be for convenience (the notification of a follower having
new dialogue) was seen by many as rendering follower dialogue too
obviously structured. Some people felt like they were only talking to
the follower at the follower's behest rather than the other way around.
An interpretation, for sure, but perhaps as a result it surrendered too
much agency for the sake of convenience.
Well, now I'm a bit baffled. Perhaps I'm misunderstanding Mike, or I'm misunderstanding David. Or both!
Seriously David, what you wrote suggests to me that you're looking to restore that opportunity to initiate dialog as I'm hoping for: at least to a limited degree. If so, then great. My level of pessimism would be markedly reduced if so.
I would imagine that having fully cinematographic dialogs in hubs/locations, mixed with some player-initiated (talking head) conversations, and NPC-initiated banter would be a perfect mix. Am I engaging in wishful thinking/interpretation here?
Look, whatever. I really appreciate both Mike and David talking about this topic, and even knowing they actually read my posts and concerns. I understand your plans aren't finalized yet anyways. I'll keep watching and waiting to see what you come up with. It encourages me to know that you at least are thinking about how to address the problems that I and several others have discussed here relating to the conversation system. Until this, I had only seen the folks at Bioware address the more obvious issues of re-use of areas and waves (which I care about far less than this). I wasn't even sure that this was still on your radar, let alone that you might actually 'get' why I feel this way. I realize I still might not like where you end up, but I now feel like I've been 'heard'. That's pretty cool. So thanks.
Announcing games earlier would help with that.Stanley Woo wrote...
Increased community interaction is one of the things I would like to do in future projects. I would like us to get back to the way things were in the early days of the BioWare online community, where developers felt safe and valued and their opinions and advice were respected because, hey, these guys made the game y'all love.
You did it in DAO, Mike. Obviously those technical limitations aren't that big.Mike Laidlaw wrote...
As I noted elsewhere, we will be looking at putting player-initiated dialog back in. Likely at some sort of camp/base/etc.
I very much doubt that we will be doing player-initiated dialog "on the road," however, as our systems are designed to work in fixed places. There are several technical and multiple story reasons why it's inappropriate to stop to chat about someone's personal feelings in the middle of a dungeon; while possible, it doesn't make a lot of sense, so it would not be a priority for us.
Everyone thinks that, Mike. The disputes arise because we disagree about what the best parts were.Mike Laidlaw wrote...
Suffice it to say that I am strongly in the camp with the people who believe that the best parts of Origins combined with the best parts of DAII would create a game better than both of them.
In the interests of having an open an honest dialogue, I think you've badly misidentified your strengths.Mike Laidlaw wrote...
Beyond technical, if we were to have these dialogs such that they could play anywhere, they would, by nature, have to be completely static "talking heads" and while I'm aware that some people are fine with that, I do not think it plays to our strengths.
Family friendly? I thought there was an age gate. There used to be an age gate.Stanley Woo wrote...
That would be quite impossible, i'm afraid. Many are not appropriate for our family-friendly forum.
I don't even recall those notifications. Were they in the journal? Because we can just ignore the journal. I disliked DA2's journal content enough that I made a point never to read it (and thus found some quest instructions annoyingly incomplete).David Gaider wrote...
I don't, however, consider this to be a huge limitation-- with the caveat that there should be more opportunity for the player to engage in initiated dialogue in places where we know what the camera situation will be. My impression regarding views on the party dialogue is that the feature we intended to be for convenience (the notification of a follower having new dialogue) was seen by many as rendering follower dialogue too obviously
structured. Some people felt like they were only talking to the follower at the follower's behest rather than the other way around. An interpretation, for sure, but perhaps as a result it surrendered too much agency for the sake of convenience.
But the costs of using them shouldn't be ignored. If cinematics restrict player agency, we need to talk about that.hoorayforicecream wrote...
Cinematics shouldn't be put on a pedestal, they should be treated just as they are - as tools for creators to express and further their stories.
I agree entirely. What pixieface describes is a UI problem, not a design problem. The fix it needs is UI-based, and shouldn't affect the game's content.erynnar wrote...
We are going to have to agree to disagree on that one. I would rather reload and not touch them again the next go around, than feel so isolated from my companions and feel as if our relationships are based soley on what I can do for them.pixieface wrote...
This is great news for me! There were many times when I initiated unique dialogue by accident in a place that just kind of sucked. I remember I either got the request to see Goldanna or Alistair's rose while I was infiltrating Redcliffe Castle because I clicked on him instead of something else. That was indeed a let down. Limiting serious dialogue to serious settings in favor of party banter geared at the quest and environment seems far more sensible.
Modifié par Sylvius the Mad, 06 août 2011 - 06:13 .