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Dragon Age 2 reception and community discussed


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#876
Guest_Puddi III_*

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The Ethereal Writer Redux wrote...

I liked that scene.

I didn't like the mouth movements for the singing though. Didn't mesh very well. Or was it the voice that didn't fit for Leliana? I can't remember.


The mouth and facial expressions (on Leliana) were very off.

#877
nitefyre410

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b1322 wrote...

I am also extremely curious to know if Bioware intends to bring back some of the depth there was in origins into da3? An examble would be when Leliana started singing that emotional song and when she sang they showed each party members reaction one by one around the camp doing different things, to her singing, it felt so real.


I agree I would like to see scenes like   that return  though I had some  scene - the DA:O character models just seem so stiff  - IMO - that is took away from the  song.  Also the fact that  that mixing of that actually singers voice with echo seem off for a campfire.  Maybe getting a VA  that can sing and have do a recording of the song for that scene Its only what a minute  maybe  2 minutes long at the most.   Still a great scene

#878
Alex Kershaw

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How about the following:

1) Show full text on mouse-over
2) Give option to turn off voiced PC (after selecting the option it goes straight to the reply)

This means that people who prefer silent PC can mouse over each option and decide that way, where as people who like the voiced PC can play as it was in DA2.

Modifié par Alex Kershaw, 06 août 2011 - 10:39 .


#879
Kothoses Rothenkisal

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b1322 wrote...

I am also extremely curious to know if Bioware intends to bring back some of the depth there was in origins into da3? An examble would be when Leliana started singing that emotional song and when she sang they showed each party members reaction one by one around the camp doing different things, to her singing, it felt so real.



That is why the Camp was such a massive thing In DA... you really have just hit the nail on the head for me, the homebase system keeps the companions seperate, isolated from each other, all their interactions coming through the protagonist.

But the Camp... it gives so much oppertunity for companions to have more than just a bit of comedy background banter with each other, the camp interactions between companions is one of the BEST things about Dragon age Origins in my opinion and one of the BIGGEST things I missed in DA 2.

Having read your post and point and been reminded of this, I can only hope the camp comes back, i had so many end of session relaxing moments with that beautiful haunting background music that DA 2 and indeed few other rpgs  could not even get  close to giving me.

#880
Addai

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Saintthanksgiving wrote...

The talking heads idea is a step backwards... I think thats what they are getting at here.  I don't really have a problem with placing a high production value on  interactions.  I dont think that every conversation has to be a cinematic masterpiece.... but if you are trying to increase the quality of a game in EVERY way... including cosmetically... its an understandable notion.

A recognition of the limits would be nice.  I did see something like this in a recent Gaider interview.  He said something like "we're replacing people's imagination, and we'll never be as good as that."  Exactly!  No matter how good the animation is, watching a pixel animated scene, you're always going to be poised on the edge of the uncanny valley.  LA Noire tried to overcome this by motion capture of live actors' facial expressions, and everyone ooh's and ah's about the effect, but what I hear from people who play it is that the story just feels very limited as a result.

So the devs recognize this, but what are they really going to do about it?  By demanding that all conversations be highly cinematic, rather than something simpler, it seems to me that developers' time and resources get tied up in things that offer very little return.  We get fewer dialogues, more restricted, and lots of "calibrations" in between.  In return for this, we get a lot of awkwardly animated, stilted scenes.

I dont think that set locations for conversations are all that terrible, neither are plot specific encounter type conversations placed throughout the game world.  The important issue will be the depth and content of the conversation, not where they happened. (I would also vote for MORE interactions, but thats a seperate issue)

An advantage of being able to initiate dialogue anywhere is that you feel like you, the player, are in control of the story.  It also creates a more natural flow.  I can turn to the NPC and talk to them as I would a normal person, instead of having radio silence until we're back at a home base, then having other NPCs vanish and the scene change the minute I click on that person.  (for instance, some YouTube commenters joke about Varric suddenly appearing at my PC's elbow after a Fenris romance dialogue- because Varric was in the party when I initiated the dialogue with Fenris)

About banter on the road:  In some cases it triggers right before you end up in a battle, creating the odd situation of NPCs chatting about something inane while the party is being attacked.  Not sure how you'd get around that.  It's probably just a risk of having more banter triggers, something which was an improvement in DA2 over Origins.

#881
b1322

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Kothoses Rothenkisal wrote...

b1322 wrote...

I am also extremely curious to know if Bioware intends to bring back some of the depth there was in origins into da3? An examble would be when Leliana started singing that emotional song and when she sang they showed each party members reaction one by one around the camp doing different things, to her singing, it felt so real.



That is why the Camp was such a massive thing In DA... you really have just hit the nail on the head for me, the homebase system keeps the companions seperate, isolated from each other, all their interactions coming through the protagonist.

But the Camp... it gives so much oppertunity for companions to have more than just a bit of comedy background banter with each other, the camp interactions between companions is one of the BEST things about Dragon age Origins in my opinion and one of the BIGGEST things I missed in DA 2.

Having read your post and point and been reminded of this, I can only hope the camp comes back, i had so many end of session relaxing moments with that beautiful haunting background music that DA 2 and indeed few other rpgs  could not even get  close to giving me.


It was definitely the biggest thing I missed about da2 also, I loved that background music and of course being able to talk to the companions. There might be hope for us yet, Mike did reply to me by mentioning a campsite as a possible homebase in da3.

Modifié par b1322, 06 août 2011 - 10:51 .


#882
nitefyre410

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Kothoses Rothenkisal wrote...

b1322 wrote...

I am also extremely curious to know if Bioware intends to bring back some of the depth there was in origins into da3? An examble would be when Leliana started singing that emotional song and when she sang they showed each party members reaction one by one around the camp doing different things, to her singing, it felt so real.



That is why the Camp was such a massive thing In DA... you really have just hit the nail on the head for me, the homebase system keeps the companions seperate, isolated from each other, all their interactions coming through the protagonist.

But the Camp... it gives so much oppertunity for companions to have more than just a bit of comedy background banter with each other, the camp interactions between companions is one of the BEST things about Dragon age Origins in my opinion and one of the BIGGEST things I missed in DA 2.

Having read your post and point and been reminded of this, I can only hope the camp comes back, i had so many end of session relaxing moments with that beautiful haunting background music that DA 2 and indeed few other rpgs  could not even get  close to giving me.



You know i Just had a thought  it was necessarily  the camp the made the scene - the camp is just setting becasue you party is traveling. You can  do a scene  like that in a tavern  as well maybe after a rather grueling mission  Varric  calling for a song . I think -  the scene worked so well because was the first time you actually see them all gathering up   at the camp  and not doing there own separate thing...  If that makes anykind  of  sense.

#883
b1322

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nitefyre410 wrote...

Kothoses Rothenkisal wrote...

b1322 wrote...

I am also extremely curious to know if Bioware intends to bring back some of the depth there was in origins into da3? An examble would be when Leliana started singing that emotional song and when she sang they showed each party members reaction one by one around the camp doing different things, to her singing, it felt so real.



That is why the Camp was such a massive thing In DA... you really have just hit the nail on the head for me, the homebase system keeps the companions seperate, isolated from each other, all their interactions coming through the protagonist.

But the Camp... it gives so much oppertunity for companions to have more than just a bit of comedy background banter with each other, the camp interactions between companions is one of the BEST things about Dragon age Origins in my opinion and one of the BIGGEST things I missed in DA 2.

Having read your post and point and been reminded of this, I can only hope the camp comes back, i had so many end of session relaxing moments with that beautiful haunting background music that DA 2 and indeed few other rpgs  could not even get  close to giving me.



You know i Just had a thought  it was necessarily  the camp the made the scene - the camp is just setting becasue you party is traveling. You can  do a scene  like that in a tavern  as well maybe after a rather grueling mission  Varric  calling for a song . I think -  the scene worked so well because was the first time you actually see them all gathering up   at the camp  and not doing there own separate thing...  If that makes anykind  of  sense.


It does make sense, I can just not imagine varric singing the way leliana could....

#884
devSin

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Although I think the dialogue editing wasn't as good as with Origins, I applaud the use of the em-dash. Finally (finally!), after all this time. But you have to go back and remove the last of the double-hyphen, and you really have to be on guard against ever using it again (remember: no spaces!). A dozen years of being exposed that horror is more than enough, thank you very much.

The problem I have with full-text replies (and I suspect a reason they may not work) is that the writers now can (and should) create multi-stage dialogue. So the response you choose isn't just a single line, but is instead directing which branch to take: Hawke doesn't just speak when you pick a reply, but he now engages in a more natural conversation along those lines (perhaps having something to say a few times throughout before the next reply-choice). This is something that happens at least occassionally in DA2, and it's something that I hope to see much more of in the future, and I don't think it would work at all if you wanted to see every single thing that would be said before selecting a response from the wheel.

Mike Laidlaw wrote...

Making games is very much like playing them. You WANT all the spells in the mage tree, but the game limits you from having them. We WANT to give you guys things like talking anywhere, because there are some very cool things you can do with it, but we have budgets and time constraints, so we cannot do everything. Thus, like you build your mage with complimentary spells and a mix of buffs and actives, we have to build our game with what we feel will be a complimentary set of features.

Since it's so far off topic, I'll request that spell and talent upgrades should introduce additional visual flourishes. It doesn't have to be entirely new vfx, but as far as I can tell, a fully-upgraded nuclear whirlwind looks the same as a L2 dust mote. It's so boring, especially when you already have to work so hard to care about some of those upgrades.

b1322 wrote...

I am also extremely curious to know if Bioware intends to bring back some of the depth there was in origins into da3? An examble would be when Leliana started singing that emotional song and when she sang they showed each party members reaction one by one around the camp doing different things, to her singing, it felt so real.

Really? That scene embarrassed me. I straight up needed to close the curtains to be able to sit through the whole thing, it was so forced and unnatural. It ties with those horrible sex scenes for the most cringe-inducing abuse of design time. When in real life has something like this ever happened to you, I wonder?

I would rather they work on greatly expanding their library of animations (and experimenting more with their usage) than to try to make some pointless scene that you can't escape from and that you can't react to. It is not okay for the Arishok to look like a used-car salesman all the time, the way he uses the same hand gesture every single time he tries to make a point (And we shall feast *hand gesture* on a bounty of... cookies.). Parshaara, for realz.

Modifié par devSin, 06 août 2011 - 11:05 .


#885
SmokePants

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I liked being told when my companions had something new to say. But perhaps a compromise could be giving them something to say at predictable intervals. For instance, in ME, some of the crew could comment on the previous mission or story beat. The player could pick up on the pattern and know precisely when to return for more new dialogue, without being prompted to do so. Although, if they did that with everybody, for every mission, that could become quite the chore.

The notion that you have to be able to initiate conversations anywhere and everywhere is absurd. Games have been migrating ttoward "barks" for years. It's a fine solution, there's nothing wrong with it, and it does not prevent people from connecting with their companions. I think the real issue is that the DA2 companions don't blow smoke up your ass and promise their first-born children to you. DAO pandered to a player-base of man-children in desperate need of an ego-stroke more than DA2 did, and I think that's the crux of the polarization. Most of this other stuff, like the loss of on-the-road dialogue is tangential nonsense.

#886
nitefyre410

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b1322 wrote...

nitefyre410 wrote...

Kothoses Rothenkisal wrote...

b1322 wrote...

I am also extremely curious to know if Bioware intends to bring back some of the depth there was in origins into da3? An examble would be when Leliana started singing that emotional song and when she sang they showed each party members reaction one by one around the camp doing different things, to her singing, it felt so real.



That is why the Camp was such a massive thing In DA... you really have just hit the nail on the head for me, the homebase system keeps the companions seperate, isolated from each other, all their interactions coming through the protagonist.

But the Camp... it gives so much oppertunity for companions to have more than just a bit of comedy background banter with each other, the camp interactions between companions is one of the BEST things about Dragon age Origins in my opinion and one of the BIGGEST things I missed in DA 2.

Having read your post and point and been reminded of this, I can only hope the camp comes back, i had so many end of session relaxing moments with that beautiful haunting background music that DA 2 and indeed few other rpgs  could not even get  close to giving me.



You know i Just had a thought  it was necessarily  the camp the made the scene - the camp is just setting becasue you party is traveling. You can  do a scene  like that in a tavern  as well maybe after a rather grueling mission  Varric  calling for a song . I think -  the scene worked so well because was the first time you actually see them all gathering up   at the camp  and not doing there own separate thing...  If that makes anykind  of  sense.


It does make sense, I can just not imagine varric singing the way leliana could....

 
But you can imagine Varric calling for Leliana too sing and who knows   Varric might have a smooth tenor that he uses to woo  Bianca in private along with  pristine  salon treated chest hair.

Modifié par nitefyre410, 06 août 2011 - 11:06 .


#887
tmp7704

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SmokePants wrote...

The notion that you have to be able to initiate conversations anywhere and everywhere is absurd. Games have been migrating ttoward "barks" for years. It's a fine solution, there's nothing wrong with it, and it does not prevent people from connecting with their companions.

Well, since you have people in this very thread talk about shortcomings of this approach and preference for being able to initiate the conversations... you're basically ignoring the reality in order to be able to claim that.

Like many other things it's an approach which works for some, but not all. There's nothing "absurd" about it, it's just different strokes for different folks.

#888
Sutekh

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Kothoses Rothenkisal wrote...

But the Camp... it gives so much oppertunity for companions to have more than just a bit of comedy background banter with each other, the camp interactions between companions is one of the BEST things about Dragon age Origins in my opinion and one of the BIGGEST things I missed in DA 2.


Maybe I just have a very bad memory, but what camp interaction between companions? There was Leliana's song, a one time thing when only some of the companions reacted (not interacted), and some scenes with Dog, and that was all. Actually, the lack of interaction or reaction to some of what you're doing at camp is one of the very few things I don't like in DAO (how I would love to see Alistair's reaction when my Warden(s) invite Zevran into his tent... :D)

This being said, with DA2 level of interaction between companions, a camp-like place would be indeed awesome. So many opportunities for banter and short dialogs, plot related or not...

Modifié par Sutekh, 06 août 2011 - 11:05 .


#889
b1322

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SmokePants wrote...

I liked being told when my companions had something new to say. But perhaps a compromise could be giving them something to say at predictable intervals. For instance, in ME, some of the crew could comment on the previous mission or story beat. The player could pick up on the pattern and know precisely when to return for more new dialogue, without being prompted to do so. Although, if they did that with everybody, for every mission, that could become quite the chore.

The notion that you have to be able to initiate conversations anywhere and everywhere is absurd. Games have been migrating ttoward "barks" for years. It's a fine solution, there's nothing wrong with it, and it does not prevent people from connecting with their companions. I think the real issue is that the DA2 companions don't blow smoke up your ass and promise their first-born children to you. DAO pandered to a player-base of man-children in desperate need of an ego-stroke more than DA2 did, and I think that's the crux of the polarization. Most of this other stuff, like the loss of on-the-road dialogue is tangential nonsense.



I disagree... In da2 I played as female and I practically had to beg the male LI for a little kiss, where as in dao the male LI wooed me and almost begged me, which is I think more realistic.

#890
b1322

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Sutekh wrote...

Kothoses Rothenkisal wrote...

But the Camp... it gives so much oppertunity for companions to have more than just a bit of comedy background banter with each other, the camp interactions between companions is one of the BEST things about Dragon age Origins in my opinion and one of the BIGGEST things I missed in DA 2.


Maybe I just have a very bad memory, but what camp interaction between companions? There was Leliana's song, a one time thing when only some of the companions reacted (not interacted), and some scenes with Dog, and that was all. Actually, the lack of interaction or reaction to some of what you're doing at camp is one of the very few things I don't like in DAO (how I would love to see Alistair's reaction when my Warden(s) invite Zevran into his tent... :D)

This being said, with DA2 level of interaction between companions, a camp-like place would be indeed awesome. So many opportunities for banter and short dialogs, plot related or not...


I think you do have a bad memory..... In camp, a lot of the companions often initiated dialogues but I agree with you about wanting to see Alistairs reaction to me inviting zevran to the tent, I would have liked that too but at least there were jealousy in dao, in da2 there were none at all, they didnt care Posted Image

#891
devSin

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Sutekh wrote...

Maybe I just have a very bad memory, but what camp interaction between companions? There was Leliana's song, a one time thing when only some of the companions reacted (not interacted), and some scenes with Dog, and that was all. Actually, the lack of interaction or reaction to some of what you're doing at camp is one of the very few things I don't like in DAO (how I would love to see Alistair's reaction when my Warden(s) invite Zevran into his tent... :D)

And just to say, Dog does exactly the same thing in your house in DA2 (although, for some reason, the person he's going to banter with occassionally appears fully-visible in your house; just visiting, I guess).

Nobody else ever did anything worthwhile in camp. They couldn't care less about each other. And after you followed their Q&A branch (which you could do all at once), they'd mostly only ever have two or three additional things to say (when you passed certain points on the dis/approval meter). You could click on them to start a conversation whenever you wanted, but they'd only rarely have anything new to say.

b1322 wrote...

I think you do have a bad memory..... In camp, a lot of the companions often initiated dialogues

There were the post-quest automatic dialogues (or were they pre-quest automatic dialogues), but they'd never have anything to do or say with each other. The camp may as well have been empty, for all the life it had.

b1322 wrote...

but I agree with you about wanting to see Alistairs reaction to me inviting zevran to the tent, I would have liked that too but at least there were jealousy in dao, in da2 there were none at all, they didnt care

Some of these exist, but they're expressed as party banter while you're traveling, not in their homes. As far as having to pick a dominant romance when the time comes, I think they got stuck with four or five choices (so it's mostly about precedence, not you deciding), which is the most they've ever tried to allow (Origins only let you try two). They probably couldn't figure out how to have so many people possibly fighting over you when the time came to make a commitment.

Modifié par devSin, 06 août 2011 - 11:20 .


#892
Sutekh

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SmokePants wrote...

The notion that you have to be able to initiate conversations anywhere and everywhere is absurd. Games have been migrating ttoward "barks" for years. It's a fine solution, there's nothing wrong with it, and it does not prevent people from connecting with their companions. I think the real issue is that the DA2 companions don't blow smoke up your ass and promise their first-born children to you. DAO pandered to a player-base of man-children in desperate need of an ego-stroke more than DA2 did, and I think that's the crux of the polarization. Most of this other stuff, like the loss of on-the-road dialogue is tangential nonsense.


Lots of assumptions and generalizations here. You really shouldn't decide what prevents or doesn't prevent people from connecting with anything whatsoever, unless you're a certified telepath, in which case the Psi Corps needs you.

The inability to initiate dialog was, for me, a big problem, which became an enormous one when it entered romance territory. Nothing to do with my own gender or my need for ego-stroking, really. Just would have like a little bit more agency, is all.

#893
b1322

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devSin wrote...

Sutekh wrote...

Maybe I just have a very bad memory, but what camp interaction between companions? There was Leliana's song, a one time thing when only some of the companions reacted (not interacted), and some scenes with Dog, and that was all. Actually, the lack of interaction or reaction to some of what you're doing at camp is one of the very few things I don't like in DAO (how I would love to see Alistair's reaction when my Warden(s) invite Zevran into his tent... :D)

And just to say, Dog does exactly the same thing in your house in DA2 (although, for some reason, the person he's going to banter with occassionally appears fully-visible in your house; just visiting, I guess).

Nobody else ever did anything worthwhile in camp. They couldn't care less about each other. And after you followed their Q&A branch (which you could do all at once), they'd mostly only ever have two or three additional things to say (when you passed certain points on the dis/approval meter). You could click on them to start a conversation whenever you wanted, but they'd only rarely have anything new to say.


It wasnt just the talking I liked about the camp side, it was the background music, the fire burning, the fact that I could kiss my LI and invite him to my tent, it was all of those things combined that set the mode for me.

#894
SilentK

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ipgd wrote...

rak72 wrote...

You seem to think the cinematics are more important to the players than just being able to have decent interactions, but I don't see any threads about the wonderful cinematics, I see the threads about feeling lonely & leftout of your traveling party.

That's because people who are happy with the cinematics don't feel as compelled to make threads as much as people who have negative complaints.

For the record, you do not actually speak for everyone. I personally prefer the use of cinematics over being able to discuss the Qun in the Deep Roads. I actually don't really get why people care about this that much, but I also have the capacity to recognize that my brain is not everyone else's brain and not everyone likes the things I like and as such I don't really feel compelled to put forth my preferences as majority opinion or fact.


Jupp, there are those of us that respond very well to the more cinematic feel in discussions. I do at least. The little things they did and how they moved made them feel very real to me.

#895
Sutekh

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b1322 wrote...

I think you do have a bad memory..... In camp, a lot of the companions often initiated dialogues but I agree with you about wanting to see Alistairs reaction to me inviting zevran to the tent, I would have liked that too but at least there were jealousy in dao, in da2 there were none at all, they didnt care Posted Image


I was talking about interaction between companions, not interaction with the Warden :)

And they do care in DA2, to be fair. Ever had Fenris and Anders b***ing over you? With Isabela talking them down? Priceless :D

#896
tmp7704

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devSin wrote...

Nobody else ever did anything worthwhile in camp. They couldn't care less about each other.

Companions doing things with each other can be neat, but it runs into risk of ending like DA2 version of it did -- if that's all you ever witness, and they seemingly break their activity as soon as the protagonist appears without the least shown inclination to include him/her in it... that can result in sensation the player is just fifth wheel and everyone has way more fun without him/her around.

#897
Addai

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SmokePants wrote...
I think the real issue is that the DA2 companions don't blow smoke up your ass and promise their first-born children to you. DAO pandered to a player-base of man-children in desperate need of an ego-stroke more than DA2 did, and I think that's the crux of the polarization. Most of this other stuff, like the loss of on-the-road dialogue is tangential nonsense.

<_<

I don't recall Morrigan promising me her firstborn... uh, rather the opposite.

I do think that there were more problems with DA2 companions than just how and where dialogues took place.  The decision to have them be tied strongly to central plots made them feel more like props, or in Fenris' case like a walking codex, than fully fleshed characters in a reactive world.  In a recent interview I saw Gaider saying that in Origins they mostly wrote characters they wanted to write, and in DA2 they decided to write characters that were more tied to the plot.  I think they should go back to writing the characters they want to write.  In DA2 it felt like plot was driving characters rather than the other way around, and I much prefer it the other way around.

#898
nitefyre410

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SilentK wrote...

ipgd wrote...

rak72 wrote...

You seem to think the cinematics are more important to the players than just being able to have decent interactions, but I don't see any threads about the wonderful cinematics, I see the threads about feeling lonely & leftout of your traveling party.

That's because people who are happy with the cinematics don't feel as compelled to make threads as much as people who have negative complaints.

For the record, you do not actually speak for everyone. I personally prefer the use of cinematics over being able to discuss the Qun in the Deep Roads. I actually don't really get why people care about this that much, but I also have the capacity to recognize that my brain is not everyone else's brain and not everyone likes the things I like and as such I don't really feel compelled to put forth my preferences as majority opinion or fact.


Jupp, there are those of us that respond very well to the more cinematic feel in discussions. I do at least. The little things they did and how they moved made them feel very real to me.


Same here -  DA:O    I feel  kinda meh toward the Darkspawn  but  Loghain - OH I wanted his head a pike and heart on a  silver platter with garrnish, a side and  a ice cold refreshing beverage.   All cause I say him  turn his army around and leave his king and me to die.

#899
b1322

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Sutekh wrote...

b1322 wrote...

I think you do have a bad memory..... In camp, a lot of the companions often initiated dialogues but I agree with you about wanting to see Alistairs reaction to me inviting zevran to the tent, I would have liked that too but at least there were jealousy in dao, in da2 there were none at all, they didnt care Posted Image


I was talking about interaction between companions, not interaction with the Warden :)

And they do care in DA2, to be fair. Ever had Fenris and Anders b***ing over you? With Isabela talking them down? Priceless :D


Ha I did try that but I still had to beg and beg a year I think for a kiss...

#900
devSin

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tmp7704 wrote...

Companions doing things with each other can be neat, but it runs into risk of ending like DA2 version of it did -- if that's all you ever witness, and they seemingly break their activity as soon as the protagonist appears without the least shown inclination to include him/her in it... that can result in sensation the player is just fifth wheel and everyone has way more fun without him/her around.

I agree that DA2 went too far in everybody getting together to play cards and coming to each other with their problems, but I don't think this excuses Origins having a camp of people traveling together for so long (and through so many trials) that are so totally oblivious to each other. I'm not saying they should all be having Friday-night drinks every single night, but there has to be something other than simply "following the Warden" happening with these people who are sharing accommodations for an entire year.

They have their personalities, and all they do when you're out adventuring is talk to each other (nobody ever talks to you, which is the only reason click-to-talk exists), but when you get to camp, you may as well be alone with the person you're currently talking to. You get the feeling Wynne could strip naked and run through the campfire, and nobody would care in the slightest; while you're in camp, Wynne as a character doesn't even exist unless you're talking to her.