Yep for those asking why cinematics, this here is the reason why. I very much dislike the talking heads say in Fallout New Vegas and would complain if such a system was used in DA.SilentK wrote...
ipgd wrote...
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.
Dragon Age 2 reception and community discussed
#901
Posté 06 août 2011 - 11:32
#902
Posté 06 août 2011 - 11:32
It is if you have a mouse-over which brings up the full line. Those who don't want to see the full line ahead of time toggle it off, those who do can have it on.Filament wrote...
Addai67 wrote...
I'm confused. Why shouldn't people be able to Esc through dialogue if they don't want to hear it? I do this in Fallout a lot. I can read faster than the scene can play, so having a toggle that allows you to pull up the dialogue, read it, then skip the VO sounds like a win-win to me- if it can be implemented well.ipgd wrote...
I think this sort of thing would still just lead to people skipping through player VA, which I believe is the thing that originally brought on the need for paraphrases. It solves the problems for the people who want the full line, but not the problems that necessitated the use of paraphrases in the first place (which may not be personal problems for you, but still problems the developers have to deal with).
In fact, I LOVE that idea. It would allow those of us who hate voiced protagonist to skip through the PC blathering and recreate a silent protag experience without taking voiced protag away from those who want it.
The problem of people skipping through VA isn't about the devs being 'nannies' and knowing what's better for us, it's about the player themselves (such as myself) not wanting to skip through the scene and thus having to read the line and then hear it read back to us. So it's not a win-win.
#903
Posté 06 août 2011 - 11:33
I'm with you 100% here. I want my kisses back!!!b1322 wrote...
Ha I did try that but I still had to beg and beg a year I think for a kiss...
Seriously, I do. Without them, romance is hardly romance at all. Just a one night stand followed by three years of either hellish cohabitation with a one-liner statue, or barely talking to each others (about us) at all.
#904
Posté 06 août 2011 - 11:34
Ahem, point being, I love scenes that link multiple NPCs together and aren't as 'bilateral' as the normal PC-NPC interaction scenes. Gief moar of them plix!
Thinking of the Camp in Origins... In future, I'd prefer that companions would be gathered -relatively- close together, ME-Normandy-hub-style. I found it tiresome to run from one companion's homebase to the next everytime several "come-talk-to-me-quests" updated at the same time. I'd rather run a bit in the same area and "do the rounds"
Anyway, moving from banters and such: I'd like to see more bosses (and possibly less 'random trash mobs') in the future. Were there 5(?) or so major bosses in DA2? I mean, the bosses wouldn't need to be all so major, wee bosses would be nice too (like the dragon in the Deep Roads before the Rock Wraith). Some bosses could be optional, but there's bound to be a certain amount of resistance on the way of our heroes, and I'd rather fight one or two things of something bigger (and some small things among them) than only hordes and hordes of something small that seems to have no end (the parachute waves... D: I'm still traumatized).
Krhm. Also. PONIES! Just for the looks! One can always hope
#905
Posté 06 août 2011 - 11:39
I wonder if they could do something low-key here to get such idea across. Like for example, rather than having the companions spread around the camp, have them cluster together depending on their preferences towards each other, with ambient animations implying some sort of interaction? Like say, Zevran sitting with Leliana and listening to her playing a lute, or Sten actually playing with the Dog, stuff like that.devSin wrote...
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.
That would make for awesome cinematics. It should be followed with Oghren doing the same, of course.You get the feeling Wynne could strip naked and run through the campfire
Modifié par tmp7704, 06 août 2011 - 11:39 .
#906
Posté 06 août 2011 - 11:41
Yes, this. A character growth arc not just for the main character, but for the NPC's as well. Earn trust, earn information, earn comradery. There's nothing like that in DA:2. All advances in relationship as expressed through conversations are based on time rather than friendship/rivalry. In DA:O, for instance, if you wanted to learn about Sten's sword, you had to earn his respect first.
#907
Guest_Puddi III_*
Posté 06 août 2011 - 11:41
Guest_Puddi III_*
Addai67 wrote...
It is if you have a mouse-over which brings up the full line. Those who don't want to see the full line ahead of time toggle it off, those who do can have it on.Filament wrote...
The problem of people skipping through VA isn't about the devs being 'nannies' and knowing what's better for us, it's about the player themselves (such as myself) not wanting to skip through the scene and thus having to read the line and then hear it read back to us. So it's not a win-win.
I do think that in particular is a good solution.
#908
Posté 06 août 2011 - 11:41
b1322 wrote...
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.
Hmmm... I never felt like I had to beg for a kiss. Was it Anders who made you wait? If it was I think it fits his character. I always play female characters and I wouldn't want a male LI to storm my char simply because they are male. As long as they act in character I'm fine if the relationship moves a little slow in the beginning. My dear warden had to work quite a bit for Alistair =)
#909
Posté 06 août 2011 - 11:42
tmp7704 wrote...
I wonder if they could do something low-key here to get such idea across. Like for example, rather than having the companions spread around the camp, have them cluster together depending on their preferences towards each other, with ambient animations implying some sort of interaction? Like say, Zevran sitting with Leliana and listening to her playing a lute, or Sten actually playing with the Dog, stuff like that.devSin wrote...
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.That would make for awesome cinematics. It should be followed with Oghren doing the same, of course.You get the feeling Wynne could strip naked and run through the campfire
I am all for that
#910
Posté 06 août 2011 - 11:48
I suppose that would work, although I think I'd more naturally consider additional content that has the player involved (just like Dog, where you have to mediate him liking Morrigan or Wynne saying he stinks).tmp7704 wrote...
I wonder if they could do something low-key here to get such idea across. Like for example, rather than having the companions spread around the camp, have them cluster together depending on their preferences towards each other, with ambient animations implying some sort of interaction? Like say, Zevran sitting with Leliana and listening to her playing a lute, or Sten actually playing with the Dog, stuff like that.
DA2 swung the pendulum in the other direction, where they're all having a ball, and then you arrive. You never get to have a ball, and all you're good for is recovering relics or killing slavers or freeing mages. They send for you when they can use you, and the rest of the time you just have to cry into your pillow, alone in your home while Orana plays the lute for you, and everybody else is involved in fun and intrigue and comraderie.
It makes me sad, because it possibly could have been so easily rectified: David writes a couple lines to have Hawke involved in the conversation (already present and placed when the dialogue scene starts), and then the companion asks to speak to you in private. Voila. Suddenly, you're the trusted confidante, and although you're all spending time together and involved in each other's lives, you're the one who is most relied on when it really matters.
Sadly, I think Oghren would die a crispy death once all the residual alcohol combusts.tmp7704 wrote...
That would make for awesome cinematics. It should be followed with Oghren doing the same, of course.
They so should have given him a penalty to fire resistance. Wynne gets her dumb spirit spell, so Oghren shouldn't have been able to get near a flame without getting singed. :-)
Modifié par devSin, 06 août 2011 - 11:59 .
#911
Posté 06 août 2011 - 11:54
b1322 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.
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.
I will keep my fingers crossed, the more I look at Origins as opposed to DA 2 the more I think it was the way the companion characters were more than just combat stats and quest flags that really sold me, they not only interacted with you but with each other, it might only have been little things but it just added that extra dimension to them that allowed me to be genuinely touched by Morrigans exit and the sad lonely look on her face, or the forced naievety it Lei. Even beyond the LI's for me some of the characters were just plain interesting because of this.
#912
Posté 07 août 2011 - 12:46
AL-istaria wrote...
EJ107 wrote: "I liked the way that conversation options in Origins were linked to friendship. They wouldn't tell you things until you became friendly with them. Friendship/rivalry was never really utilised in that way."
Yes, this. A character growth arc not just for the main character, but for the NPC's as well. Earn trust, earn information, earn comradery. There's nothing like that in DA:2. All advances in relationship as expressed through conversations are based on time rather than friendship/rivalry. In DA:O, for instance, if you wanted to learn about Sten's sword, you had to earn his respect first.
This^ I did miss that a lot. In DA2 I always felt as though it was convos when they need something, or when I'm told to go, or when a quest is needed to get the story moving. I prefer to have things unlock when I get enough friendship so I can get to know them better.
#913
Posté 07 août 2011 - 12:50
Sutekh wrote...
I'm with you 100% here. I want my kisses back!!!b1322 wrote...
Ha I did try that but I still had to beg and beg a year I think for a kiss...
Seriously, I do. Without them, romance is hardly romance at all. Just a one night stand followed by three years of either hellish cohabitation with a one-liner statue, or barely talking to each others (about us) at all.
I totally agree! I want the kissing back too. It did feel like a one night stand or rushed. Hey, lets sleep together. Okay, now what? I need more intimate interactions to feel more deeply for these characters than wam bam thank ya' ma'am(or sir) and lets live together.
#914
Posté 07 août 2011 - 01:17
Oh yeah...I romanced Leliana...
I don't get the fixation on it personally. I'd rather have more romance dialog instead. I surely imagine that they do kiss and what not.
#915
Posté 07 août 2011 - 01:30
tmp7704 wrote...
I wonder if they could do something low-key here to get such idea across. Like for example, rather than having the companions spread around the camp, have them cluster together depending on their preferences towards each other, with ambient animations implying some sort of interaction? Like say, Zevran sitting with Leliana and listening to her playing a lute, or Sten actually playing with the Dog, stuff like that.
You have no idea how much I want to see stuff like this. I had originally hoped they'd banter with each other whilst in camp too, so I wouldn't have to drag each and every combination to the Orzammar proving entrance to hear them all, but no such luck. Also so Alistair didn't ask the others for advice on wooing my various Wardens when she's stood right there.
DA2 came close to making the various companions seem like a coherent social circle (plus Fenris, who never left his damn mansion), so very close, but never quite made it all the way.
Modifié par bleetman, 07 août 2011 - 01:36 .
#916
Posté 07 août 2011 - 02:41
Is it possible to have the 'Conversation history feature' back in future installments, please?
Here are some reasons, I think it should be considered:
- It can be difficult to keep track of everything said.
- Not everyone has the memory capabilities to keep track of conversations.
- It is inevitable for those uf us with families ect,that you do get intterupted.
- It is a pain,to reload.
Modifié par Yuqi, 07 août 2011 - 02:43 .
#917
Posté 07 août 2011 - 03:20
I would like a DLC that fixes the living statue in my house. The legacy statue has more to say.erynnar wrote...
I totally agree! I want the kissing back too. It did feel like a one night stand or rushed. Hey, lets sleep together. Okay, now what? I need more intimate interactions to feel more deeply for these characters than wam bam thank ya' ma'am(or sir) and lets live together.
Maybe such a DLC could add kisses on demand as well.
As far as non romance stuff. The companions had more fun with each other and my dog than Hawke. Everytime I go to hanged man they stop what they are doing. I wanted to play wicked grace with Anders and Varric or Fenris and Varric. Isabela would always win so instead I would do a drink me under the table type challenge.
Sigh.
#918
Posté 07 août 2011 - 03:57
Zjarcal wrote...
I don't know what you're talking about. My latest run of DA2 I was going for full rivalry with her and I got the chance to be rude with her plenty of times, even in the final convo where she's mostly expressing a desire to change, I still had the chance to be rude.
I don't think he means your ability to be rude as that I would agree with you. You can do the same thing in Origin. The problem is the tone, no matter how nasty one is with Izy (as a companion example), her ensuing actions and responses are not congruent with my tonal choice. .e.g. If I am nasty to her, she will have a sharp response, but she will still love me in the end. In Origin, if I had been nasty, where the friendly guage is below zero, no matter what tone I choose, they reply with bitterenss, because I had been treating them poorly all along and I have to build them back up, with near zero recourse to have a relationship. This doesn't work that way in DA2 and I find that jarring.
Regarding the character saying and doing stuff your character wouldn't do, that is true for ALL Bioware games. In DAO I was forced to save Eamon even if I didn't want to, rescue Anora no matter what, become a warden even if I didn't want to, etc. Simply having one moment like that is enough for me to realize that I will never have full control over decisions and actions, so no BW game has really given me the feeling that I was in complete control. And truth to be told, that has never stopped me from feeling my characters are MY characters, because they most certainly are. Also, it is like my companions are unaware of my relationships with each other. I can dump Izy for Merrill after making love to both, and Izy has little else to say except expressing happiness in ambient dialogue. If I did that to Leliana adn we were still good friends, she would express happiness for me and state that's would is still by my side through the quest in a "personal" conversation. Don't you think that is a richer and deeper experience?
But those were set plot states regarding the Origin storyline (or any game storyline to be honest), that is to be expected. But, you could make choices within those plots that made variations to the outcomes to each of those example set pieces; like killing Eamon's son or letting him live when going through the quest to save Eamon. Pissing Anora and Alistair off by having them marry each other and the variations are not just one or two. But you at least shape those plots around. There's very little of that in DA2. No matter, unless I have Izy near full friend or rival, she bolts the game with little input from me why should should stay. I can make dialogue choices like that in Oriigin.
Perhaps the main issue for some people, is that moments like those were more frequent in DA2 (which is certianly true), so the illusion of being in control was violated too frequently for their liking. It didn't bother me but I guess it's understandable that it bothered others too much (to the point of them claiming the character isn't theirs).
This^ I agree with as it comes down to taste. You found something that appeals to you and it is understandable that you would want that kind of RPG exepreince to continue, and I repsect that totally. Even then, you recognize the opposing views, this is why I respect you so much here, even though we disagree with out tastes :-) DA2 is most certainly not the experience I want to continue in the style of RPGs. If they go all VP from now on, at least make the PC a set chaarcter, while choices have effects on plots states and companion relationships. I could go with that.
#919
Posté 07 août 2011 - 04:20
Tommy6860 wrote...
I don't think he means your ability to be rude as that I would agree with you. You can do the same thing in Origin. The problem is the tone, no matter how nasty one is with Izy (as a companion example), her ensuing actions and responses are not congruent with my tonal choice. .e.g. If I am nasty to her, she will have a sharp response, but she will still love me in the end. In Origin, if I had been nasty, where the friendly guage is below zero, no matter what tone I choose, they reply with bitterenss, because I had been treating them poorly all along and I have to build them back up, with near zero recourse to have a relationship. This doesn't work that way in DA2 and I find that jarring.
Well, I can see the point there. It's true, friend or rival, they will "like" you either way. Granted, if you choose to mostly ignore them (especially their personal quests), it is possible to basically get the cold shoulder from them, and even have them turn their backs on you at certain points. Perhaps it's not as satisfying as actually having a companion "hate" you (assuming that's what you're actually looking for), but it is possible for them to not love you at least.
But those were set plot states regarding the Origin storyline (or any game storyline to be honest), that is to be expected. But, you could make choices within those plots that made variations to the outcomes to each of those example set pieces; like killing Eamon's son or letting him live when going through the quest to save Eamon. Pissing Anora and Alistair off by having them marry each other and the variations are not just one or two. But you at least shape those plots around. There's very little of that in DA2. No matter, unless I have Izy near full friend or rival, she bolts the game with little input from me why should should stay. I can make dialogue choices like that in Oriigin.
I do understand that Origins gave you many more moments where the decisions actually changed things. My point there was more about how the mere existence of those moments in Origins (the ones that forced something upon you) was enough to take away any illusion I was in full control, something I accepted and learned to adapt to. I guess that's why I had an easier time adapting to DA2's relative lack of choices, while still being able to consider my character "my" character.
I don't deny that having more moments with actual consequences helps a lot in feeling more involved. It doesn't affect my view of whether my character is mine or not (which is what the poster I quoted was mentioning), but it is something that enriches the experience.
This^ I agree with as it comes down to taste. You found something that appeals to you and it is understandable that you would want that kind of RPG exepreince to continue, and I repsect that totally. Even then, you recognize the opposing views, this is why I respect you so much here, even though we disagree with out tastes :-)
Yay for mutual respect even when we disagree.
I guess that makes us akin to DA2 rivals...
Modifié par Zjarcal, 07 août 2011 - 04:32 .
#920
Posté 07 août 2011 - 04:41
1) Tone down the combat. By this I mean stop with the absurd, apecrap insane animations and floaty movement. It may all be a part of Varric and his story-telling, but I'm far from a fan of it. I liked the more realistic style presented in Origins, while it was definitely fantasy, there was a realistic sense to it. Instead, my 2-hander feels less like some juggernaut and more like some anime cliche hopping everywhere as if it was nothing. I understand you wanted to make combat more fun, but you didn't have to sacrifice asthetics to accomplish that. I would also like to see the return of finishers as well. I appreciate the blood explosions being toned down, but its just weird to me to see them in general. I miss loping off just heads, or bashing someone's skull in with a shield.
2) Character customization. I don't remember it being covered, at least my definition of it. I don't mind the character-specific armor styles the companions have, I really don't. What I do mind though, is the sheer lack of choice I have in Dragon Age 2 in terms of HOW they play. While it isn't as much of an issue with warrior and rogue, its a horrible mistake for mages. I don't like being pigeonholed into using a character just so I'm not stuck relying on potion spams like this was some cheap F2P MMO and a barely adequate heal spell with way too long a cooldown.
That 3rd thing, well... its been covered well enough by other people so I won't bother.
#921
Posté 07 août 2011 - 04:45
Zjarcal wrote...
Well, I can see the point there. It's true, friend or rival, they will "like" you either way. Granted, if you choose to mostly ignore them (especially their personal quests), it is possible to basically get the cold shoulder from them, and even have them turn their backs on you at certain points. Perhaps it's not as satisfying as actually having a companion "hate" you (assuming that's what you're actually looking for), but it is possible for them to not love you at least.
Any emotion I exerience from my comnpanions feel best when I am able to engage in convos with them over the romances, polititics or just the general subject at hand, not just a one liner where nothing else comes of it. I loved Merrill's's approving remarks when I romanced Izy, they were heartwarming, but I felt a bit of emptyness as I didn't get a closure convo so to speak, does that make sense??
I do understand that Origins gave you many more moments where the decisions actually changed things. My point there was more about how the mere existence of those moments in Origins was enough to take away any illusion I was in full control, something I accepted and learned to adapt to. I guess that's why I had an easier time adapting to DA2's relative lack of choices, while still being able to consider my character "my" character.
Allowing a game like DA2 to emote for you with a VP and cinematics seems valid. It is meaningful to you, therefore it is an RPG in that aspect, you are taking the role on as you see how it works for you.
I don't deny that having more moments with actualy consequences helps a lot in feeling more involved. It doesn't affect my view of whether my character is mine or not (which is what the poster I quoted was mentioning), but it is something that enriches the experience.
Yet, in my lack of being able to see how that works in DA2, while you still enjoyed Origins as well as DA2, says something about me. You certainly felt engaged and enriched by the DA2 story and character interactions, so in that sense it did some thing right. I just remember the one time where in my obstinance to see your point of view (this long ago), you just gave me one little aspect of how the experiences DA:O to DA2 were different for you, but both really meaningful, and I then saw what you meant.
You made me a nice guy, you meanie !
Yay for mutual respect even when we disagree.
I guess that makes us akin to DA2 rivals...
See, I guess the friend/rival thing works in real life as well, we are friends here while rivaling each other all the while, except I won't run away from you in times of trouble, like Izy did me, arrrgghh!.
#922
Posté 07 août 2011 - 05:13
Here's a few excerpts from the thread I made on the subject:
Instead of maybe actively inviting friends and LIs out for a walk around town, wouldn't it be nice to have them invite you to hang out with them? Sometimes alone with you or in a smaller group? Plenty of exploration and character interactive opportunities might be had in events that highlight a character's favourite area of the city and what they like to do in their spare time.
Or maybe it'd be cooler - and simpler -to invite the whole gang on a hunting trip and banter by the campfire while meat is roasting on a spit?
- going sword shopping with Fenris, or book shopping to help him catch up on his reading
- haggling for ingredients with Merril and Anders and maybe pick up a few recipes for potions
- trying on a few hats with Isabela and hang out at the docks looking at ships
- eavesdrop on some merchants with Varric and blackmail a few corrupt nobles
- watch Aveline punch out a thief in Lowtown, and have dinner at her place [apparently she cooks]
hoorayforicecream wrote...
- Romance partner shows up occasionally at the Hawke Estate at night. Hawke has the option to either kiss or sex... or both?
- Playing diamondback at the Hanged Man at night with friends. Hawke has the option to try to win some coin from his/her companions (minigame)
More esoteric ones:
- (Act 1-3) Lowtown bazaar interaction. Isabela and Merrill want to go shopping. Anders argues with Fenris about the mages and templars. Varric gathers a crowd to tell stories about Hawke. Aveline and Sebastian have a discussion about policing Kirkwall compared to Starkhaven. Hawke has the choice of spending time with any of these groups.
- (Act 3) Hightown party interaction. Hawke has been invited to a hightown party. Hawke and Romance partner arrives in alternate outfits. Varric and Sebastian have been invited, they mingle with guests and joke about how nicely the Romance partner cleans up. Aveline has been coerced into running security, looks very uncomfortable (perhaps in a dress uniform). Scene ends with the uninvited members of the group at Fenris' mansion playing diamondback, and they make some pithy comments.
- (Act 2) Hawke's dinner party. Leandra wishes to throw a dinner party, invites all companions. Mostly an opportunity for Leandra to talk to/with Hawke's companions and interact.
Modifié par axl99, 07 août 2011 - 05:14 .
#923
Posté 07 août 2011 - 05:38
axl99 wrote...
I liked seeing random people playing with the dog and all but would be nice to see some more venues for companion interaction. Quite some time ago some of us here toyed with the idea of using the Hanged Man as a hub where you can ask your followers to hang out for drinks, play some games and whatnot. Maybe even start a few brawls. A minigame thing if you will.
Here's a few excerpts from the thread I made on the subject:Instead of maybe actively inviting friends and LIs out for a walk around town, wouldn't it be nice to have them invite you to hang out with them? Sometimes alone with you or in a smaller group? Plenty of exploration and character interactive opportunities might be had in events that highlight a character's favourite area of the city and what they like to do in their spare time.
Or maybe it'd be cooler - and simpler -to invite the whole gang on a hunting trip and banter by the campfire while meat is roasting on a spit?- going sword shopping with Fenris, or book shopping to help him catch up on his reading
- haggling for ingredients with Merril and Anders and maybe pick up a few recipes for potions
- trying on a few hats with Isabela and hang out at the docks looking at ships
- eavesdrop on some merchants with Varric and blackmail a few corrupt nobles
- watch Aveline punch out a thief in Lowtown, and have dinner at her place [apparently she cooks]hoorayforicecream wrote...
- Romance partner shows up occasionally at the Hawke Estate at night. Hawke has the option to either kiss or sex... or both?
- Playing diamondback at the Hanged Man at night with friends. Hawke has the option to try to win some coin from his/her companions (minigame)
More esoteric ones:
- (Act 1-3) Lowtown bazaar interaction. Isabela and Merrill want to go shopping. Anders argues with Fenris about the mages and templars. Varric gathers a crowd to tell stories about Hawke. Aveline and Sebastian have a discussion about policing Kirkwall compared to Starkhaven. Hawke has the choice of spending time with any of these groups.
- (Act 3) Hightown party interaction. Hawke has been invited to a hightown party. Hawke and Romance partner arrives in alternate outfits. Varric and Sebastian have been invited, they mingle with guests and joke about how nicely the Romance partner cleans up. Aveline has been coerced into running security, looks very uncomfortable (perhaps in a dress uniform). Scene ends with the uninvited members of the group at Fenris' mansion playing diamondback, and they make some pithy comments.
- (Act 2) Hawke's dinner party. Leandra wishes to throw a dinner party, invites all companions. Mostly an opportunity for Leandra to talk to/with Hawke's companions and interact.
Me likes your suggestion and I love HFIC's suggestions big time.
#924
Posté 07 août 2011 - 05:51
b1322 wrote...
erynnar wrote...
jds1bio wrote...
So if, like someone said above they want to despise Isabela, maybe it would be more effective to select a posture to adopt for the particular conversation before selecting any actual thought-phrases. Then, perhaps based on the response from Isabela, you would get a timed set of options (think ME2's flashing paragon/renegade but with two or three options) at certain points allowing you to change your posture before continuing to speak. For instance, you can start out with a diplomatic posture, but then decide that what Isabela said pissed you off and take advantage of a posture change to throw your drink at her or something before telling her off. NOW you're taking advantage of cinematics.
Again with the ME in my Dragon Age. I am tired of the ME'ing of DA. I have ME for ME, and I like DA the DAO way. I wish they would strip out the ME things entirely ( the dialogue wheel for one, just give me a list of paraphrase with an icon ala TW2 if we must).
Still, I think the cinematics have been way over used in DA2. I don't want an movie where I play by doing comercial quests to get to the next movie. And what about the forced cinematics where I get shoved out the door so I can't go back and loot (ie in the Chantry after the battle with Karl and the Templars)?
I think you are absolutely right, there is too much ME in DA, why I dont understand and why try and fix DAO when it wasnt broken I dont understand either. They made such a great game and decided it didnt work.
I think The Matrix is one of the best movies ever made. And when I saw the second Matrix movie, I didn't like it nearly as much as the first. I wasn't happy with the direction the creators and the movie went in. In a way, it seems that for you DAO is the way The Matrix is for me. But I don't think that they made a great movie and then decided it didn't work. It did work, that's why they released it in theaters successfully. The movie is still the same and hasn't been changed, just like DAO is still the same game, and can be played in all its glory at any time.
But I have to accept that the Matrix creators, and others involved with the second and third movies, had the right to implement ideas and changes of their own, and they did. Same goes for DA2 and the DA team.
As for Karl and the Chantry, you can loot DURING combat if you wish. I suppose the letter and small amount of loot is an extra treat those who seek it out. But let's be real here, that particular battle doesn't exactly fit with "to the victor belong the spoils", does it?
#925
Posté 07 août 2011 - 05:56
Imagine, for example, a noble's vote similar to the Landsmeet. Using DA2 as an example, let's say that the nobles are meeting to vote for a new Viscount, and Hawke wants to influence the vote in a particular way (say, noble A is the one you want in power, because noble B is bad, like Arl Howe or something). The night before the vote, there's a grand gala ball, and all of the companions are in attendance. There are X key voters Hawke needs to convince to vote for A. Well, each one has a specific quest that you need to do (bring me this, convince X to stop doing Y, persuade Z to have an affair with me, etc.), and Hawke's companions can help brief her on what's going on. Isabela has the lowdown on Colonel Mustard, Merrill accidentally wandered into Lady Peanut Butter's estate and overheard something, Varric plays cards with Lord Jellyroll, etc.
Hawke is on a mission, but the player gets to see the living side of Kirkwall, with nobles and machinations and stuff, as well as sides of the companions that are hinted at by others, but not brought up in direct conversation. Maybe Hawke can even try to get the companions to speak to the people directly, e.g. ask Isabela to steal an item, ask Anders to cause a scene, call Aveline to arrest someone, etc. Depending on how you use them, they can gain rivalry or friendship as well (make Isabela do something she doesn't wish to, vs make her do something she does want).
We get a chance to see our loyal followers behaving in a new environment, get to know them, and get the feeling of the nobility as more than just the faceless people we rescued from the Qunari, but people with individual goals and aims that must be directed.
Modifié par hoorayforicecream, 07 août 2011 - 05:58 .





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