The Official Knight-Captain Cullen Discussion thread 2.0.
#26476
Posté 13 novembre 2012 - 01:11
#26477
Posté 13 novembre 2012 - 01:13
#26478
Posté 13 novembre 2012 - 01:21
#26479
Posté 13 novembre 2012 - 01:36
#26480
Posté 13 novembre 2012 - 01:37
#26481
Posté 13 novembre 2012 - 03:02
#26482
Posté 13 novembre 2012 - 03:38
#26483
Posté 13 novembre 2012 - 03:39
#26484
Posté 13 novembre 2012 - 05:58
#26485
Posté 13 novembre 2012 - 06:30
LolaLei wrote...
Oh! Apparently the next Mass Effect will be powered by Frostbite 2 engine as well. I can imagine the whole destructible environment thing would be perfect for a sci-fi game like ME.
http://www.g4tv.com/...e-new-gameplay/
didn't even know that they were making another...
#26486
Posté 13 novembre 2012 - 06:31
#26487
Posté 13 novembre 2012 - 06:57
In order to answer that question I had to really think about what factors could cause said problem. I came up with the following:
1) Not being able to have long conversations with them, that's triggered when the player chooses to approach the companion(s) - ( That's something that has apparently been changed back to the DA:O approach for DA3).
2) LI's discussing little else beyond what currently drives them - little to no talk of their family life, younger years, issues (beyond main personal goal bothering them). Hardly any light banter between protagonist and potential LI.
3) Atmosphere - The areas where conversations/interactions/love scenes took place often didn't have that certain ambience that can add to a scene/conversation/interaction. (DA:O campsite at night had an amazing atmosphere).
4) Most conversations relating to said companion taking place inside with no change to companions/protagonists surroundings - I preferred how in DA:O you could talk to your companions and have full conversations anywhere, rather than just in their home base.
#26488
Posté 13 novembre 2012 - 07:10
I don't mind that idea, although I really hope the conversations don't all occur in one set environment, particularly if it only takes place our castle (in the companions set areas). With an engine like Frostbite 2, they can create some absolutely stunning areas that could be used to full effect if brought in on the companion/character/npc interaction. Personally, the way a scene is set out during an encounter (especially during an important companion/LI event) will have more of an impact on me if the area it takes place in feels scene appropriate or gives me a striking backdrop to the drama/romance/bitter sweetness/sorrow/amusement etc.
#26489
Posté 13 novembre 2012 - 07:16
#26490
Posté 13 novembre 2012 - 07:21
That hair brushing one is cute too.
Modifié par PorcelynDoll, 13 novembre 2012 - 07:22 .
#26491
Posté 13 novembre 2012 - 08:36
LolaLei wrote...
Y'know what I'd really like in DA3 (aside from Cullen as a companion/LI?), that feeling of your companions being more than just followers. In DA:O they felt like my Warden's extended family, we learnt so much about them and grew to know their personalities that I wanted to help them all and was kinda sad when they all had to part ways at the end (excluding your choosen LI and/or the companion you choose to travel/stay with). Even in DA:A and Witch Hunt I grew attached to those companions quickly and we spent a lot less time with them. In DA2, I still grew attached to the companions, but not on the same scale as I did with those from DA:O/DA:A. It's not that the DA2 companions weren't full of personality, because they were... So why didn't I bond with them so easily?
In order to answer that question I had to really think about what factors could cause said problem. I came up with the following:
1) Not being able to have long conversations with them, that's triggered when the player chooses to approach the companion(s) - ( That's something that has apparently been changed back to the DA:O approach for DA3).
2) LI's discussing little else beyond what currently drives them - little to no talk of their family life, younger years, issues (beyond main personal goal bothering them). Hardly any light banter between protagonist and potential LI.
3) Atmosphere - The areas where conversations/interactions/love scenes took place often didn't have that certain ambience that can add to a scene/conversation/interaction. (DA:O campsite at night had an amazing atmosphere).
4) Most conversations relating to said companion taking place inside with no change to companions/protagonists surroundings - I preferred how in DA:O you could talk to your companions and have full conversations anywhere, rather than just in their home base.
I am quite new to BSN and I just saw your post. I am playing DA2 at the moment (I'm afraid I came to the Dragon Age games quite late!) I agree with all your comments. The interactions are just not the same and I can honestly say I do not have as much fondness for the DA2 companions like I did for the companions in DA:O and DA:A. (I really miss the Alistair's humour and Shale's sarcasm). I do like having a speaking PC though, but do miss my FMage Warden.
I too hope that Cullen will be a companion in DA3. Fingers crossed!
#26492
Posté 13 novembre 2012 - 11:27
This is much better stated than what I posted way back in the beginning on one of those "What did you think of your companions" threads. I think all I wrote was "I didn't care about any of my companions", which was all of this in a nut shell. Seeing it all broken down like you have it, Lola, is spot on. Particularly #'s 1 and 2.LolaLei wrote...
1) Not being able to have long conversations with them, that's triggered when the player chooses to approach the companion(s) - ( That's something that has apparently been changed back to the DA:O approach for DA3).
2) LI's discussing little else beyond what currently drives them - little to no talk of their family life, younger years, issues (beyond main personal goal bothering them). Hardly any light banter between protagonist and potential LI.
3) Atmosphere - The areas where conversations/interactions/love scenes took place often didn't have that certain ambience that can add to a scene/conversation/interaction. (DA:O campsite at night had an amazing atmosphere).
4) Most conversations relating to said companion taking place inside with no change to companions/protagonists surroundings - I preferred how in DA:O you could talk to your companions and have full conversations anywhere, rather than just in their home base.
Well done.
Edit: I'd like to add that I'm especially hoping (to further the immersion and feeling of attachment to companions /LI) that there will be some added nuances such as "eye only" conversations or touching. Not porno touching but subtle hand brushes or tucking the hair behind someone's ear. Some sense of intimacy one would only share with a good friend or LI.
Modifié par meanieweenie, 13 novembre 2012 - 11:34 .
#26493
Posté 13 novembre 2012 - 12:15
#26494
Posté 13 novembre 2012 - 12:25
You know, Lola, I agree with meanie, you've really hit on something here with #1 & #2. I know I've read through the dev discussions on the main boards about how the DA:O companion interactions were technically the same length as the DA2 interactions, but it really does make a difference to be able to chit chat as opposed to being fully quest driven. I hadn't thought about the fact that almost EVERY conversation with them was about their issue, though. There was some of that friendship building -- Fenris's past with the fog warriors, Aveline's father and her feelings about Wesley/Ferelden -- but certainly a lot less.LolaLei wrote...
1) Not being able to have long conversations with them, that's triggered when the player chooses to approach the companion(s) - ( That's something that has apparently been changed back to the DA:O approach for DA3).
2) LI's discussing little else beyond what currently drives them - little to no talk of their family life, younger years, issues (beyond main personal goal bothering them). Hardly any light banter between protagonist and potential LI.
3) Atmosphere - The areas where conversations/interactions/love scenes took place often didn't have that certain ambience that can add to a scene/conversation/interaction. (DA:O campsite at night had an amazing atmosphere).
4) Most conversations relating to said companion taking place inside with no change to companions/protagonists surroundings - I preferred how in DA:O you could talk to your companions and have full conversations anywhere, rather than just in their home base.
I also really like hearing what they have to say about me/my quests, as opposed to just being about them. Even tho she often had nothing of value whatsoever to say, I still always asked Leliana if she had anything to tell me about wherever we were. It did really add something to feeling that they were my companions as opposed to just my followers, if you know what I mean.
I'm honestly of two minds, though, on the locations for our conversations. In DA:O, I was so irritated by being accidentally ambushed by a companion into a weighty conversation during a battle/quest, that I never clicked on them outside of camp after a while. I really prefer limiting those convos to camp or somewhere/some time appropriate (but, of course, not how they did it in Awakenings... :shudder: Still never found out who some of those landmark clicks were for...). Sadly, it seems I also missed out on spontaneous kisses, tho! So, indeed, some middle ground would be nice, particularly to have some variety for certain types of conversations.
Also, I second the random touch/wordless conversation idea!! Of course, it's probably graphics limited, with clipping and such, but that would be so great!!
#26495
Posté 13 novembre 2012 - 12:26
#26496
Posté 13 novembre 2012 - 12:35
From what I understand, they're working on a way to let the protagonist participate in banter while allowing player agency. The player will be able to make their PC chime in if she wants. I'm not sure how exactly they'll implement this. Maybe they'll have some choices appear at the bottom of the screen as voluntary, ignorable interrupts.R2s Muse wrote...
Also, it would be nice for more of the banter to actually include you! I think we did this once upon a time... but suggestions for random Cullen banter around town??
#26497
Posté 13 novembre 2012 - 01:42
I like that they're trying to do this... but I'm kind of torn on this interrupt-type solution. Honestly, the ME interrupts make me anxious. One thing I appreciate about DA is that I can pause whenever I need to and don't need actual reflexes to do anything. I know they're trying to increase player agency, and that may be important to some, but I would have been fine with passive participation as well. But... we'll see how they implement it!berelinde wrote...
From what I understand, they're working on a way to let the protagonist participate in banter while allowing player agency. The player will be able to make their PC chime in if she wants. I'm not sure how exactly they'll implement this. Maybe they'll have some choices appear at the bottom of the screen as voluntary, ignorable interrupts.R2s Muse wrote...
Also, it would be nice for more of the banter to actually include you! I think we did this once upon a time... but suggestions for random Cullen banter around town??
#26498
Posté 13 novembre 2012 - 02:48
... plus graphic, again... of course...
#26499
Posté 13 novembre 2012 - 03:18
#26500
Posté 13 novembre 2012 - 05:02





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