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The reasons why Dragon Age 2 was mediocre.


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#226
Persephone

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Gunderic wrote...

Persephone wrote...

Gunderic wrote...

Persephone wrote...

Gileadan wrote...

Joy Divison wrote...
So DA2 without mods is simplified then?



DA2 scrapped all this for a simpler dialogue system where your character's attributes and skills no longer mattered, and an icon told you whether you were being nice, snarky, mean or flirty. I'd call that simplified alright.


and skill dots allowing me to "persuade" characters into 180% personality flips. But that's just me.


... that's how RPG's always worked...



The ENTIRE Might and Magic series begs to differ. But true, these classics aren't "true" RPGs, I suppose. :innocent:


Pen & Paper RPG's beg to differ. Conversation skills were ALWAYS a part of roleplaying games.


Right. All the Might and Magic games aren't RPGs then. Uh Huh. Sure. And I have done P&Ps as well as LARPs without conversation skills. Never mind that I like reactive dialogue more (As in DAII, yes) than illogical outcomes based on points. We will obviously never agree, so let's just say: We both love RPGs.

#227
upsettingshorts

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spiritofretribution wrote...

High realism, e.g. "Total War".


:lol:

...and I love the Total War series.

Go post that thought on the TWCenter boards and see what kind of reaction you get.  People assume RPGs are the only genre with grognards.

Modifié par Upsettingshorts, 14 octobre 2011 - 09:20 .


#228
Persephone

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Joy Divison wrote...

Persephone wrote...

It is. As I completely disagree and will stand by that viewpoint.


OK.  Just tell me, who is a more complex, sophisticated, and intriguing character as they play out in these two games: Loghain or Merideth?




Not fair, given my bias. Loghain always wins. Yet 90% think he is "EVIL and totally deserves to DIIIIIE!". So it seems that DAO wasn't quite as brilliant in that department either. I find Meredith to be an interesting character whose potential fell too pieces in the last 15 minutes of the game after a rather nice buildup. Another act to develop her further would have made her brilliant.

#229
In Exile

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Anomaly- wrote...
Wait, what previous complexity? In DA:O, you knew exactly what your character would say in full, you just didn't know what effect it would have. That's how real conversation works. In DA2, the effect is given to you, but it seems like they tried to still surprise you by saying something different from what you thought you would say. Imo, the mechanic is backwards and only served to make things awkward.


Just because you're bad at handling conversations doesn't mean that everyone is. You can RP how your character interprets a situation and made the 'awkward' choice, but dealing with an opaque dialouge tree that doesn't show you the causal implication of your action is bad. 

#230
Anomaly-

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In Exile wrote...
Just because you're bad at handling conversations doesn't mean that everyone is.


Uh.. what? I'm bad at handling conversations, because I expect them to function like real conversations? I'd ask you to give me an example of a real conversation that functions the way they do in DA2. If that's the way conversation works in your day to day life, I'd like to ask you to take off your top hat and pull an elephant out of it, because you're obviously a pretty badass magician.

You can RP how your character interprets a situation and made the 'awkward' choice,


There is one thing I can RP in DA2: a devilishly suave wizard. It doesn't matter what I say (I don't even know what I'm going to say!), because I can whip out a spell to ensure it turns someone on. Livin' the dream. Gandalf and Dumbledore got nothin'.

It's just not fair for all the other guys.

but dealing with an opaque dialouge tree that doesn't show you the causal implication of your action is bad. 


You mean that non-descript list that prompts you to simply say what you want to say, and leaves your personality, voice, mannerisms, companion reaction and everything else up to you and your companions to decide? Yeah, I agree, what a crappy mechanic. Who cares how many other things I'm free to RP when it makes it far more difficult to RP that devilishly suave wizard!

Modifié par Anomaly-, 15 octobre 2011 - 09:42 .


#231
Xewaka

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motomotogirl wrote...
Personally, DA2 wins out for me because Hawke has a discernible personality whereas the Warden doesn't, not really (guy/girl doesn't even speak).

You mean, Hawke has one of three personalities preassigned by Bioware, whereas the Warden can have any amount of personality traits you assign to him.

#232
Morroian

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Xewaka wrote...

You mean, Hawke has one of three personalities preassigned by Bioware, whereas the Warden can have any amount of personality traits you assign to him.

Hawke can be assigned character traits beyond the 3 default dialogue options by the player. The range isn't as wide as in DAO but its mor than just the 3.

#233
PSUHammer

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Do new threads need to be made rehashing this stuff over and over? Can't someone just utilize the existing feedback threads?

#234
StingingVelvet

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More choices, less repeated content, no more spawning from nowhere baddies.

That pretty much sums up my issues with DA2 and the devs have basically admitted to all of it, so it's looking pretty good for the future from my perspective. The DLC was already better and they had to work within established confines for it.

#235
Blessed Silence

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Story:

~~ The only thing that killed me with the DA2 progression is how Act 3 felt so ... blah and meaningless. Like a baloon that deflated. I actually enjoyed the side quests alot (I'm a person who HAS to look in every nook and cranny) and I don't think shoving them all into one act would have made a difference. Not sure what you even mean .... ~~

Animations:

~~What FF group? Er .... ????? I don't remember anyone here going "OMFG IT SHUD HAV FF GRAFX!" The animations you sugest would be .. well ... terrible. Unless they were Michael Jordan or could manipulate time. Time manipulation has been overdone since Max Payne. Though, granted .. to me the rogue animations made me a little nauseous heh.~~

Graphics:

~~ Er ... huh? I don't think many people could have handled the Crysis engine to begin with (I know my pc would have melted). But stillbirth? Really? Horrible analogy. Good graphics do NOT make a game (I can tell you some old C64 games that had poo graphics but awesome stories).~~

Cinematics:

If you make a game based only on lots of pre-rendered cinematics it will sell well (look at Final Fantasy or check "interactive movie" on wikipedia).

If you make a game concentrating solely on a good story/gameplay it will sell well too (e.g. Deus Ex: HR).

If you make a game with mediocre cinematics without having a good story or gameplay to pull it out it will be, well, mediocre (e.g. DA 2).

~~Okay .... you're just pulling at straws now.  How does DA2 have a bad story?  Or gameplay?  Or ... ugh forget it.  You give lots of negative opinions with very little basis of examples to back it up.~~

Player Character Customization:


~~Not really much of a joke, but to me I really don't care.  I've played games where people looked like blobs splattered on a screen.  I've played games where you could be M or F and just pick clothes color.  But this is a new age of gaming.  I think people would like more ineractive stories, so allowing them to customize the main character allows them to be in the story more than just having a preset one ... as if I was reading a book.  But customization also doesn't make a game either.  It's more like a bit of icing on a cake.~~

Toolset:

~~Bull.  Apparently you haven't seen the things people can do with toolsets in DA:O.  So how would you even know if a toolset wouldn't allow players to use their imagination for more awesome stories and quests for DA2?~~

As I said before, you throw a lot of negative feedback but very little examples to back anything up.  Though I agree you have your right to opinions, next time you should explain why you don't like something instead of comparing it to other games ... and if you do maybe give more ways it could be better.

#236
Willpower-J

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My trouble is I started DA2 right after completing DA:O.

The interface is clunky and clumsy, not nearly as clean and informative as DA:O.
The animations... odd. I suppose it's the style they were looking for, but such a disappointment after playing DA:O. Customization isn't as good, the story development, not as good... it ended up feeling like Dragon Age "light". Totally dumbed down, with another console-handicapped GUI.

I was so excited about this game... I guess I built it up in my own head too much.

I really hope they get back to the quality of DA:O for DA3.

#237
In Exile

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Anomaly- wrote...
Uh.. what? I'm bad at handling conversations, because I expect them to function like real conversations? 


No. You're bad at handling conversations in the real world, if you have a legitimately hard time either conveying your meaning to avoid misunderstandings. Conversation is not that unpredictable.

I'd ask you to give me an example of a real conversation that functions the way they do in DA2. If that's the way conversation works in your day to day life, I'd like to ask you to take off your top hat and pull an elephant out of it, because you're obviously a pretty badass magician.


In the real world, you know what you intend to say. That's what the iconic does. Flirting, for example, doesn't always end in romance. Aveline rejects you, though it's underused. 

There is one thing I can RP in DA2: a devilishly suave wizard. It doesn't matter what I say (I don't even know what I'm going to say!), because I can whip out a spell to ensure it turns someone on. Livin' the dream. Gandalf and Dumbledore got nothin'. 


This might melt your skull, but flirting with people attracted to you is usually succesful. 

You mean that non-descript list that prompts you to simply say what you want to say, and leaves your personality, voice, mannerisms, companion reaction and everything else up to you and your companions to decide?

Yeah, I agree that DA:O was an absolutely embarassing implementation of a dialogue system, but I don't see how that gets us any closer to talking about DA2. 

The best part is where your non-descript line is hardlocked to an NPC react, and inventing your mannerisms either means all the NPCs are unhigned or you're suffering from a serious handicap.

Yeah, I agree, what a crappy mechanic. Who cares how many other things I'm free to RP when it makes it far more difficult to RP that devilishly suave wizard!


You're not free to RP anything. If closing your eyes and imaging what your character does is RP, you can do that in absolutely every game, with absolutely everything. It's not a feature of the game for you to imagine your own content.

Beyond that, you have 0 input in how companions react. 

Modifié par In Exile, 15 octobre 2011 - 05:21 .


#238
In Exile

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Xewaka wrote...
You mean, Hawke has one of three personalities preassigned by Bioware, whereas the Warden can have any amount of personality traits you assign to him.


The Warden does not have any personality traits, because the Warden isn't allowed to have a personality, beyond Shepard's bland marine which is how the NPCs react to every line of dialogue. 

The argument that you can invent your own content and that makes it a part of your character is a little like saying atoms are sapient because you could imagine them talking. 

Modifié par In Exile, 15 octobre 2011 - 05:22 .


#239
Anomaly-

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In Exile wrote...
No. You're bad at handling conversations in the real world, if you have a legitimately hard time either conveying your meaning to avoid misunderstandings. Conversation is not that unpredictable.


Please pay more attention next time. I wasn't talking about conveying meaning, I was talking about knowing how people will react, despite the fact that you don't even know the words you're going to say.

In the real world, you know what you intend to say. That's what the iconic does.


No, that's what the line of text telling you what you're actually going to say does. The icons tell you the result.

Flirting, for example, doesn't always end in romance. Aveline rejects you, though it's underused.


That's one example, and it only exists because they had a plan for Aveline, which you can do nothing about.

This might melt your skull, but flirting with people attracted to you is usually succesful. 


I don't know many people my age who have maintained a successful relationship with the same girl for 10 years, and yet still have that healthy spark. I must be doing something right, but good on you for stooping to insults.

Yes, what you say is true, but you have to choose your words depending on what that person likes. Some like you to come on strong, while others prefer a more measured approach, still others like a challenge, and others like all kinds of other things. Typically, when you're just getting to know someone, you have to figure out what it is they like. And surely you are aware that even if someone finds you initially attractive, that doesn't mean they won't rapidly lose interest if you **** up badly enough.

None of that consideration is required in DA2. It's just "Hey, this is what they like! Choose this one!". Then you have to watch your Hawke say something you didn't expect in the cheesiest way possible, using the cheesiest body language possible.

Yeah, I agree that DA:O was an absolutely embarassing implementation of a dialogue system, but I don't see how that gets us any closer to talking about DA2.


Sorry, I figured because you were fond of DA2 that you would be intimately familiar with sarcasm. I'm just going to ignore that, I regret being sarcastic in the first place.

The best part is where your non-descript line is hardlocked to an NPC react, and inventing your mannerisms either means all the NPCs are unhigned or you're suffering from a serious handicap.


When I say inventing your mannerisms, what I mean is that you aren't forced to accept the ones Hawke makes without your consent. See above regarding cheesy lines and body language.

You're not free to RP anything. If closing your eyes and imaging what your character does is RP, you can do that in absolutely every game, with absolutely everything. It's not a feature of the game for you to imagine your own content.


Besides oversimplifying what I was saying, you aren't free to do that in a game that does those things for you. Sure you can close your eyes and imagine something, as you put it, but that would require you to make an effort to forget what you just watched Hawke say and do. That requires a little too much mental gymnastics on your part to be effective.

I realize it's a trade-off. I realize some people prefer their character to have a voice, body language, and other things given to them to help them identify that person's personality. However, that does severely limit the personalities available to you. Personally, I favor the alternative.

Beyond that, you have 0 input in how companions react. 


As you should. I'm not saying dialogue is hard. Obviously, someone who isn't socially inept should be able to do a reasonably good job at seducing someone if they choose to. However, having to pick between more than one option, and accounting for the fact that people can surprise you from time to time (I'm sure you're aware people aren't that 1 dimensional in real life) still requires some thought, which I much prefer to no thought at all.

Modifié par Anomaly-, 15 octobre 2011 - 09:54 .


#240
Morroian

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Anomaly- wrote...

As you should. I'm not saying dialogue is hard. Obviously, someone who isn't socially inept should be able to do a reasonably good job at seducing someone if they choose to. However, having to pick between more than one option, and accounting for the fact that people can surprise you from time to time (I'm sure you're aware people aren't that 1 dimensional in real life) still requires some thought, which I much prefer to no thought at all.

IRL one has the ability to correct misperceptions, in games like DAO if the dialogue is taken differently from how we meant it the game doesn't give us the ability to do that, impacting on the ability to role play and breaking immersion. 

#241
Anomaly-

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Morroian wrote...
IRL one has the ability to correct misperceptions, in games like DAO if the dialogue is taken differently from how we meant it the game doesn't give us the ability to do that, impacting on the ability to role play and breaking immersion. 


That's true. Obviously, you can try to smooth things over at some point. I do like having consequences that matter, though. By no means am I saying DA:O's system was ideal, but it did allow for some of this. I was able to turn off Morrigan/Leliana early on, but still successfully romance them by doing enough things right later on. However, if you did too many things wrong, it may be too large a deficit to come back from. I like that. Someone may never forgive you for running over their dog, and not even want to talk to you if you try smoothing it over. Or they may accept your apology, but they won't forget what you did and will never be particularly fond of you. Just a rough example.

#242
Joy Divison

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Persephone wrote...

Joy Divison wrote...

Persephone wrote...

It is. As I completely disagree and will stand by that viewpoint.


OK.  Just tell me, who is a more complex, sophisticated, and intriguing character as they play out in these two games: Loghain or Merideth?




Not fair, given my bias. Loghain always wins. Yet 90% think he is "EVIL and totally deserves to DIIIIIE!". So it seems that DAO wasn't quite as brilliant in that department either. I find Meredith to be an interesting character whose potential fell too pieces in the last 15 minutes of the game after a rather nice buildup. Another act to develop her further would have made her brilliant.


Well, the fact:

 - You do feel that about Loghain and not any DA2 characters says something.

 - 10% of the DA community can have a thread hundreds of pages long for over a year about a main antagonist from DA:O and not from DA2 says something.

 - The climax of DA2 falls apart says something

 - DA2 needs another act to make its story and characters brilliant says something.

I don't dislike DA2 but when we add up all these "says somethings," that makes for a disappointing game.

#243
Kail Ashton

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Act 3 & recycled dungeons

Mystery solved, threads now pointless

#244
In Exile

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[quote]Anomaly- wrote...
Please pay more attention next time. I wasn't talking about conveying meaning, I was talking about knowing how people will react, despite the fact that you don't even know the words you're going to say. [/quote]

And I disputed you actually know what you're saying in DA:O.

Beyond that, not being able to predict how people react to most of the things you say is, again, ridiculous. 

[quote]
No, that's what the line of text telling you what you're actually going to say does. The icons tell you the result.[/quote]

The wall of text tells you what words you're going to use. To use my burned out example:

That was a good idea. :happy:
That was a good idea. <_<
That was a good idea. :sick:

Pragmatics and expression (and situational context!) modulate text to a tremendous degree, and showing text only is miserable at conveying accurate information. 

[quote]That's one example, and it only exists because they had a plan for Aveline, which you can do nothing about.[/quote]

If you want to talk about how conversation really works, then surprises come from someone getting your meaning and then not doing with it what you expected, not someone pretending like you're saying something else. In the former case, they're acting in a way you didn't predicted. In the latter case, they're just unhinged. 

[quote]I don't know many people my age who have maintained a successful relationship with the same girl for 10 years, and yet still have that healthy spark. I must be doing something right, but good on you for stooping to insults.[/quote]

I didn't stoop to insults - I stooped to sarcasm and snark, and would have happily avoided doing so if you seemed interested in a discussion as opposed to saying things like "I'd like to ask you to take off your top hat and pull an elephant out of it, because you're obviously a pretty badass magician," because if what I said was offensive, then for that line alone I deserve an apology. 

[quote]Yes, what you say is true, but you have to choose your words depending on what that person likes. Some like you to come on strong, while others prefer a more measured approach, still others like a challenge, and others like all kinds of other things. Typically, when you're just getting to know someone, you have to figure out what it is they like. And surely you are aware that even if someone finds you initially attractive, that doesn't mean they won't rapidly lose interest if you **** up badly enough.[/quote]

If someone really likes you, they gloss over your screw ups. It's called the halo effect. It's a general phenomenon that has to do with social perception, whereby positive traits influence the perception of negative behaviour. 

You could mess things up, if someone thought you were cute and you outed yourself as a racist. But Hawke does none of these things, and everyone is receptive. 

[quote]None of that consideration is required in DA2. It's just "Hey, this is what they like! Choose this one!". Then you have to watch your Hawke say something you didn't expect in the cheesiest way possible, using the cheesiest body language possible.[/quote]

Yes, it's shocking that DA2 isn't a dating simulator. 

Whether or not flirting is always succesful is a different issue from having 4 different flirting options for varried success. 

[quote][/u]Sorry, I figured because you were fond of DA2 that you would be intimately familiar with sarcasm. I'm just going to ignore that, I regret being sarcastic in the first place.[/quote]

I know. But you were doing such a good job at it.

[quote]When I say inventing your mannerisms, what I mean is that you aren't forced to accept the ones Hawke makes without your consent. See above regarding cheesy lines and body language.[/quote]

Not having body language is unnatural - it leads to your character looking like an automaton. If mentally inventing content is what you consider RP, then you can as easily imagine that Hawke just does something entirely different. 

[quote]Besides oversimplifying what I was saying, you aren't free to do that in a game that does those things for you. Sure you can close your eyes and imagine something, as you put it, but that would require you to make an effort to forget what you just watched Hawke say and do. That requires a little too much mental gymnastics on your part to be effective.[/quote]

But it's not ridiculous to just watch the Warden stare dumbstruck at Alistair and imagine her being sauve and seducing him? I think any kind of imagined content (be it mannerisms, tone, etc.) is a level of mental gymnastic inappropriate for a game. But somehow there is this arbitrary cut-off that DA:O makes and DA2 doesn't, and I personally don't get it.

[quote]I realize it's a trade-off. I realize some people prefer their character to have a voice, body language, and other things given to them to help them identify that person's personality. However, that does severely limit the personalities available to you. Personally, I favor the alternative.[/quote]

Whereas I disgree that a video-game ever allows for more personalities that the game gives you, which is to say 3-4 if you're lucky. 

[quote]As you should. I'm not saying dialogue is hard. Obviously, someone who isn't socially inept should be able to do a reasonably good job at seducing someone if they choose to. However, having to pick between more than one option, and accounting for the fact that people can surprise you from time to time (I'm sure you're aware people aren't that 1 dimensional in real life) still requires some thought, which I much prefer to no thought at all.[/quote]

But that isn't an issue with the icons - it's an issue with the fact that characters don't react to what you say but rather what you pick. What we need to do to improve the dialogue is not lose the icons, but write better paraphrases (like DX:HR). Bioware currently has an in-house rule to have no words in the paraphrase and spoken line match up. That's stupid.

Right now, we have a case of (using absurd examples):

Paraphrase: Farming?
Spoken Line: You mentioned you grew vegetables?

What we need is:

Paraphrase: Growing vegetables?
Spoken Line: You mentioned you grew vegetables?

Modifié par In Exile, 16 octobre 2011 - 05:39 .


#245
seraphymon

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In Exile Wrote...
But it's not ridiculous to just watch the Warden stare dumbstruck at Alistair and imagine her being sauve and seducing him? I think any kind of imagined content (be it mannerisms, tone, etc.) is a level of mental gymnastic inappropriate for a game. But somehow there is this arbitrary cut-off that DA:O makes and DA2 doesn't, and I personally don't get it.


I dont know if i can explain it to you. But for me I think the reason for it is because its much easier to work with something in a blank state, than something that establishes its own expressions, body language, tone etc. The mental gymnastics is easier to picture and put in when you have nothing to go on because then at least its on a neutral footing.

I also think there should be some imaginary stuff put into games, people always say well id just read a book. But the opposite is also true, such as i would just watch a movie if everything is done for you.

#246
Anomaly-

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[quote]In Exile wrote...
And I disputed you actually know what you're saying in DA:O.

Beyond that, not being able to predict how people react to most of the things you say is, again, ridiculous. [/quote]

You know the words you're saying. If they're your words, you would expect to know them, right?

Of course you can predict how people will react, but in DA2, you know. You're never wrong. That, to me, is ridiculous.

[quote]
Pragmatics and expression (and situational context!) modulate text to a tremendous degree, and showing text only is miserable at conveying accurate information. [/quote]

Yes, you do have a point with that example. That is the one advantage that I do recognize about being able to distinguish the tone you want to convey. The thing is, I just think when it gets to the point where there is never a misunderstanding, and all you have to do to seduce someone is click the heart, it takes far too much of the thought out of it.

[quote]
If you want to talk about how conversation really works, then surprises come from someone getting your meaning and then not doing with it what you expected, not someone pretending like you're saying something else. In the former case, they're acting in a way you didn't predicted. In the latter case, they're just unhinged. [/quote]

But typically, the whole reason they don't do what you expected is because they misinterpreted your meaning. My girlfriend was in our uni's bookstore a while back, looking to buy a carrying bag for a laptop. The guy showed her one, and she remarked that she was looking for something with more of a professional look. The guy got totally rude with her and made some rude remarks. She was very "diplomatic" in her tone, and nothing she said reflected on him in any negative light whatsoever. He didn't make that case, he just sells it. And yet, he took offense, and reacted in a way she didn't predict.

On the other hand, I've had similar experiences with salespeople who don't give a rat's ass what you say about what they're selling, even if you're inelegantly blunt about it. After all, you're not remarking on their sales skills, and you're not intimately familiar with how attached they are to their product.

I should remark that neither place operates on commision. Two similar situations, two different results. The first guy acted in a way she didn't predict, but that was because he mistook her meaning. Perhaps he was very passionate about that bag, and thought that her comment somehow reflected badly on him for liking something that someone didn't think looked very professional. None of which did she actually say, nor did her tone suggest so. Maybe he was just having a bad day. Those are all things you can't predict. Just choosing your words and your tone is not enough to be certain of an outcome.

Are you honestly telling me you've never experienced a conversation that involved outside factors you could neither predict nor control?

[quote]
I didn't stoop to insults - I stooped to sarcasm and snark, and would have happily avoided doing so if you seemed interested in a discussion as opposed to saying things like "I'd like to ask you to take off your top hat and pull an elephant out of it, because you're obviously a pretty badass magician," because if what I said was offensive, then for that line alone I deserve an apology. [/quote]

Nah, you're right, I did provoke that. Though to be fair, I was reacting to your accusation that I'm bad at conversation. Or did I mistake that? I perceived an aggressive and annoyed tone, is that what you intended? Was my reaction what you predicted?

I'll apologize when you do.

[quote]
If someone really likes you, they gloss over your screw ups. It's called the halo effect. It's a general phenomenon that has to do with social perception, whereby positive traits influence the perception of negative behaviour.[/quote]

I'm familiar with the concept of rose tinted glasses. That only goes so far though, and I can think of many examples to the contrary. I spend a lot of time working out, and I had a friend who did so too. Girls would be initially attracted to him because of his body, and assume that he was strong and in control of things. Sadly, they would eventually find out that he was pretty submissive and not the ambitious go-getter they originally thought.

Have you never heard of coming on to strong, or moving too quickly, or failing to make a move, etc? Regardless of how attracted someone is to you, you are by no means immune to doing wrong.

DA2 went through all the trouble of allowing you to build a dominant personality, and giving you additional dialogue options based on that. I find it odd that it wouldn't play a bigger role in romances. I haven't played in a long time, but from what I remember, you just click the heart icon and do personal quests. Beyond that, none of the love interests react in any significant way to how your personality develops as they get to know you more. There might be the occasional rivalry point or something, but it seems like a pretty big missed opportunity to me.

[quote]
Yes, it's shocking that DA2 isn't a dating simulator. [/quote]

I don't expect that, just to think about what you say and have the possibility of screwing up.

[quote]
Whether or not flirting is always succesful is a different issue from having 4 different flirting options for varried success. [/quote]

How is it different? Having 4 options means you can succeed or fail in different measures. Having one means you can succeed. Even two would be a vast improvement.

[quote]
Not having body language is unnatural - it leads to your character looking like an automaton. If mentally inventing content is what you consider RP, then you can as easily imagine that Hawke just does something entirely different. [/quote]

I realize the absence of body language is a detriment to RPing. However, none of Hawke's body language was anything close to what I intended to RP. Inventing body language is much easier than forgetting old body language, then inventing new body language, especially when the old body language severely affected your ability to take the conversation seriously from that point on.

[quote]
But it's not ridiculous to just watch the Warden stare dumbstruck at Alistair and imagine her being sauve and seducing him? I think any kind of imagined content (be it mannerisms, tone, etc.) is a level of mental gymnastic inappropriate for a game. But somehow there is this arbitrary cut-off that DA:O makes and DA2 doesn't, and I personally don't get it.[/quote]

I agree that you shouldn't really have to invent body language when playing a modern, graphical game. But in this case, I would prefer it. The arbitrary cut-off is what I mentioned earlier, when the body language given to me contradicts what I intended so much that I strongly suspect I wasn't the target audience for this game.

[quote]
Whereas I disgree that a video-game ever allows for more personalities that the game gives you, which is to say 3-4 if you're lucky. [/quote]

I think it can be any number, though that is definitely better suited to more open world games like TES that don't rely as much on a pre-determined protagonist and cinematics/dialogue. Skyrim might change that, who knows.

[quote]
But that isn't an issue with the icons - it's an issue with the fact that characters don't react to what you say but rather what you pick. What we need to do to improve the dialogue is not lose the icons, but write better paraphrases (like DX:HR). Bioware currently has an in-house rule to have no words in the paraphrase and spoken line match up. That's stupid.[/quote]

Yes, that is stupid. I'm not sure how that would be enough to solve the problem, though. If I still don't have to think about what to say, I'm not very interested.

Modifié par Anomaly-, 16 octobre 2011 - 11:39 .


#247
Lord_Valandil

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At this point, we all know the reasons. Do we really need even more reasons?

And, by the way...

Link

Old news perhaps, but...they were caught off-guard...really? That made me laugh a lot.

Modifié par Lord_Valandil, 16 octobre 2011 - 05:56 .


#248
Addai

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In Exile wrote...

But it's not ridiculous to just watch the Warden stare dumbstruck at Alistair and imagine her being sauve and seducing him? I think any kind of imagined content (be it mannerisms, tone, etc.) is a level of mental gymnastic inappropriate for a game. But somehow there is this arbitrary cut-off that DA:O makes and DA2 doesn't, and I personally don't get it.

No.  It's called imagination, and it's much more supple and complete than any awkward pixel animation could be.

#249
Zkyire

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rak72 wrote...

I stopped reading at your Hawke should be male & predefined. If I were forced to play Douchy McDouche Garret Hawke, that would have been enough to make me storm the bioware office with my pitch fork. You may be a dude & like to play dudes, but many of us ladies would like a character WE can relate to. This is the whole reason I didn't bother trying the Witcher.


How do you know you wont relate to Geralt if you never even bothered to play?

There's more to relating and immersion than whether or not a character has ******.

#250
Gemini1179

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IEatWhatIPoo wrote...

rak72 wrote...

I stopped reading at your Hawke should be male & predefined. If I were forced to play Douchy McDouche Garret Hawke, that would have been enough to make me storm the bioware office with my pitch fork. You may be a dude & like to play dudes, but many of us ladies would like a character WE can relate to. This is the whole reason I didn't bother trying the Witcher.


How do you know you wont relate to Geralt if you never even bothered to play?

There's more to relating and immersion than whether or not a character has ******.


I'm male and I prefer to play a female character because it is something that I can't relate to which makes things more interesting. I don't like to play ME and DA to self-insert myself all the time. Although I do play males in each game, and have fashioned a DA and ME character after myself, I prefer losing myself in a completely foreign character that I chose to create.