Top 5 things to revive from DA:O
#26
Posté 17 octobre 2011 - 11:13
#27
Posté 17 octobre 2011 - 03:11
1. Dialogue skills like presuade, cunning, etc: I do believe this can still work with the dialogue wheel
2. Exploration: I can understand being limited to mostly one city in DA2 but considering what's happened I think the next game needs to explore more the world than even origins did
3. Companion armor: For those that make sense, not being able to change the armor of someone like Aveline makes sense but a companion like anders should be open to getting better robes/armor
4. Origins, ONLY if it has a more meaningful impact than it did in DA:O, I think class had more an effect on the dialogue in DA2 than being an elf did most of the time in Origins
5: Better Specializations for Warriors: Warrior hawke is stuck with Templar and Two options that are kinda sort of evil (To get Reaver in Origins you had to screw around with a holy relic for crying out loud) A Nicer Warrior should get something like Champion.
#28
Guest_PresidentCowboy_*
Posté 17 octobre 2011 - 03:35
Guest_PresidentCowboy_*
- More dialogue, again MOTA is getting to this
- More diverse quests/areas
- Coherent plot, though not as cliché please
- Non-combat skills like persuasion, etc.
Oh and for the love of all that is holy, do not bring back DAO's companion dialogue system. I don't want to hear some lore/stories from all my companions then not hear a peep out of them for the rest of the game.
#29
Posté 17 octobre 2011 - 04:31
OP's 1, 2, 4, 5, no no no no. Do not want. Still, I expect number 2 will be coming back, which is appropriate as #2 is #2. I can almost empathize on skills, but if they add anything to the character's "powers" I'd rather see something like Fallout's Perks in place of skills. The distinction between skills and abilities was pretty arbitrary and I felt that it was just another layer of trope gaming that is long since dead. Four was unnecessary, imo, too. I prefer to be shown not told, so I like the idea of choosing tone over explicit "voice actions." Number Five is not alive. Please let that stay dead, dead, dead. I've played 100 games like DAO. I'm up for some new fun.
Now my five:
1) Give the player authority, like in DAA. Customize your base, lead your people.
2) Longer or "multi-node" romances. DA2's felt faster... maybe that's just me?
3) The wonder back into magic. I love to play mages. Let's face it, magic in DA2 was kind of a drag. Damn near everyone that could wield magic was a ****head or a demon ****er in DA2. DAO had Shale and the Anvil of the Void... Magic and Lyrium were objects of amazement in DAO and I enjoyed that... but in DA2 any magic not wielded by my character was kind of a downer.
4) Poop jokes. Seriously, I miss Oghren. In MotA, someone says "it smells like sulfur!" after the first ghast attack. I smiled to myself and could almost hear Oghren saying something like "Ooops. I guess I got excited. Let me get downwind some."
5) My character's choices have to have more impact on the visible game world and story. Who is alive, who is dead, who is in a box with a vial of radium. I didn't feel that in DA2. The "march to war" during DAO's ending changed depending on several choices the Warden made and I liked that.
#30
Posté 17 octobre 2011 - 04:58
Keep the comments coming folks, I am enjoying seeing what everyone else thinks.
#31
Posté 17 octobre 2011 - 05:22
jakeleveg wrote...
I just wanted to discuss things I would like to see in DA3 that were lost in the transition from DA:O to DA2. Here are my top 5, what are yours?
1. Skills: I really enjoyed having the skills to choose from, which I thought also added to the customization of the player and companions. Loosing these in DA2 seemed to take something away from individualizing the party.
2. Companion Armor: I am sure this has been discussed ad nauseum, so I will simply say being unable to change the armor on the companions was not a positive for me.
3. Travel: I liked traveling across Ferelden, going from a city to a mage tower to mountains to a dwarven city under mountains. This was lost in DA2 and I felt it took the sense of "adventure" from the game, though don't ask me to define what that means. I also include in this category the loss of random encounters when traveling. I thought they added a sense of traveling to moving across the map.
4. Dialogue "skills": What I mean by this is that I loved having the ability to intimidate, lie, and persuade. Rogues were great to have high cunning and persuade, fighters high strength to intimidate. I was actually hoping for an expansion of this in DA2, and instead it was simplified to a special star icon brought on from prior dialogue.
5. Antagonist: I have read and understand what the developers were trying to do with not haveing a central antagonist in the game. However, I missed having a Loghain type I knew I would eventually encounter. It also helped that he was somewhat fleshed out throughout the game. Despite the cliche of it, I also missed having a central villain of the game, the archdemon. In DA:O we had two major antagonist, Loghain and the archdemon. In DA2, we didn't really have one. One could argue the Arishok and Meredith were both antagonists, but somehow it just didn't feel the same.
Well, there they are. Please share yours!
1) Skills I miss playing as a Dual wield warrior, I felt unique... bring it back!.
2) I like DA2 dialogue system and more important the main character is able to talk and banter with party.
3)Romances.. I miss DAO aproach to them. let us kiss/bed/play cards/talk to them at any time we want.
3)With the introduction of legacy we have 3 enemies.. The boss in legacy, Orsino and Meredith can we choose 2 out of 3 as our end bosses?
IF sided with ** -> the promese to visit the golden city, more Power.
IF sided with meredith: killing the mages because of what they might become-> Mages revolt.
IF sided Anders-Orsino-> mages revolution!!!.
4) let our choices be reflected in the game by our actions..
Just like Origens be queen/enchanter/warden-commander or DEAD (for the few who wants to kill everyone in da universe).
#32
Posté 17 octobre 2011 - 05:52
1 Realistic Combat
2 Dialogue options
3 Romance back from origin and i want the romance in origin mean something in DA3
4 Protaganist is that I really want to continue the warden because i felt that it didn´t felt like a good conlusion, but if it is going to be a new protaganist then i hope that the origin stories will be back because then you can a least create your image character
5 strong storyline with a goal and a antoganist
#33
Posté 17 octobre 2011 - 05:58
2: More vibrant and alive world. They should revisit their aging engine.
3: Skill for Barter etc and stealh back . But Unlike the Tallis DLC . I know they experimented with the shadow and stealhy approach but my warrior should not be a rogue or thief. It's was just decent.
4: Nice and long sidequest or Guild for different class. Yes it's very Skyrim like but well I love that . I want my Hero to have more freedom in choice.
5:Slower combat . I don't want my warrior to be Goku and warp around at the speed of light. I want enemy to actually block and parry and dodge.
Modifié par Suprez30, 17 octobre 2011 - 06:00 .
#34
Posté 17 octobre 2011 - 06:07
jakeleveg wrote...
I just wanted to discuss things I would like to see in DA3 that were lost in the transition from DA:O to DA2. Here are my top 5, what are yours?
1. Skills: I really enjoyed having the skills to choose from, which I thought also added to the customization of the player and companions. Loosing these in DA2 seemed to take something away from individualizing the party.
2. Companion Armor: I am sure this has been discussed ad nauseum, so I will simply say being unable to change the armor on the companions was not a positive for me.
3. Travel: I liked traveling across Ferelden, going from a city to a mage tower to mountains to a dwarven city under mountains. This was lost in DA2 and I felt it took the sense of "adventure" from the game, though don't ask me to define what that means. I also include in this category the loss of random encounters when traveling. I thought they added a sense of traveling to moving across the map.
4. Dialogue "skills": What I mean by this is that I loved having the ability to intimidate, lie, and persuade. Rogues were great to have high cunning and persuade, fighters high strength to intimidate. I was actually hoping for an expansion of this in DA2, and instead it was simplified to a special star icon brought on from prior dialogue.
5. Antagonist: I have read and understand what the developers were trying to do with not haveing a central antagonist in the game. However, I missed having a Loghain type I knew I would eventually encounter. It also helped that he was somewhat fleshed out throughout the game. Despite the cliche of it, I also missed having a central villain of the game, the archdemon. In DA:O we had two major antagonist, Loghain and the archdemon. In DA2, we didn't really have one. One could argue the Arishok and Meredith were both antagonists, but somehow it just didn't feel the same.
Well, there they are. Please share yours!
Nah let's go thru your
1- Sure, that works
2- No armor looked like crap in origins, rather have the unique look if it means they don't look stupid everytime i see a cut scene
3- so you like load screens and random encounters? the majority of civilization does not,so you get a NO
4- pointless and the personality responses basicly covered it
5- The Arishok was the great Antagonist who was killed too early, Act 3 was just a disaster we'd all like to forget
#35
Posté 17 octobre 2011 - 06:25
2) Variety in monsters. My biggest complaint with DA2 is the lack of variety in enemies. I don't care about the ranking system and I really don't mind that they attack in waves, but I wish there were more than five or six types or monsters. I feel like I'm up to my armpits in Shades.
3) Dwarf chicks. I can rationalize that there are dwarven women in DA2 just as I could rationalize that there were dwarven children in Orzammar, I just can't see them … but still, their absence feels odd.
4) Drakes. Again, I can handwave the absence of drakes as being the result of an-female cluster in the Bone Pit … but I shouldn't have to.
5) Demon corruption — that creeping, squelching meat moss that covers the Mage tower in Origins and marks the presence of demons. For all the demons present in DA2, there is none of this.
Modifié par thats1evildude, 17 octobre 2011 - 08:20 .
#36
Posté 17 octobre 2011 - 06:34
Everwarden wrote...
Everything. Just bring back the entire style and pretend Dragon Age 2 was a bad dream.
Shame it wasn't a dream.. just bad.
#37
Posté 17 octobre 2011 - 08:19
#38
Posté 17 octobre 2011 - 08:49
1)
1)
1)
1)
Oh hell, just revive 'the shuffle'
#39
Posté 17 octobre 2011 - 09:18
jakeleveg wrote...
I just wanted to discuss things I would like to see in DA3 that were lost in the transition from DA:O to DA2. Here are my top 5, what are yours?
1. Skills: I really enjoyed having the skills to choose from, which I thought also added to the customization of the player and companions. Loosing these in DA2 seemed to take something away from individualizing the party.
2. Companion Armor: I am sure this has been discussed ad nauseum, so I will simply say being unable to change the armor on the companions was not a positive for me.
3. Travel: I liked traveling across Ferelden, going from a city to a mage tower to mountains to a dwarven city under mountains. This was lost in DA2 and I felt it took the sense of "adventure" from the game, though don't ask me to define what that means. I also include in this category the loss of random encounters when traveling. I thought they added a sense of traveling to moving across the map.
4. Dialogue "skills": What I mean by this is that I loved having the ability to intimidate, lie, and persuade. Rogues were great to have high cunning and persuade, fighters high strength to intimidate. I was actually hoping for an expansion of this in DA2, and instead it was simplified to a special star icon brought on from prior dialogue.
5. Antagonist: I have read and understand what the developers were trying to do with not haveing a central antagonist in the game. However, I missed having a Loghain type I knew I would eventually encounter. It also helped that he was somewhat fleshed out throughout the game. Despite the cliche of it, I also missed having a central villain of the game, the archdemon. In DA:O we had two major antagonist, Loghain and the archdemon. In DA2, we didn't really have one. One could argue the Arishok and Meredith were both antagonists, but somehow it just didn't feel the same.
Well, there they are. Please share yours!
1. Skills: I thought it was too complicated and just "too much" in DA:O so I'm fine not having the skills. On the first playthrough, I didn't even understand what they meant, so I f'ed up and didn't have good persuasion skills and couldn't persuade a certain someone to sleep with a certain someone.
2. Companion Armor: I loved changing my companions' armor (I always got Morrigan out of that disgusting outfit as soon as possible; I would even put her in rogue armor ... hey I am a straight gal, ya can't blame me XD). However, I also like the Companion-specific armor of DA2. Perhaps Companion armor upgrades? (in APPEARANCE, not just "adds an extra rune slot)
3. I like both the story in DA:O and DA2; one is just on a larger scale. I like political intrigue, so I was fine with staying in one city and the surrounding area.
4. Dialogue skills: Okay, I guess, but I was fine with what DA2 did.
5. Antagonist: I prefer DA2's "every person is partly good and partly bad" mentality. DA:O was too LOTR for me, but hey, everyone has his or her preference when it comes to such things.
What I would bring back: Ability to play multiple races as well as classes, different origin stories (not the same character), the ability to talk to your Companions whenever you like (not just during certain plot points.
However, I understand the logistics as to why this was changed in DA2 and I have faith in the developers that DA3, even if it differs from both DA:O and DA2, will be just as fun and enjoyable for me.... so long as they continue to make hot and sexy elves and mages for my PC to romance, of course >.>
#40
Posté 17 octobre 2011 - 09:22
2. Persuasion / Intimidate
3. Tactical Cam.
4. Art Direction.
5. Tactical Cam.
#41
Posté 17 octobre 2011 - 09:34
2.) DAO's artstyle, I really didn't like DA2's more comical style, it didn't fit with what Bioware intended to do with dragon age 2. They wanted it to be a dark brutal and gritty fantasy game (according to the developers) yet the artstyle looks colorful and comical, almost happy.
3.) The combat, wish DA2 had the combat animations from DAO, it felt more ''substantial'', the animations had force, the weapons had weight, it felt like a real brutal fight. DA2 combat is more like a cheap 80's martial-arts-ninja movie. And of course no combat waves, more enemy diversity and .... you get the idea.
4.) Origins less linear and more exploration-friendly levels, in comparison DA2's levels felt like a narrow corridor. Remember the Brecilian forrest? I want that back. And I don't even want to get started with the awful level recycling.
5.) DAO's more credible characters. Pretty much everyone in DA2 was mentally ill or outright crazy in some way, even the companions. I didn't care about anyone, I couldn't relate to the characters at all, they were just lunatics banging their heads in. Halfway through the game I just wanted Hawke to leave Kirkwall behind and return to Lothering to start a new life, to hell with the mages and the templars.
#42
Posté 17 octobre 2011 - 10:00
2. DAO's combat, but maybe a tad faster (especially getting rid of those interrupts from every enemy attack! That got so annoying)
3. Well-developed romances where you don't sit still for three years then fling into bed right after the first kiss regardless of who the LI is.
4. Choice
5. Race choice (And I demand Kossith!)
#43
Posté 17 octobre 2011 - 10:30
2. The ability to initate character dialogue/Origins quality of conversations in general: As well as being able to take the initiative regarding companion dialogue, bring back the depth of the conversations in Origins. I'm talking about things like tales of Zevran's exploits, and Leliana's stories. But all companions had more dialogue in Origins, as well as NPCs; there are multiple NPC characters in Origins you can have detailed conversations with like Lanaya, Anora - basically any plot important NPC in Origins has a lot of dialogue, whereas in DA:2 this is limited to the Arishok - although it is done excellently here - and kind of with Meredith and Orsino.
3. This partially links into point two, but a home base where all of my companions gather; the party camp in Origins was one of its strongest points, it really gave a feeling of 'being in this together' so to speak, especially at moments like Leliana singing. Also, Bodahn and Sandal being travelling merchants fitted them much better; it was far more believeable for them to be staying with the Warden for protection during the blight than when they stayed with Hawke. Especially as they had the entire party to sell supplies to, rather than just camping out in Hawke's mansion for no particular reason. (That we were told of, I like to think Sandal is attracted to the people who will change the DA world)
4. Romance: The romances in DA:2 really didn't feel like they had as much depth to them as those in Origins. Obviously this is entirely subjective, and I know that there are lots of fans for the DA:2 romances, but whereas I felt that the romances in Origins were part of a natural character progression - with game changing consequences - those in DA:2 felt 'tacked on'. Like they developed the main character dialogue, then wrote the romance dialogue and inserted it in place of regular dialogue when you picked the <3 icons. Also get rid of the heart icons - when all you have to do is pick the icon and barely read the text in order to initate dialogue, I challenge you to explain to me how that is not dumbed down. Of the romanceable female NPCs, I didnt particularly like either of them - compared to Origins where the Morrigan storyline is basically all that's keeping me interested right now. Isabella in particular I disliked, and Merril got on my nerves at first so my inital playthrough was no romance. On my second runthrough, I attempted the Merril romance, but was hit by the questioning beliefs bug at the beginning of Act 3 I think, so I could never finish the romance. A good yardstick for the strength of the romances is to compare the volume of squeeing - I think the female fans made a bigger fuss over Alistair than Fenris/Anders, hmm?
The final, and most likely controversial, thing I'd like to say about romances, is to not have each character be bisexual. I vaguely remember reading some hand-waving argument regarding the romances not being bisexual, it being like a Schrodingers Cat situation where they can be heterosexual to either gender until you pick and collapse the wave function. (Aside from Isabella obviously). But to me a companion should have a disticnt character - it helps make them more memorable, and making only one or two companions bisexual - like Origins - would help achieve this. Equally I think we could perhaps have a romance option which is only homosexual.
5. Phew! Final point: The combat system. This would be ideal - tactial, pause and play combat, with the overhead camera option. It won't happen. So instead I'd ask for the combat to at least be slowed down a little, and for the +X% attack speed enchantments/spells to be limited to Haste/One Item/Ability only please - though very powerful and almost necessary on Nightmare, these abilites make combat look ridiculous. The speed of combat in general needs to be slowed down, but again, there's only so much Bioware is willing to change.
/Essay
#44
Posté 17 octobre 2011 - 11:18
The fact that I'm an engineer doesn't mean I'll cut the bread with a screwdriver, because "only rogues can use knives"
2 - Skills. Let herbalism be the example. "Crafting" in DA2 made no sense. I've found my first elfroot. I can "craft" 143256463 elfroot potions. Cool. But I can't "craft" a single other potion because I'm missing an elfroot. Right ...
3 - Dialogues. Proper ones. With consequences. Lots of them.
Green / Purple / Red options for most of the time doesn't really do the job.
If I'm telling someone to go to hell I don't expect them to talk to me like nothing has happened. If I'm speaking against someone, in public, I don't expect them to give me a job first thing when the conversation ends.
4 - Romances. I'd rather try to figure out my companions characters and choose my dialogue options carefully, instead of simply pressing "heart button"
5 - Consequences of my actions. If I kill NPC X, NPCs Y, Z and B will hate me. C will try to kill me. M & Q will be like a honey badger - they won't give a s**t. D on the other hand will like to know me and give me something shiny. Etc ...
6 - Yay for cheating - MOAR FREEDOM.
Modifié par Bestyj669, 17 octobre 2011 - 11:23 .
#45
Posté 17 octobre 2011 - 11:26
Kail Ashton wrote...
jakeleveg wrote...
I just wanted to discuss things I would like to see in DA3 that were lost in the transition from DA:O to DA2. Here are my top 5, what are yours?
1. Skills: I really enjoyed having the skills to choose from, which I thought also added to the customization of the player and companions. Loosing these in DA2 seemed to take something away from individualizing the party.
2. Companion Armor: I am sure this has been discussed ad nauseum, so I will simply say being unable to change the armor on the companions was not a positive for me.
3. Travel: I liked traveling across Ferelden, going from a city to a mage tower to mountains to a dwarven city under mountains. This was lost in DA2 and I felt it took the sense of "adventure" from the game, though don't ask me to define what that means. I also include in this category the loss of random encounters when traveling. I thought they added a sense of traveling to moving across the map.
4. Dialogue "skills": What I mean by this is that I loved having the ability to intimidate, lie, and persuade. Rogues were great to have high cunning and persuade, fighters high strength to intimidate. I was actually hoping for an expansion of this in DA2, and instead it was simplified to a special star icon brought on from prior dialogue.
5. Antagonist: I have read and understand what the developers were trying to do with not haveing a central antagonist in the game. However, I missed having a Loghain type I knew I would eventually encounter. It also helped that he was somewhat fleshed out throughout the game. Despite the cliche of it, I also missed having a central villain of the game, the archdemon. In DA:O we had two major antagonist, Loghain and the archdemon. In DA2, we didn't really have one. One could argue the Arishok and Meredith were both antagonists, but somehow it just didn't feel the same.
Well, there they are. Please share yours!
Nah let's go thru your
1- Sure, that works
2- No armor looked like crap in origins, rather have the unique look if it means they don't look stupid everytime i see a cut scene
3- so you like load screens and random encounters? the majority of civilization does not,so you get a NO
4- pointless and the personality responses basicly covered it
5- The Arishok was the great Antagonist who was killed too early, Act 3 was just a disaster we'd all like to forget
1 - Ok
2 - I said I liked customization, not bland armor. Asides that, there is nothing wrong with having basic leather, chainmail etc. and then additional multiple special sets if armor which look unique and pleasing to the eye (available from spending $, crafting, looting, quest rewards).
3 - After reading the other posts to me it seems a majority of the civilization enjoyed the "adventure" feeling one got from traveling all over a continent, not just from a city to 3 "outside" areas that were copy/paste of each other. And yes, I do like random encounters. To me, and this is my opinion, it adds a sense of actually going somewhere.
4 - Being able to persuade and intimidate was not pointless and very much added to the game. Personality responses in no way were the same as being able to persuade/intimidate NPCs. They are not even in the same realm, not sure how you can even make that comparison.
5 - If you like a dude that sits in a chair and complains for two Acts, adds nothing of value to the game, and culminates (if you went solo) in a long, tedious and utterly boring battle, sure he was a good antagonist. I for one, found him to be two-dimensional, boring, failing with any backstory, and in every was outdone by Loghain from DA:O.
But, again, these are my preferences.
#46
Posté 17 octobre 2011 - 11:26
but i'll just these, i really don't want to write a long ass post right now.
1)
2) Tactical Cam (Plllllllease)
3)Non Combat Skill. Nuff Said.
4)a better Crafting (Bombs for example, have you heard of those?): this should also be expanded, allowing you to make armor pieces, weapons, etc, you know, more worthwhile stuff.
5)Actually well Developed Romances
#47
Posté 17 octobre 2011 - 11:41
Bestyj669 wrote...
1 - Less (or close to none. even) class specific limitations. I love my mages to run around carrying swords, even if they can't hit a rock with them. If PC/NPC can lift the thing let him/her/it use it !
The fact that I'm an engineer doesn't mean I'll cut the bread with a screwdriver, because "only rogues can use knives"
2 - Skills. Let herbalism be the example. "Crafting" in DA2 made no sense. I've found my first elfroot. I can "craft" 143256463 elfroot potions. Cool. But I can't "craft" a single other potion because I'm missing an elfroot. Right ...
3 - Dialogues. Proper ones. With consequences. Lots of them.
Green / Purple / Red options for most of the time doesn't really do the job.
If I'm telling someone to go to hell I don't expect them to talk to me like nothing has happened. If I'm speaking against someone, in public, I don't expect them to give me a job first thing when the conversation ends.
4 - Romances. I'd rather try to figure out my companions characters and choose my dialogue options carefully, instead of simply pressing "heart button"
5 - Consequences of my actions. If I kill NPC X, NPCs Y, Z and B will hate me. C will try to kill me. M & Q will be like a honey badger - they won't give a s**t. D on the other hand will like to know me and give me something shiny. Etc ...
6 - Yay for cheating - MOAR FREEDOM.
I <3 You!
I would put some companion customization in there, too. Iconic looks are...hmmm, underwhelming at best? I truly hated the look of one character and had to install an imperfect mod to be able to change it
btw about romance and the "heart button" - remember how hard it was to trigger a romance in KotOR? I had to play through fem Revan 3 times before I got the Carth romance right. I liked this. Made it intriguing.
#48
Posté 18 octobre 2011 - 12:01
BBK4114 wrote...
I <3 You!
I would put some companion customization in there, too. Iconic looks are...hmmm, underwhelming at best? I truly hated the look of one character and had to install an imperfect mod to be able to change it
btw about romance and the "heart button" - remember how hard it was to trigger a romance in KotOR? I had to play through fem Revan 3 times before I got the Carth romance right. I liked this. Made it intriguing.
Testing "heart button" eh?
And i was going to put customization as well but i ran out of top 5 ... Also the worst thing that ever happened to games - opponents scaled to level... Oh how i hated killing "mature dragon" with my level 5 or 6 mage barely able to cast fireballs ... But that would require going further back then DA:O ...
#49
Posté 18 octobre 2011 - 02:09
#50
Posté 18 octobre 2011 - 02:13
Bestyj669 wrote...
1 - Less (or close to none. even) class specific limitations. I love my mages to run around carrying swords, even if they can't hit a rock with them. If PC/NPC can lift the thing let him/her/it use it !
The fact that I'm an engineer doesn't mean I'll cut the bread with a screwdriver, because "only rogues can use knives"
2 - Skills. Let herbalism be the example. "Crafting" in DA2 made no sense. I've found my first elfroot. I can "craft" 143256463 elfroot potions. Cool. But I can't "craft" a single other potion because I'm missing an elfroot. Right ...
3 - Dialogues. Proper ones. With consequences. Lots of them.
Green / Purple / Red options for most of the time doesn't really do the job.
If I'm telling someone to go to hell I don't expect them to talk to me like nothing has happened. If I'm speaking against someone, in public, I don't expect them to give me a job first thing when the conversation ends.
4 - Romances. I'd rather try to figure out my companions characters and choose my dialogue options carefully, instead of simply pressing "heart button"
5 - Consequences of my actions. If I kill NPC X, NPCs Y, Z and B will hate me. C will try to kill me. M & Q will be like a honey badger - they won't give a s**t. D on the other hand will like to know me and give me something shiny. Etc ...
6 - Yay for cheating - MOAR FREEDOM.
Good list, agree with all the points.





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