And while I would rather lore was imparted through expository conversations rather than simple codex entries, that's more of a design problem than a writing problem.[/quote]
There is a point where it would become tedious though. An example where there is quite a lot of expository dialogue is in the conversations you can have with Fenris about the Imperium, or with the Arishok about the Qun. I find these interesting, but they are but two instances in an entire game filled with NPC dialogue. I suppose it doesn't hurt to have the option of talking to Elthina about the Chantry, or with Cullen about the templars, but there is also no reason you can't get that information from books, especially since - unlike DAO - you are settled in a single city and have the luxury of stopping to read.
[quote]Sylvius the Mad wrote...
Second, Hawke is voiced. If the writers want Hawke to shout a line, then he shouts it, regardless of the player's preference. This limits Hawke to just one tone per line, and just three tones per dialogue hub. Dismissiveness and condescension, among many others, are effectively forbidden Hawke, as the lines simply aren't voiced that way.
Third, the tone icons themselves are imprecisely defined. It's not at all clear, for example, at whom the aggression associated with any given instance of the Fist icon will be directed.[/quote]
True, the voiced protagonist system has flaws, but I think that for the most part the dev team is aware of what they are and is working to address some of those issues. If nothing else, the tremendous amount of (constructive) feedback on these forums has probably helped quite a bit.
Also, since you only played through the game once you might not have had the opportunity to play Hawke as a different personality. I can understand how the dialogue wheel with six different icon types is daunting at first, but it's logical if you understand how it works. There are three core icons that determine personality, and then three secondary icons that determine tone. The very first dialogue option you make in the game during the prologue (telling your brother/sister to attack or step aside) determines your initial personality. You are then able to alter it over time with your dialogue choices.
In addition, the strength of your personality type will also determine what you hear if you choose an option that deviates from your normal tone. For example, a diplomatic/nice (green/blue) Hawke who picks a direct (red) choice will typically say the line in a nicer tone than a Hawke who has a purely aggressive personality. So you see, there are variations that are allowed within each type.
I do agree however that there could have been more options. I sorely wished for it on many occasions.
[quote]Sylvius the Mad wrote...
Fourth, the dominant tone system fails to allow for player-defined differences in context. The dominant tone changes both the tone and the wording of action-hub dialogue choices based on recent dialogue patterns, even if that recent dialogue had nothing at all to do wih the current dialogue (particularly since whether the two are meaningfully related could only ever be known to the player, as Hawke's personality isn't known to the designers).[/quote]
I'll add here that playing several times has benefited me in this regard. Since I know almost all of the dialogue the NPCs will say, as well as Hawke's variety of responses, I basically now just pick the order in which I ask questions/make statements that best suit the conversation flow and seems more natural.
I'm not suggesting of course that everyone has to go play the game a dozen times, but doing so can sometimes give a different perspective. Why, I've even heard lines or noticed things in movies after several watchings.
[quote]Sylvius the Mad wrote...
Fifth, the paraphrases are worthless. This is arguably a component of writing, but I broke it out separately so that my praise for the actual in-game content wouldn't be lost. The paraphrases, which are effectively a UI element, give very little clue as to what Hawke's actual line will be. In fact, they sometimes suggest content that doesn't appear at all within the actual line. The paraphrases thus have a negative effectiveness. They are worse than useless.[/quote]
While I've been frustrated myself on many occasionas regarding this - it's why I quicksave before major dialogue scenes - this is a result of the personality trying to interact with the tone of your own Hawke. I think that Bioware probably thought it would be simpler to just have paraphrased dialogue options, instead of trying to code every personality/tone option and the linking that into the actual lines of text your character could say. Hell, for all we know, they could have tested it out and found that it was so riddled with bugs, or the potential for other problems that they went with the paraphrases.
[quote]Sylvius the Mad wrote...
What exploration? Hawke isn't pemitted to travel anywhere until the game thinks he has a quest-related reason to do so. And once there, the minimap reveals every nook and cranny of the environment.[/quote]
I'm with you 100% here.
[quote]Sylvius the Mad wrote...
In general, DA2's level design is poor.
...
DA2's level design is a poor idea, expertly done, and then thoughtlessly ruined.[/quote]
*Sigh* to me this is the game's greatest failing to be honest.
[quote]Sylvius the Mad wrote...
I will object to their tendency to leave the party, however. The player is given direct control over the companions' attributes and abilities, over their behaviour in combat, and even over much of their travel. The player is encouraged - expected, even - to select the abilities of party members to work in concert (particularly through the cross-class-combo mechanic), and then that party design is intermittently taken away. Sometimes permanently. That is a "gotcha" moment if ever I saw one.[/quote]
I'm kind of confused about your notions on the companions leaving. Other than Isabela in Act 2 who can really leave and you never see her again if certain conditions aren't met, no other companion abandons you until you tell them to leave (ie Anders asking specifically if he should go.) Unless you are referring to the Final Choice where you might have some companions abandon you if their friendship/rivalry is not high enough, which can be argued against the entire meta game of relationship building in the first place.
[quote]Sylvius the Mad wrote...
Also, the excessive use of waves of reinforcements eliminates the ability to plan even within a given encounter. The player cannot know (until a second playthrough) whether his enemy's numbers will be replenished.
...
Legacy was no better in this regard.[/quote]
Believe me, they know all about how people hate the waves. Actually, I don't really recall a great deal of waves during Legacy or MotA...
[quote]Sylvius the Mad wrote...
The core gameplay mechanics are entirely undocumented. What effect does +184 Cold Resistance have? This is completely unacceptable. The game's systems must be written down somewhere in a devloper's office. Publish that.[/quote]
While I agree with you completely here, there reasoning might be similar to Blizzard's in designing World of Warcraft raid encounters (they have gotten more complex over the years - 6 years ago a boss had one or two abilities, nowadays there are typically over 10 encountered in different phases, requiring different positioning and different reactions.) With the internet being what it is today, there is such a huge wealth of information available that they assume people who really want to know this information will seek it out, and likewise that there will always be individuals willing to provide such information. This line of thinking has generally proven to be true.
[quote]Sylvius the Mad wrote...
... neither game approaches the level of hotbar customisation permitted by NWN, which is by far BioWare's high-water mark for UI design and inventory management.[/quote]
I too really enjoyed NWN's inventory and hotbar management.
[quote]Sylvius the Mad wrote...
DA2 lacks polish.[/quote]
I think this is the key takeaway really. It really shows in certain areas.





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