MerinTB wrote...
I'm pretty sure this is "save scrumming" and developers hate it more than I do. But I definitely don't see this as playing the game so much as "playing" the game, if you get the distinction. I might as well use a strategy guide or walkthrough at this point.
I quicksave constantly, usually over 1000 times per game. I got into this habit when I played
Neverwinter Nights and occasionally had game lockups due to overheating on an older computer. On one occasion, I had to replay most of an entire chapter. Hitting the button is just part of play for me now. So, I also do the whole Quicksave/Reload thing for dialogue, even though I have played it several times now. It allows me to
experiment with dialogue responses, especially where the meta-game of rivalry/friendship points are concerned.
Playing through the game for the first time, I can see how devs don't want players to do that because it takes away the real impact of choices that you have to make during the game. However, on the second or higher playthrough, I don't see what they would care, in fact, it adds to the replay value for me to be able to do that.
Since you mention using a guide above, I'll point out that in a recent play of DAO when I
played it with the specific goal of importing it into DA2 where certain choices were made and relationships built up I used the DAwiki as a guide for pretty much all of the companion conversations. However, since this was the fifth or so time I had played it, I don't really feel that I did myself a disservice in doing this.
All of that aside, I sometimes am puzzled by a companion's response to what I thought was a harmless sentence (even after I heard Hawke say it.)
Xewaka wrote...
Atakuma wrote...
The paraphrase system isn't supposed to convey what the character is going to say, it's there to show the intent and tone of the dialogue.
Ah, so the paraphrase system is there to be completely useless or even counterproductive. Good to know.
To elaborate: What use is a dialogue system that doesn't let me know what my character will say?
*Sigh* it does have a purpose, and I'll just quote myself here from
another thread...
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.
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 think they probably determined that having a paraphrase system using the personality and tone icons would be far less complicated than several nested dialogue trees with multiple personality types. Also, even a Hawke of a certain personality might want to deviate from that for whatever reason. When talking to Lia about
Kelder, an aggressive or snarky Hawke might want to be a bit nicer to a girl who has just been through a horrible ordeal.
Quoting myself again...
While I've been frustrated myself on many occasionas regarding paraphrasing - 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.
Modifié par nightscrawl, 06 novembre 2011 - 03:51 .