Shadow6773 wrote...
Mrcrusty- Please tell me that you are a Bioware game designer on the team for DA3 come to the forums in disguise as a way to test the waters for your ideas.
If only. Though I'm pretty sure I'd get yelled at because I can be an epic procrastinator.
Shadow6773 wrote...
On second thought, just lie to me and say yes. At this point I need a morale system as much as DA3 needs much of yours.
Oh! Umm... yeah sure. I'm Mike Laidlaw in disguise. Laidlaw looks like a crusty fellow, right?
Shadow6773 wrote...
That being said I am curious what you have to say about the dialog system in the next days as I have many gripes and sadly far less ideas/fixes concerning it.
It's surprisingly difficult to craft a new dialog system using Dragon Age 2's voiced, tonal personalities as a base without just going "Alpha Protocol, CTRL+C, CTRL+V, finished". Alpha Protocol is far from perfect here imo, but it seems to capture a lot of what Dragon Age 2 wanted to do, but failed at doing.
Shadow6773 wrote...
My major one being how the wheel is a limiter on conversation options and has now becomes predictable(boring) with companion reactions. Compounding this is the fact that the more voice acting is added the more the budget goes in the pooper and the less they seem to want to add. I like the voiced main but don't like not knowing what they will say. Basically just adding an icon for one tone in a society where half of our conversation is layered or has none in many cases does not fit.
That's what's difficult - trying to have the sublety, variety (because tone is not implied) and amount of content/dialog as a silent protagonist while keeping it voiced and keeping it tonal.
I'm currently thinking of a system where the majority of responses still imply tone, but do it on a contextual basis, rather than always having responses that can be shoehorned into three archetypes. Basically, ditch the personality system in terms of dominant tones and changing dialog. I know it's probably the biggest actual innovation in Dragon Age 2, but it's ultimately forcing more of a personality on you than you might want.
I tend to like it when personality traits blend through to the character system and vice versa. A good example of this is the Perks system in Fallout games, especially ones like Confirmed Bachelor. The reason is because it's tangible to the player rather than being self contained in invisible formulae that's hard to grasp without metagaming.
I've also got ideas to reintroduce skill checks into the equation, although that would probably require an edited version of my Talent Trees redesign to include social skills.
Shadow6773 wrote...
I am curious to see your thoughts and ideas. Hopefully this thread stays objective.
Thank you. I hope so too.





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