Mr Fixit wrote...
Shall we stop with this silly one-upmanship?
You're welcome to stop anytime.
Mr Fixit wrote...
Shall we stop with this silly one-upmanship?
Elhanan wrote...
I miss the Death scenes from DAO and prefer more realistic animations as a rule. But this is fantasy; not historical fiction, and some stave twirling and backflips are not too out of place. And exploding bodies were toned down in a Patch due to an error in crits, I believe.
ME and DA2 are both tales about singular characters; full VO fits well. Now Origins told several tales of various wardens, and full VO there may not have been possible given the Dev Time of SWTOR.
For this game, I think the companion system works given that all had to stick around for a while, but also hope for more improvements in DA3. TOR has a decent one working; at least has me choosing my words somewhat cautiously at times, or expecting to see some reaction from those with opposing personalities. But I also pretend that I do not always speak my thoughts, so it all works out well for me.
Modifié par Pasquale1234, 13 mars 2012 - 05:35 .
Why would that break your immersion? Shouldn't that just demonstrate that either the NPC is irrational, or you didn't understand the NPC's position? The Warden was calm and polite, and the NPC freaked out. Maybe he took issue with what you said, not how you said it.jbrand2002uk wrote...
I'd respectfully disagree the response of the NPC/Companion tells you exactly the tone and intent of the dialogue choice you just made, For example one of my Wardens prefered peaceful soloutions but was happy to fight if thats what it took on several occassions i picked my choice and evnvisioned that my Warden being the sort of guy he was delivered his answer in a calm,polite yet firm way only for the Companion/NPC's response to be bark, bark, bark, you cheeky sod how dare you etc, and voila instant immersion breaker.
Why do you think there's a necessary relationship between how the line is delivered and how the NPC reacts? Explain that to me.You may well decide in your head that you pick dialogue option 1 and deliver it in tone A with intent B however your apparent choice is rendered null and void because the scriptwriter at BW had already decided that if Dialogue option 1 was picked it will in fact be delivered in tone D with intention F and the NPC/Companions response is composed accordingly.
Except that's not what he said. His claims were normative, not descriptive.Mr Fixit wrote...
You are not wrong. It is fundamental to literary criticism. But this conversation right here got started by jbrand saying, imprecisely and using the wrong words, but still quite clearly, that the authorial intent matters (to him, obviously) when playing the game. Whatever may be your position, it is true for him. So it really serves no purpose to hang onto the literal meaning of words and purposefully disregard what is obviously intended as jbrand's meaning.
Sylvius the Mad wrote...
Except that's not what he said. His claims were normative, not descriptive.Mr Fixit wrote...
You are not wrong. It is fundamental to literary criticism. But this conversation right here got started by jbrand saying, imprecisely and using the wrong words, but still quite clearly, that the authorial intent matters (to him, obviously) when playing the game. Whatever may be your position, it is true for him. So it really serves no purpose to hang onto the literal meaning of words and purposefully disregard what is obviously intended as jbrand's meaning.
Pasquale1234 wrote...
While some of those animations may have been entertaining to some players, they also created a different situation where you could not re-direct a companion to do something else until the animation is finished. That can be a bit frustrating in an intense battle.
There is a great deal of disagreement about whether the VO and its implementation (the dialogue wheel) enhanced or detracted from the player's enjoyment. Or rather, it seems to be a matter of personal preference.
I have mixed feelings about the friendship/rivalry system. While I appreciate the concept in some respects, I found myself metagaming it - IOW, I would choose which companions to take on any given quest based on how I though they might react to Hawke's choices instead of the companions that I thought were best suited to the mission at hand.
Some players did not like the gifting system in DAO, and saw it as manipulative - which it was - but I felt like I had more freedom in party composition and making choices my companions would not like because I could make it up to them later with gifts.
Semantics matter.Mr Fixit wrote...
Dear Lord, shoot me now.Sylvius the Mad wrote...
Except that's not what he said. His claims were normative, not descriptive.
While I'll agree that DA2 doesn't generally require extreme micromanagement, for some of us extreme micromanagement is, in itself, fun.Elhanan wrote...
My style of play involves a lot of use of the Pause feature, mainly due to my RL restrictions. And I have read of those that want to micro-manage combat to the point of offering advice on Stave Twirling optimizing. That said, I have yet to require any of such management after 300+ hrs of gameplay. And having others acting independently can be frustrating; ask almost any NCO.
Modifié par Elhanan, 13 mars 2012 - 11:39 .
Pasquale1234 wrote...
While some of those animations may have been entertaining to some players, they also created a different situation where you could not re-direct a companion to do something else until the animation is finished. That can be a bit frustrating in an intense battle.
The approval system is just as open to metagaming, decisions made in missions affected approval. The F/R needs more refinement but it gives character interaction more complexity which is an advantage IMHO.Pasquale1234 wrote...
I have mixed feelings about the friendship/rivalry system. While I appreciate the concept in some respects, I found myself metagaming it - IOW, I would choose which companions to take on any given quest based on how I though they might react to Hawke's choices instead of the companions that I thought were best suited to the mission at hand.
Some players did not like the gifting system in DAO, and saw it as manipulative - which it was - but I felt like I had more freedom in party composition and making choices my companions would not like because I could make it up to them later with gifts.
Of course. But I don't see why the player should care.jbrand2002uk wrote...
Its a safe bet that the writer who wrote the dialogue option i picked also wrote the NPC/Companion's response in order for that response to be put into words the writer would have envisioned how the NPC would respond
I'm not suggesting you should ever change what the NPC's do. I'm not suggesting you should change anything.there is quite a marked difference in the dialogue options your given as to which a confrontational and which are not altering the phrasing or pace of any choice or NPC response in order to fit in with my created character as i see it would be essentially ignoring the writers intent it is our place as the reader/gamer to follow the story not re-write it to suit our imagination.
I don't think you can get much more obviously normative than this.So for example changing the tone or delivery of a clearly pacifist line to a more aggressive tone/pace so that it fits my aggressive character to me would be wrong as it messes with the writers intent.
I don't know the writer's intent, so I cannot take it into account whem making my choice. Moreover, being aggressive isn't enough detail. I might want to say a specific thing in an aggressive way, while the writer might think that specific line isn't aggressive. Either I have to accept that there are only 3 discrete options, or I can have much more nuanced control of my character.For me if my character is aggressive i choose the aggressive line and vice versa.
For me choosing the look and personality of the PC is ok but changing delivery of dialogue so that its fits my character is violating the writers intent.
But cooldowns only restrict your ability to do specific things, not everything. Moreover, if you're unable to do something because it's in cooldown, that's because you wilfully chose to do that thing in the first place. The cooldown is something you initiated.Morroian wrote...
Thats part of the combat restrictions like cooldowns.
Modifié par geng0610, 14 mars 2012 - 12:25 .
Morroian wrote...
Thats part of the combat restrictions like cooldowns.
geng0610 wrote...
I loved dragon age 2 and played it like 3 times. I don't care what the haters say since all they do is to hate on something. I hope bioware and EA understand that the loud minority of haters doesn't represent the big picture and continue on making great games. Doesn't mean Bioware games are perfect and don't need to be improved, but I sure like them better than a lot of other games.
geng0610 wrote...
I loved dragon age 2 and played it like 3 times. I don't care what the haters say since all they do is to hate on something. I hope bioware and EA understand that the loud minority of haters doesn't represent the big picture and continue on making great games. Doesn't mean Bioware games are perfect and don't need to be improved, but I sure like them better than a lot of other games.
seraphymon wrote...
Most of the hate is not without valid reason. and imo from what i have seen theres alot more haters than lovers for DA2. Not always a consensus of specific reasons, cept the repeat enviroments, but from one reason or another it just isnt their best work.
Thori wrote...
Bah... even among those who think similar to me, I find myself standing out. Am I the only one who finds combat system of DA2 disgusting and totally unrealistic?
Modifié par seraphymon, 14 mars 2012 - 07:16 .