Mark Darrah on the conclusion of Dragon Age II
#1076
Posté 20 mars 2012 - 02:13
I am playing BG1, atm, and it makes every other rpg out there look like fluff. Geez, that game is *hard*. Some aspects of that game can stay out of DA3, though.
#1077
Posté 20 mars 2012 - 02:14
Dave of Canada wrote...
LPPrince wrote...
Agreed. Orlais won't be complete without-
Beauty and the Qunari Ballroom Scene
A noble woman known for her odd tastes in men walked into the ballroom with a Qunari, he's wearing what appears to be fine silk and he grimaces as she pulls his hand toward the dance room.
"I do not see the purpose of this place, woman. There's too many fake faces."
"Come on, dear. Don't be a spoil sport, it'll be fun."
"My role in the Qun is not to dance."
"Come on, dear! I'll have the elves polish your horns again when we get to the estate."
"This pleases me, I accept your proposal."
I now this is off-topic, but your sig just makes me laugh. So much hatred.
#1078
Guest_StarKiller66_*
Posté 20 mars 2012 - 02:15
Guest_StarKiller66_*
StarKiller66 wrote...
Mike Laidlaw wrote...
Q: Will Mark be taking over Lead Designer?
A: Nope. That's still me. Creative Director is a franchise or brand-level title, while Lead Designer is a project title. In the case of the DLC's Aidan Scanlan (a Bioware veteran and very good friend) was Lead Design for those. Mark is the Executive Producer for Dragon Age, and has been since the end of Origins. He's my boss. You're talking to the top.
Q: Will there be a collection pack for DAII that combines all the DLCs?
A: Nope. Mark actually mentioned that there would be no ultimate edition a few months back here on BSN; I'm just reiterating that point. So if you've been waiting on Legacy or somesuch, go for it!
Q: Will we be going to silent protagonist?
A: A few months back, I noted that we'd be continuing on a voiced protagonist. We feel the voice improves the overall experience, thought we know that some of your disagree. Sorry! STILL, we have, however, heard feedback on paraphrase clarity. What I've often seen is feedback that the paraphrases fail when your character DOES something unexpected. Would you folks agree that moments of action or major choice are the issue that most needs to be addressed?
Q: Will I play my... {protagonist here]... again?
A: Again, reiterating something from a few months back, our goal is that new major installments in the DA games will have new protagonists and, generally, tell new stories. It's safe to assume we'll do that for "The Next Thing", and then we'll evaluate again. Starting over with new characters provides us a chance to tell new stories in the place and time of the Dragon Age, rather than just one character's story.
Hope that clears up some commonly asked questions. Very much looking forward to telling you guys more!
Mr. Mike Laidlaw, I would still like to know if you will tie the stories or DAO & DA2 into your next installment & if at all any of are choices from DAO & DA2 will make an impact in the next installment. Also finally I would like to ask If are Warden & Hawk will at least have a role to play in the next installment or at the very least be given some attention to the parts they did play in the series?
Just looking for an answer to my questions if possible, thank you. Just wondering if any of what I'm asking will be considered in the next phase of the Dragon Age Series.
#1079
Posté 20 mars 2012 - 02:15
NovinhaShepard wrote...
I am playing BG1, atm, and it makes every other rpg out there look like fluff. Geez, that game is *hard*. Some aspects of that game can stay out of DA3, though.
You are heavily wounded and your body is feeble from lack of sleep.
You lie down to sleep.
Ambushed! A thousand greater demons of Cthulhu emerge from the ground!
You have died.
*sees skeletal hand scene*
#1080
Posté 20 mars 2012 - 02:15
A villain who we can relate to or at least understand their motives would be much more interesting than an ancient evil or madman/madwoman. This was sort of done in DA2 until everyone went loony at the end. A compassionate antagonist might be interesting.
No more robes! Seriously, does anyone actually like having their (male) mage walking around in a dress? Seems like a relic from dnd days to me. Light armour for mages, medium for rogues and heavy for warriors would be much better (and more practical). The champion armour in DA2 looked far superior to anything else but couldn't be obtained until near the end of the game.
No adding of a paragon/renegade type meter. These meters tend to force you in to playing as the ultimate good guy/bad guy, especially if they are tied to persuasion checks or other abilities. It's good to be able to make each decision completely independently and not make one solely on whether it alters your alignment.
A series of class-specific quests and dialogue would go a long way into making each play-through distinct. The blood mage specialisation should really get special attention considering the lore implications. Mind control (in conversations) and demon summoning should be included. There should also be consequences to choosing this specialisation (if it is included at all).
Make some of the "good" choices end up giving the worst result. A good example is whether you put Bhelen or Harrowmont on the throne in DAO. Bhelen ended up being the better king even though he was the "evil" option. This concept should be expanded, it would make for a more interesting game if you had to think of the bigger picture sometimes and not have the "good" option always work out better.
Include an enemy who you would always think "oh crap" when it would appear. Think revenant from DAO (not DA2 it was rather weak there for some reason) or the banshee from ME3. It's always nice to feel genuinely challenged now and then especially if you are not expecting it at that time.
Don't go back to the "go to three/four places in any order you want, find item/kill enemy and then head to final section" game structure. Linearity isn't an awful concept so long as there are other things to do at the same time.
Unused party members doing nothing the whole game except sit in your camp. Never made any sense to me whatsoever. A great part of ME2 was the suicide mission where all of the team come along. Even though you only see them at a few parts or get radio updates and they don't actually do anything in game, its much more interesting and creates immersion. Using all of the team on the main story missions would be such a refreshing experience. It wouldn't have to be anything major, have the rest of the team complete an objective like getting an critical item, hold back a horde of monsters or create a distraction.
That took a while to type so I hope at least one of them hasn't been mentioned
#1081
Posté 20 mars 2012 - 02:16
- Let me all possible great decisions. Policy choices, alliances with people, ( Petrice ) must not be made impossible because of the personality. ( renegade or parangon or sarcastic ) Regardless of what is my path, I should be able to choose who are my ennemies or my allies.
- Do not give paragon or renegade indications, no even icons as in DA2. That was Bad. Why not like DAO, there was no indications about what is moral or no, what is good or no, etc, that was really the best thing, because it was more difficult to choose our path.
When we see, " oooh this option is the one considered as diplomat or good ", I don't find this interesting. people will always choose the parangon path, because it is the parangon path, not because they considered this decision the better path, regardless of indications.
- I Want to see some guilds as in Skyrim, independent of the main story, but that affect the world around us.
Modifié par Sylvianus, 20 mars 2012 - 02:19 .
#1082
Posté 20 mars 2012 - 02:16
The World: Throughout Dragon Age 2 I felt particularly isolated, trapped in a city that I felt was entirely dismal and bland. In Origins I could travel between a variety of locations that were different enough from one another that I truly felt as though I were wandering across the world. This made it easier to engross myself within the lore.
The Characters: I feel that the characters presented to us in Dragon Age 2 were particularly... bland. I say this with a secondary feeling that irritated me a little about that particular game. In Dragon Age Origins we were permitted to assemble our group in a way that we preferred. If we didn't care for Leliana we could bring along Zevran. If we didn't like Alistair we could take along Shale. We had a great many choices when it came to our companions without giving up particular class archetypes that made the tougher encounters possible. In Dragon Age 2 I was extremely limited in that choice. In addition to the variety, the multiple characters of Dragon Age were interesting. They were fun to talk to. Conversely, the companions in Dragon Age 2 felt... wrong.
What do I mean by wrong? In general I found the male characters, excepting Varric, were extremely effeminate and whiny. In truth this may sound discriminatory, but I assure you it is hardly the case. We lacked a foil to this such as Sten, or even Shale (excepting the fact it was in fact a she). Conversely, while the females tended to be slightly more varied in their behavior they continued to disappoint. There was nothing particularly 'sensual' about Isabela, after awhile her innuendo simply became irritating. While Merril had her own charms, the sweet and innocent thing got entirely too old. I sort of liked the Aveilne, it was nice to see a female character that was not particularly gorgeous but stern and upright. It was actually a pity she was not a romance option.
In the end, I only found Varric to be particularly interesting and that of course is simply my opinion. In no way did the rest of the characters engage me on the level of Morrigan, Shale or Sten. I loved those characters and looked forward to increasing their approval so I could see what the next step of dialogue would be.
Approval: Speaking of that approval system that was introduced in DA2, the mechanics it made plus the class restrictions made it very hard to tilt the meter either toward rivalry or friendship. As a mage it was difficult for me to raise it with Anders or Merrill since I simply didn't need them in my party. The low amount of approval points gained made it very difficult for me to work toward maxing those meters without severe meta gaming. The gift options in DA:O helped offset this and allowed me to continue to develop relationships. Furthermore, I often found even with the characters in my party, in DA2 I ended up mostly with balanced meters. I would perform one action they liked, then the next action was something they didn't care for. May I humbly suggest abandoning an approval meter altogether? We shouldn't be limited in our character interactions purely because of mechanics.
Gameplay: While I understand the need to accelerate the pace of combat after the sometimes cumbersome points of DA:O, however I believe it went toward the level of cartoonish in DA2. It seemed hyper accelerated to the point where I wondered if I was playing an anime game. Sometimes the realism helps that immersion that brings us deeper into the story. Our hero isn't some mystical creature that can wield a great sword faster than a blink, but as human (or other) as anyone else and survives by wits and leadership. Certainly they should be capable of some impressive physical feats to help solidify them as heroic, but lets not go overboard here.
Dialogue: I didn't care for the system in DA2. The little icons prevented me from really understanding what Hawke was about to ask or say. Honestly, I sort of miss the dialogue trees in Baldurs Gate. The full script shown to me before I select so that not only can I read it in advance, but choose the one that seems to best fit the character rather than merely select 'good, top' or 'bad, bottom'. Even the romantic moments shouldn't be so clearly identified.
Romance: Point of contention here, I feel as though in an effort to provide equality in homosexual options, they were actually stereotyped. The male characters in DA2 that could be romanced by the same sex proved in general to be extremely effeminate as previously mentioned. Conversely, the homosexual options for a female tended to lean toward the sexpot of Isabela as if implying that was the only 'realistic' option. It actually served as a greater stereotype than I think Bioware intended but had the same result all the same.
Now for the tricky part, the actual 'romantic scene'. Invariably they have become a staple of these games and have their place of course, they show that culmination of a long romantic courtship. However, I will stand by that the best romantic moments by Bioware were actually done in Mass Effect. The darkened rooms and clever camera angles portrayed a realistic moment without requiring overt postures or showing awkward underwear. The scenes in Mass Effect made it feel real, without being simply indulgent to sexual fantasy.
The critiques above aside?
Good luck, I'll probably play it either way!
#1083
Posté 20 mars 2012 - 02:16
LyallxFidelis wrote...
Mike Laidlaw wrote...
jackofalltrades456 wrote...
I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...
As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"
Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?
I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.
Here's an idea:
Why don't you have the short word option on the wheel or list and if they press a button, it will show them exactly what their character will say in full. So the people that don't like to be surprised, don't have to be, but you still get to retain a pretty look to it and get to not be blindsided if you so choose to be.
Yeah, I was gonna suggest a hybrid system.
Trash the wheel. Stick to lines at the bottom of the screen. BUT-
Each line is a summary of what will be said, just like what appears on the wheel.
If you hover over it, or press a specific button, the line expands or is replaced to show everything that will be said.
Here's an example-
1. Lets go to Orlais(We need to make haste for Orlais by morning. Otherwise they'll gain on us.)
2. Lets go to Tevinter(I can't believe I'm saying this, but we need to leave for the Imperium. Quickly.)
3. Lets go to Ferelden(I hope you're used to the smell of dog hair. Ferelden's our destination in the morn.)
4. Lets go to Kirkwall-joke(We need to get to Kirkwall as fast as we-just kidding. No one likes Kirkwall.)
#1084
Posté 20 mars 2012 - 02:17
scrapmetals wrote...
LyallxFidelis wrote...
Zonteck wrote...
LPPrince wrote...
Dave of Canada wrote...
If we're ever going to Orlais, we need a ballroom dance.
With fancy dresses, masquerade masks and all that good stuff.
Victorian or Renaissance style? Hell yes.
This has to happen at some point!
The world of Orlais is what I'm looking forward to the most, the art team have got some work to do!
Yes, I was a bit dissapointed that they weren't wearing masks when we visited that Orlesian. They always wear them in even non-formal occassions as part of their game. I was so excited to see them but was let down enourmously.
A romantic dance with your LI.
DO IT, BIOWARE.
And while you're at it make Varric that LI *hint hint nudge nudge because I haven't said it enough*. I want him to dance with my tall human. It'd be adorable.
And as the romantic dance is going on, you're doing it do beautifully that everyone is distracted, a stealthy assassin companion is murdering someone in the next room.
Ah, I just can't be all lovey dovey.
#1085
Posté 20 mars 2012 - 02:17
LyallxFidelis wrote...
Mike Laidlaw wrote...
jackofalltrades456 wrote...
I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...
As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"
Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?
I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.
Here's an idea:
Why don't you have the short word option on the wheel or list and if they press a button, it will show them exactly what their character will say in full. So the people that don't like to be surprised, don't have to be, but you still get to retain a pretty look to it and get to not be blindsided if you so choose to be.
Thats an interesting idea actually. We could have an option where if we turn on 'show full dialogue' or something like that, and when you held the arrow over your choice for like 5 seconds, we could get a little display over top of it that shows exactly what would be said by the PC. This way we have the way of knowing at least how our PC is gonna react.
Great idea :happy:
#1086
Posté 20 mars 2012 - 02:17
Things I particularly liked from DA:O
- the Fade (I know, I'm the weird one)
- being able to talk to my love interest at any time (and, with a mod, kiss him anywhere)
- the setting
- being able to play from multiple origins.
Things I particularly liked in DA2:
- the faster combat
- DLC that didn't focus entirely on one companion (I never got Leliana's Song or Witch Hunt because I just plain wasn't interested in those characters!)
- the fact that you could disagree with your companions without losing them; I loved the friendship/rivalry system.
- Voiced protagonist
- companions having lives and choices of their own, outside of Hawke
- all LIs being available to protagonist regardless of sex.
- the enhanced amount of companion interaction with each other.
Things I especially didn't like in DA:O
- Orzammar and the Deep Roads
- Constant micromanagement of party equipment
- slow, slow combat
Things I especially didn't like in DA2
- lack of consequence for important personal choices. For example mage Hawke choosing to become a blood mage! With Fenris and Anders both despising blood magic and being LIs, it was VERY jarring that they didn't seem to know or care, much less anyone else.
- environments constantly reused with no effort at all to disguise it
- being limited to very specific, very quest-oriented conversation with most companions. It'd be nice to just shoot the breeze with them occasionally, like Hawke did with Varric a couple times. I don't need to have my companions be Captain Exposition like in DA:O, but a little more friendly chatter would be nice.
#1087
Posté 20 mars 2012 - 02:17
LyallxFidelis wrote...
Mike Laidlaw wrote...
jackofalltrades456 wrote...
I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...
As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"
Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?
I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.
Here's an idea:
Why don't you have the short word option on the wheel or list and if they press a button, it will show them exactly what their character will say in full. So the people that don't like to be surprised, don't have to be, but you still get to retain a pretty look to it and get to not be blindsided if you so choose to be.
Press a button and something specific happens.
While we're on the subject of listing what we want in DA 3, I'll add my intentionally vague but direct wishes for the game: good RPG design and good RPG gameplay mechanics. I could elaborate as to what I think is good RPG mechanics and design,but it'd be too long and I'm kinda busy. I said earlier that my interest in the franchise was pretty much only for the lulz factor, but that's not necessarily true - if the franchise continues in the direction of DA 2, it's mostly fodder for my LP(s), but that's not to say that my interest can't be revived down the track.
Modifié par CrustyBot, 20 mars 2012 - 02:23 .
#1088
Posté 20 mars 2012 - 02:17
Zonteck wrote...
A main advantage of the text wall was that our response - and the exact meaning of it - was better understood by the end user.Mike Laidlaw wrote...
jackofalltrades456 wrote...
I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...
As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"
Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?
I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.
The sentences where a lot shorter in the text wheel. Shorter = Easier to understand
#1089
Posté 20 mars 2012 - 02:19
Not only is she interesting as a character, but her close relationship with the Chantry would provide some very interesting dialogue and information with whatever protagonist is chosen for the game. She comes off as a strong-willed individual, willing to do what's necessary, but also shows emotion at points in Dragon Age II; specifically her "crush" on a male Hawke.
Here's hoping Cassandra is a full-time party member and Love Interest!
#1090
Posté 20 mars 2012 - 02:20
"- Do not give paragon or renegade indications, no even icons as in DA2.Sylvianus wrote...
I might be repeating myself, but leave morality to the players, please.
- Let me all possible great decisions. Policy choices, alliances with people, ( Petrice ) must not be made impossible because of the personality. ( renegade or parangon or sarcastic ) Regardless of what is my path, I should be able to choose who are my ennemies or my allies.
- Do not give paragon or renegade indications, no even icons as in DA2. That was Bad. Why not like DAO, there was no indications about what is moral or no, what is good or no, etc, that was really the best thing, because it was more difficult to choose our path.
When we see, " oooh this option is the one considered as diplomat or good ", I don't find this interesting. people will always choose the parangon path, because it is the parangon path, not because they considered this decision the better path, regardless of indications.
- I Want to see some guilds as in Skyrim, independent of the main story, but that affect the world around us.
That was Bad. Why not like DAO, there was no indications about what is
moral or no, what is good or no, etc, that was really the best thing,
because it was more difficult to choose our path. "
I agree with this!
#1091
Posté 20 mars 2012 - 02:20
LPPrince wrote...
LyallxFidelis wrote...
Mike Laidlaw wrote...
jackofalltrades456 wrote...
I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...
As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"
Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?
I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.
Here's an idea:
Why don't you have the short word option on the wheel or list and if they press a button, it will show them exactly what their character will say in full. So the people that don't like to be surprised, don't have to be, but you still get to retain a pretty look to it and get to not be blindsided if you so choose to be.
Yeah, I was gonna suggest a hybrid system.
Trash the wheel. Stick to lines at the bottom of the screen. BUT-
Each line is a summary of what will be said, just like what appears on the wheel.
If you hover over it, or press a specific button, the line expands or is replaced to show everything that will be said.
Here's an example-
1. Lets go to Orlais(We need to make haste for Orlais by morning. Otherwise they'll gain on us.)
2. Lets go to Tevinter(I can't believe I'm saying this, but we need to leave for the Imperium. Quickly.)
3. Lets go to Ferelden(I hope you're used to the smell of dog hair. Ferelden's our destination in the morn.)
4. Lets go to Kirkwall-joke(We need to get to Kirkwall as fast as we-just kidding. No one likes Kirkwall.)
Yes. It would work better if it were the lines. And that is exactly what I was thinking. So no one is surprised by your character's choice of wording, but you can be if you want to or if you are playing through multiple times and don't want to have to read through all the dialogue to pick the choices.
I like the number four choice. I also enjoy having the option to choose whether or not you make a joke or whether or not your response will be angry.
#1092
Posté 20 mars 2012 - 02:21
LPPrince wrote...
LyallxFidelis wrote...
Mike Laidlaw wrote...
jackofalltrades456 wrote...
I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...
As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"
Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?
I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.
Here's an idea:
Why don't you have the short word option on the wheel or list and if they press a button, it will show them exactly what their character will say in full. So the people that don't like to be surprised, don't have to be, but you still get to retain a pretty look to it and get to not be blindsided if you so choose to be.
Yeah, I was gonna suggest a hybrid system.
Trash the wheel. Stick to lines at the bottom of the screen. BUT-
Each line is a summary of what will be said, just like what appears on the wheel.
If you hover over it, or press a specific button, the line expands or is replaced to show everything that will be said.
Here's an example-
1. Lets go to Orlais(We need to make haste for Orlais by morning. Otherwise they'll gain on us.)
2. Lets go to Tevinter(I can't believe I'm saying this, but we need to leave for the Imperium. Quickly.)
3. Lets go to Ferelden(I hope you're used to the smell of dog hair. Ferelden's our destination in the morn.)
4. Lets go to Kirkwall-joke(We need to get to Kirkwall as fast as we-just kidding. No one likes Kirkwall.)
I'm down with that....
#1093
Posté 20 mars 2012 - 02:22
Mike Laidlaw wrote...
But, yes, -everything- is subject to change. That's the nature of the beast.
Thanks to the developers for coming onto the thread and fielding all our questions. It's truly appreciated!
Mr. Laidlaw, if you or any of the devs are able to touch on this point at this early stage, is there hope that races will return? As you noted above, things can and do change, but at this point does it seem feasible that we could choose between multiple races to play as in DA3 (even using a single voice for male PCs and a single one for female)? It's one of my greatest concerns about future DA games, personally...one I noted in an earlier post on the thread, and I'm curious.
The return of that level of customization is a change I'd welcome.
Thank you for your time!
Modifié par WardenWade, 20 mars 2012 - 02:23 .
#1094
Posté 20 mars 2012 - 02:23
goose2989 wrote...
I'm sorry if this is off-topic for this thread, but I would love to see Cassandra as a party member in Dragon Age III. Bioware seems to recognize her popularity, as she already has her own CGI film on the way to the US.
Not only is she interesting as a character, but her close relationship with the Chantry would provide some very interesting dialogue and information with whatever protagonist is chosen for the game. She comes off as a strong-willed individual, willing to do what's necessary, but also shows emotion at points in Dragon Age II; specifically her "crush" on a male Hawke.
Here's hoping Cassandra is a full-time party member and Love Interest!
Tallis or Aveline should gets dibs on returning companion. From DA history at least one companion returns each time
DA:A - Oghren
DAII - Anders
#1095
Posté 20 mars 2012 - 02:23
Mike Laidlaw wrote...
jackofalltrades456 wrote...
I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...
As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"
Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?
I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.
For me, sometimes it seemed as though the wheel and what was said and/or done was quite different. I do not mind if instead it gives something closer to a description or some such - just something that will allow me to better understand what is going to happen.
If it is a RPG should I not be more in control of what *my* character says? That is what confuses me about the new direction the games are going. In the past I could look at several full choices and pick one that was closer to what *I* wanted to say - the new system is so streamlined and shorthanded I sometimes feel like it is not my character anymore.
An example would be - you are asked to do something. Your choices on the wheel are Yes, Why Not?, and No. there was no later option so say you go with 'No'. Then the dialog is you cussing the guy out or something. Could it not have been just as easy to have the choices shown as: [nice] yes, [humrous] why not, [neutral] maybe later, [polite] no and then have [rude] no. a couple more options and a description or something to let you know closer to the tone of the reply.
I admit i tend to not look at icons when you hover over choices (thus in SWTOR my jedi had several dark responses) I choose the answer that feels like what I would say.
#1096
Posté 20 mars 2012 - 02:24
gangly369 wrote...
LyallxFidelis wrote...
Mike Laidlaw wrote...
jackofalltrades456 wrote...
I guess we're not going to win with the silent protagonist, but can we still see the return of the text wall? Save the text wheel for Mass Effect, please...
As I said many times, I hate "Hello" being." Hello there! I want set you on fire!"
Deeper dig: is the issue that you didn't know what you'd say, or that you did or said something unexpected?
I'll admit that I'm biased; I don't like reading a choice and then hearing the exact same thing read aloud to me. However, I can absolutely agree with concerns about being blindsided as per your example above.
Here's an idea:
Why don't you have the short word option on the wheel or list and if they press a button, it will show them exactly what their character will say in full. So the people that don't like to be surprised, don't have to be, but you still get to retain a pretty look to it and get to not be blindsided if you so choose to be.
Thats an interesting idea actually. We could have an option where if we turn on 'show full dialogue' or something like that, and when you held the arrow over your choice for like 5 seconds, we could get a little display over top of it that shows exactly what would be said by the PC. This way we have the way of knowing at least how our PC is gonna react.
Great idea :happy:
Exactly. I had to say "press a button" because I'm a little dazed out and couldn't think of a specific action.
There could be a little box in the corner of the box with the dialogue options to "show full dialogue" or you could press the right arrow key on a specific dialogue option to show only that one.
#1097
Posté 20 mars 2012 - 02:24
Edit: Mostly it's just a cosmetic issue with me, so at the end of the day I wouldn't mind really which way they went. So either with the list or the dialogue wheel, as long as we had that option for if we want to see exactly what would be said, we have that choice.
Modifié par gangly369, 20 mars 2012 - 02:28 .
#1098
Posté 20 mars 2012 - 02:25
Rorschachinstein wrote...
Tallis or Aveline should gets dibs on returning companion. From DA history at least one companion returns each time
DA:A - Oghren
DAII - Anders
Tallis was creepy looking to me. Something about the head and neck.
#1099
Posté 20 mars 2012 - 02:25
Rorschachinstein wrote...
goose2989 wrote...
I'm sorry if this is off-topic for this thread, but I would love to see Cassandra as a party member in Dragon Age III. Bioware seems to recognize her popularity, as she already has her own CGI film on the way to the US.
Not only is she interesting as a character, but her close relationship with the Chantry would provide some very interesting dialogue and information with whatever protagonist is chosen for the game. She comes off as a strong-willed individual, willing to do what's necessary, but also shows emotion at points in Dragon Age II; specifically her "crush" on a male Hawke.
Here's hoping Cassandra is a full-time party member and Love Interest!
Tallis or Aveline should gets dibs on returning companion. From DA history at least one companion returns each time
DA:A - Oghren
DAII - Anders
That's true, but Cassandra isn't actually a returning companion. So we both can win this one!
#1100
Posté 20 mars 2012 - 02:25
This is great, as long as you finish those stories. DA2 didn't have an ending at all. Hawke is missing. Cassandra is searching for him/her. And then...? Some would say that the DA:O story is incomplete too, depending on which choices were made. The writing was strong in both games (especially DA2), but a story without an end isn't much of a story.Q: Will I play my... {protagonist here]... again?
A: Again, reiterating something from a few months back, our goal is that new major installments in the DA games will have new protagonists and, generally, tell new stories. It's safe to assume we'll do that for "The Next Thing", and then we'll evaluate again. Starting over with new characters provides us a chance to tell new stories in the place and time of the Dragon Age, rather than just one character's story.
I'm really looking forward to what you come up with for DA3. I'm hoping to see a story with a beginning, middle...and end.




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