willsanders84 wrote...
Computer games aren't created for the individual, they're created for the masses. The best ones are created for both, but I haven't seen one of those in a good ten years.
Can I ask...what game do you consider best?
willsanders84 wrote...
Basically, I completely agree with your comments on the game. I haven't even played it, but I know precisely what you're talking about. Killing children and caged men and having so and so likes you -3 as a consequence is simply bland and completely lazy.
One should be able to get as much from the game by taking 'evil' moral paths as by taking 'good' ones. Frankly, unless the system is consistant, and the consequences just (I suspect they're more like so and so won't talk to you) then who are bioware to even say what's 'good' and what's 'evil'.
Unfortunately it's a product of mass appeal, and the heroic stereotype saving the world. Yawn.
Agreed. There should be equal apportunities for good as well as evil characters. If not, what's the point of having the option anyways? They could have just made the good side deeper and more immersive. However, I am not necessarily talking about having the ability to do all the same quests, but rather having an evil way to complete many of the quests, or if not, have quests which are only doable with evil characters.
I often play as evil people because the good ones seem whiny and annoying. There was one game which did the good side well, though: Jade empire. But then again, being evil in JE often meant being a violent idiot. BG2 was also great with an evil party. Viconia still makes me smile

Vergil_dgk wrote...
I say ditch the influence system (it reduces really good characters to quizzes and numbers) and weave the companion quests and sidequests into the story more. Let the romances develop within the story as well and in response to what happens in the game. Kinda like in a movie. If neccessary, reduce the amount of companions to do this (we don't really need more than 5-6 to begin with, more can be added as DLC to increase replay value). I would love it if I really felt like I needed my companions and I think there would be a bigger chance of this happening if there were fewer to choose from and I had to go through more to get them. As it is it can sometimes feel a bit artificial when so many people try to join you on your travels so quickly with rather little motivation.
I agree completely about the influence system reducing characters to quizzes and numbers. I'm also completely for increased immersion and depth in the companions and their quests. Neither do I find having so many companions necessary. If the influence system was left in place, I would want there to be at least a good and an evil variant of all the different classes as a companion. I have to admit I would find it annoying if I had to play a lot of the game just to gather my entire party of evil people. It'd feel like a chore I'd have to do before being able to properly start playing the game.
Odysseus44 wrote...
I think the problem with game mechanics (combat, exploration, dialogue, etc.) is this : game or simulation? The latter seems to disappear more and more from 'modern' gaming.
Anyway, the major drawback of bioware meters (lightside/darkside, paragon/renegade, DAO companion approvals) is that they open the door to min/maxing, which is the opposite of roleplay. Choose the right companion for the right conversation/moments, or the answers that will increase your score on the meter. All the more so because there are of course rewards for high score. Rewards is what matters most for most gamers.
Agreed. Would I know that there would be equal opportunities for the evil people (like there normally are, even more so than for the good ones), this would not be such a big of an issue.
However, there are connections with min/maxing and with being evil, at least as its "might makes right" form. Once you make certain people, like your companions, like you enough, you can use them for your own social ends. I guess I could take this perspective to playing the game with my character as well. Evil is personal social and material power, and the lacks of rewards are - from that point of view - penalties. However, I would rather have clearer and less "behind-the-scenes" evil ways to operate in the game.
zeejay21 wrote...
Dalyaria, did you ever play Fallout 3? Please share your thoughts (if you haven't already since I'm too busy enjoying DA:O than reading posts).
I have to admit that I actually didn't play an evil character there either, but perhaps I should. The good side was pretty well done and I enjoyed it. However, I somewhat lost interest when my character became close to invicible. She was walking around in advanced power armor and killing everything in her path, barely losing any health in the process. All in all, I did enjoy the game, though. I like most Bethesda games. Most of all I liked Morrowind - the setting was just so deep, mysterious and immersive. Oblivion felt like a generic fantasy setting where robots with the same voice repeated the same gossip with each other, over and over again. Also the level scaling really cut down the immersion. Peasant bandits in full daedric armor FTW!
Inhuman one wrote...
Companions disappoint me greatly, they hardly ever interact with each other. They arent just working with the player but also with each other. Teamwork shouldnt apply only to the player.
I want to see friendships develop amongst companions, maybe even romance. Could even be a romance with someone outside the party.
I am personly busy with writing a story focusing on a group of six people set in medieval fantasy world and have been busy with this for years. I spend a lot of time thinking about how this would work, how the personalities would get into conflicts, how unlikely friendships could form, and how they can grow into a powerfull force after a very bumpy start where some with a short temper argue about others their mistakes.
If I can work out such things on my own in several years, why cant Bioware work this out better with an entire team that only made games focusing on this very aspect?
Am I that arrogant to think I can handle this aspect better, or am I that horribly wrong?
To give an example of what should be improved: the campsite. All companions just stand somewhere, always at the same spot, staring into the distance and doing nothing. Their positions should not be fixed, there should be many options here. Sometimes they could be gathered around the campfire and enjoying a meal, Sten could sit on a log and sharpen his weapon or clean it, Someone could be sitting against a tree and reading a book, sometimes they could be sleeping in their tent, Leliana could be praying, Morrigan could be practicing some magic, some companions could be sparring with each other, etc.
Instead they just stand there like deactivated robots, waiting for you to say something to them.
I mostly agree. I think the companions are not all bad, though, but they certainly could use much more work. Of course no game is completely lifelike yet, but in many cases I find that "less is more". In games where there's no party banter - Wizardry 8 for example - I imagine the interactions in my head. In that manner, there is always consistency and realism. Time and resources are always issues when developing games. Having that in mind, I would happily compromise for example good graphics for more believable party interactions.
MarloMarlo wrote...
The sex shouldn't change a character's moral system argument is a strawman, for example. It doesn't but the OP goes ahead and criticizes the game by arguing that it shouldn't as if it did.
I have read from many sources that certain characters become much more compliant after you sleep with them. If this is false, I am glad and also apologize.
Going more in depth into the issue, it is a whole another question if sex should be used as a potential tool for manipulation in the game. People generally do become more compliant after you have sex with them. However, considering the equal opportunities for good and evil people, and if the road to personal power would depend on having sex with the various companions, this would entail being able to turn the given companions into bisexuality. Likewise, one should be able to have this with every companion, based entirely on how close a bond you are able to develop. However, the issue is quite complex and I don't see it as a requirement for a fantasy roleplaying game. The game is not, nor in my opinion should be, a sexual interaction simulation.
Modifié par Dalyaria, 30 novembre 2009 - 10:53 .