Mike Laidlaw brought up a point in the Pak Q&A session about limiting advanced classes to 1 so that 1 class can have a bigger impact on the world around you. I am perfectly fine with that, since I think world reaction from your choices, not just dialogue, but every choice you make, be it class, romance, dialogue choices etc
This brings me to
romance. I dont like the direction that Bioware is taking romance. I dont like that is become basically a mini game with a whole bunch of options to choose from so that at least 1 suits your preference. The problem with that approach is that that romance will have zero to very little bearing on the rest of the story. Its some self contained thing that just seems unnatural since no one reacts to it besides those two characters.
I would like to see romance options drastically reduced so that if we DO decide to enter into a romance (the 1 or 2 options available) that romance has an impact on your story or at least a great deal of world recognition - just like Mike wants to do with specialization classes. Id rather see 1 or 2 really good romances than like 5 mediocre ones. And cutting out those other romances would let the writers develop the other characters in different, more interesting ways. Frankly, i find having every character developed through romance boring
I would also like to see more
characters like Allistar and Morrigan. Those characters really felt like a huge and integral part of the story. I want ALL my characters to be like that, not just 1 or 2 (or 0). If that means sacrificing 1 or 2 or 10 characters, fine by me.
I think this is the same type of problem like the romance one above. You want to create more characters so at least a few characters appeals to everyone. I hate that approach. Its cowardly and breeds mediocrity since none of those characters will feel truly integrated into and apart of the story. I would much rather have fewer characters, but have all of those characters have a strong motivation/goals/reasons for being with you and those characters also having significant impact on the story.
The impact is the key thing since while most games' party characters have motivation to tag along with you, few of those party characters have a significant role to play and/or have a significant impact on your story. More characters like Allistar and Morrigan please (and I didnt really even like Morrigan - but i did find her interesting kept her with me because she was important. I think most people did the same)
I also have a problem with Bioware's recent direction with
dialogue choices. No, its not the dialogue wheel versus it being all written out, its
tone versus motivation.
That is what I think is lacking. What made BG2 work so well is that you got to choose your motivation, and that motivation determined what kind of person your character would be. Now, all we get is tone. We either get to be a snarky dbag or a goody two-shoes. I find that severely lacking and superficial.
If we got dialogue options where we could reiiterate our motivation - they wouldnt all have to be like this, just a significant amount of them - that would give greater weight and meaning to the dialogue choices where you just get tone. I mean, if your dude's motivation was Revenge, it really doesnt make sense to choose the goody goody option. I think that would make the dialogue choices more satisfying - even if the vast majority of those choices wont impact the world or your surroundings at all because they would feel like they are having a bigger impact on your character's personality than just choosing tone.
Now, i realize that this somewhat limits the story you can tell since you need to tell a story where at least 2 different motivations are plausible, but i think it would make for a far more engrossing and personal experience since you are determining WHY your character is doing what he does, not simply whether he is a dbag or a nice dude while doing what he is doing.
Quick edit - I also feel that making motivation a sigificant part of the dialogue choices is an extremely good way of making that character feel like 'your' character. And i think its something that bioware can do while still having voice, still having the paraphrase wheel, etc.
I know Mike said in the Pax Q&A that giving the player more choices in how they do things will make that character feel more like their 'own', i agree, but I still think that doesnt address the dialogue. Having motivation does address it though. I mean, how could you not feel like that character is your 'own' if you decide, through dialogue, your character is driven by revenge, driven by greed, driven by selflessness, driven by companionship/loyalty, etc? That is fundemental to what characters are in this game, and determining motivation will not make it feel like you are playing Bioware's hawke/shepard.
Modifié par Piecake, 16 avril 2012 - 06:13 .