But I noticed that each dominant personality gave a different type of coercion.
For example:
Diplomatic = Defusing hostile situations and rallying the spirits of allies with words.
Humorous = Lie to get Hawke out of trouble.
Aggressive = Threaten and intimidate people into 'backing down', 'paying up' and so on.
Note that a dominant Aggressive personaility yielded the most special options in Dragon Age 2 while a mainly humorous Hawke would yield only 2 special options in the entire game.
I just found it interesting that the different personalities led to different types of persuasion. If it was used more commonly in DA3, it might be an interesting way to replace the archaic persuasion system and result in the desire to play the through the games several times.
For example, if each different playthrough uses a different personality then the player will have a different means to resolve situations throughout the game. Say your first playthrough is mainly humorous, you can lie to convince the city guard that you didn't murder some Antivan noble (a diplomatic or aggressive Hawke will have to bribe or fight his way through this conflict). But an aggressive protagonist will not have this option. But later, say you are interrogating someone who knows something of the whereabouts of Hawke. A diplomatic or sarcastic protagonist can do nothing. But an aggressive Hawke can throw a few punches and VIOLA! he confesses all he knows. Otherwise, you have to either pay him or some other choice that is not ideal.
In conclusion, this would be a neat way to replace the system where, in every playthrough, you dump your skill points into coercion and mash the "I-Win" button every time it's available.
Modifié par curlzncrush, 26 mai 2012 - 11:36 .





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