I know, it's just an example to make my point.the_one_54321 wrote...
You know, he might not have a say in terms of how much blood is spewed or what happens to dead/dying body models.
Romances in Dragon Age 3, need to make a roaring come back.
#276
Posté 26 avril 2012 - 07:10
#277
Posté 26 avril 2012 - 07:23
BubbleDncr wrote...
brushyourteeth wrote...
Dakota Strider wrote...
What is missing with the romances, is not more sex scenes. What is missing is the building of the romance in the first place. In DAO, it took a little bit of effort to develop a romance with the LI, and because the player had to wait longer, before the romance fully developed with both sides reciprocating, the romance felt more complete and meaningful.
I am not talking about time, as in game hours. What I mean, is the number of conversations/dialogues that take place before reaching the point where it feels that the player character and the LI has "bonded". It seemed that there were far more buildup in the DAO romances. While in DA2, it seemed like only a handful of dialogues that were flagged with the obvious "hearts". And those hearts only cheapened the experience, since it basically made you feel that any other dialogue relating to that character was meaningless, in regards to romance.
Also, I think a degree of difficulty needs to return. What I mean, is that it should not be automatic, at least not with every companion. Each companion is different, has different circumstances, and some have histories that will make them resist and reject some of the player charactor's advances. In the Baldur's Gate games, you had a wide variety of choices, all with "different degrees of difficulty." Aerie, the winged-elf that you rescued from slavery, may be the easiest, except if she saw your character as evil. Jaheira becomes widowed, and takes a long time to develop a romantic bond with her, because of her grief, and also because she considered herself to be your mentor, not an equal. Viconia, the drow cleric, has many issues to make this a difficult LI as well, but is also very rewarding, if you can win her over to your way of thinking, instead of the ways of her drow heritage.
All of these, are not simply hitting the right response in a handful of conversations. Your actions with how you react to other things, besides courting the LI, makes a difference in how they perceive you. There are multiple different occassions throughout the game, where you can "score" points for or against their feelings towards you. And your romance has consequences within quests, and will cause antagonists to try to use them against you.
All the different ways, a romance within the game, can be used, makes the experience that much stronger, and more meaningful. It should not just be something that takes place within the camp, or tavern, but should be one of the factors that motivates your character, throughout game play.
Couldn't have said it better!
I agree.
In Origins, my Dalish elf like dAlistair, and wanted to romance him. Sadly, she didn't always meet his moral standards - there was this thing that happened earlier on where she let a woman who hated Alistair be killed in order to save her son from a demon...that REALLY pissed Alistair off.
So what happened? Well, my Warden started to change. She always asked herself, "What would Alistair do?" It made her a better person - he was the reason she wasn't a total jerk to all the humans she met. He was the reason she tried to do good deeds instead of selfish ones - the reason she didn't defile the ashes of some crazy dead woman.
Because of that huge hit to my affection at the beginning of the game, I had to work my ass off to win Alistair back in time for the Landsmeet. Made the conscious choice to ignore raising the affection of my other companions so I could give more gifts to Alistair - which, I didn't realise until later playthroughs, was a sizeable sacrifice on my part. I missed out on some really nice friendships and companion quests with the rest of my party. But all that effort and sacrifice made finally romancing Alistair very satisying with a much bigger feeling of accomplishment than any of the DA2 romances - which, you can pretty much do without even trying.
Just, don't make the suceess of a relationship be based off of one line of dialog (hardenning Alistair). But it would be nice to have to work for it.
I think it is the connection with the companions that you described, that really makes a rpg great. If all it takes is making the right choice, in one conversation (and worse yet, if that choice is highlighted for you), there is no sense of accomplishment. People always appreciate things more, if they have to work for them. They usually disregard things that they do not earn. ((Not talking about gifts, since you usually earn the love or respect of the one that gives you a gift.))
You mentioned hardening Alistair. Perhaps I am just old fashioned, but in the half dozen or more times I played DAO, I never hardened Alistair or Leliana. The conversation choice that you had to make to harden them, was not something I agreed with, so...I guess my companions remained naive and optomistic. I may have missed a few things because of this, but that is just another way that you were allowed to personalize your game experience in DAO.
#278
Posté 26 avril 2012 - 07:43
I thought Isabela's rivalry romance was very well done. Encouraging your girlfriend to establish meaningful, long term relationships instead of going with her usual self interested hedonism seems like a sound plan.KiddDaBeauty wrote...
I dunno, I throught Fenris' and Merrill's rivalmances were both superior to the friendmances. Certainly made a lot of sense. Well, aside from a Hawke who nets rival points with Fenris by being pro-slavers of course - pro-mage works fine though.
#279
Posté 26 avril 2012 - 07:57
Do you think that romances in CRPG should ultimately be escapist, or do you think there should be some that are doomed to end in heartbreak?
Should there be the possibility of the PC being unceremoniously dumped for another? It's realistic that this hapepns to people, and it's a legitimate story to be told, but I also think it's not really what a lot of people want from a romance. What about a LI who will inevitably die?
Personally, I generally want something fairly escapist from my romances. True love and the prospect of a happily ever after are important for me. But Alistair dumping the Warden to be King was very well done, as is him sacrificing himself at the Archdemon. Of course, both of these are avoidable and proceed fairly logically from your choices.
#280
Posté 26 avril 2012 - 08:16
KiddDaBeauty wrote...
I dunno, I throught Fenris' and Merrill's rivalmances were both superior to the friendmances. Certainly made a lot of sense. Well, aside from a Hawke who nets rival points with Fenris by being pro-slavers of course - pro-mage works fine though.
Fenris' rivalmance is the only one that doesn't actually make me rage everytime I think of it. Mostly because I think it's totally possible for him to fall for a mage, however I think it should have been a lot harder to do than if you were a rogue or warrior. A pro slavery Hawke should be cut off from romancing him period.
As for Merrill, I hated her rivalmance because I don't see a reason why she would ever be with that kind of Hawke. To gain rivalry with her you have to be mean to her, treat her like a child or act like you know best, and dissaprove of her choices. Merrill left her clan because they did all of those things to her. I just can not buy that she would start a relationship with someone like that. Genrally though, I prefer to rival her because I dissaprove of her choices and I think she ends up better off when you rival her. However, I don't think Merrill would ever choose to be a rival Hawke.
Same for Isabela. Yes, in the rivalry path she becomes a better person, blah blah blah. But that doesn't mean I think she'd actually want to be in a relationship with a Hawke that she doesn't even seem to like as a person.
The problem I have is that from a technical standpoint, all the romances are the same. You can be absolutely anyone and still romance them. The characters don't truly react to you. You are the almighty PC and their own preferences and logic gets thrown out the window for you. Each character should have limits and if you breach that limit, then it's over. They shouldn't be falling all over themselves saying how much they dislike you as they pull down their pants to get it on.
#281
Posté 26 avril 2012 - 08:41
F/F romances should end happily-ever-after.Wulfram wrote...
A question for Mr Gaider and everyone else.
Do you think that romances in CRPG should ultimately be escapist, or do you think there should be some that are doomed to end in heartbreak?
For other romances, the devs are free to do what they wish. :happy:
Should there be the possibility of the PC being unceremoniously dumped for another? It's realistic that this hapepns to people, and it's a legitimate story to be told, but I also think it's not really what a lot of people want from a romance. What about a LI who will inevitably die?
It's a legitimate story that I'm altogether sick of. I realize straight players probably read/watch/play through hundreds of romances with happy endings and would like to see something 'riskier' or more bittersweet.
I have trouble just finding a female same-sex romance, and many of them still end in death or heartbreak. (Or exist only until the hunky male hero arrives and the real romance begins.) BioWare games are one of the few places where I can get a story about a woman being a hero, getting the girl, and living happily ever after.
Yeah, if I can avoid the bad ending, I have no problem with one being there.But Alistair dumping the Warden to be King was very well done, as is him sacrificing himself at the Archdemon. Of course, both of these are avoidable and proceed fairly logically from your choices.
Isabela rather liked my Hawke.Mmw04014 wrote...
Same for Isabela. Yes, in the rivalry path she becomes a better person, blah blah blah. But that doesn't mean I think she'd actually want to be in a relationship with a Hawke that she doesn't even seem to like as a person.
Modifié par Maria Caliban, 26 avril 2012 - 08:43 .
#282
Posté 26 avril 2012 - 09:13
The ones I traditionally pick already do end in heartache. My Mage!Warden wound up as Alistair's mistress, but that's hardly a happy ending. My Hawke friendmanced Anders and while it's more hopeful than the rivalmance ending, their future together looks as if it's going to be a lot of work.Wulfram wrote...
Do you think that romances in CRPG should ultimately be escapist, or do you think there should be some that are doomed to end in heartbreak?
That being the case, I wouldn't mind a crack at "happily ever after". It has been a while since I've seen that in a video game. Don't get me wrong! I'm as fond of bittersweet as the next person. But I do wonder what an undiminished happy ending would feel like. Is riding off into the sunset together still beautiful if there aren't any clouds?
All people inevitably die. Or do you mean during the course of the game or shortly thereafter? It's been done too often. It's getting old.Should there be the possibility of the PC being unceremoniously dumped for another? It's realistic that this hapepns to people, and it's a legitimate story to be told, but I also think it's not really what a lot of people want from a romance. What about a LI who will inevitably die?
Being dumped for another... no. Being cheated on and having the option to walk away or forgive and forget (with an epilogue that says the lover never pulled anything like that ever again), sure. Why not? But ultimately rejected? No.
In the Big Book of Berelinde, all lovers should have one moment of heartache. Absence, infidelity, desertion, a really massive fight, something that underlines what is at stake. It isn't fun if there's no risk of loss. Getting dumped for somebody else counts as two, though. There''s infidelity *and* desertion, and that's just too much.
#283
Posté 26 avril 2012 - 09:16
Wulfram wrote...
A question for Mr Gaider and everyone else.
Do you think that romances in CRPG should ultimately be escapist, or do you think there should be some that are doomed to end in heartbreak?
Should there be the possibility of the PC being unceremoniously dumped for another? It's realistic that this hapepns to people, and it's a legitimate story to be told, but I also think it's not really what a lot of people want from a romance. What about a LI who will inevitably die?
Personally, I generally want something fairly escapist from my romances. True love and the prospect of a happily ever after are important for me. But Alistair dumping the Warden to be King was very well done, as is him sacrificing himself at the Archdemon. Of course, both of these are avoidable and proceed fairly logically from your choices.
Well by nature they are somewhat escapist seeing as they aren't real...
Some should be doomed to get badly though, some should end well, depends on the story
Yes the PC should be dumped if he really angers the LI by doing something they REALLY don't like(sparing Loghain or siding with the Templars come to mind) and if done properly makes a story intresting. I mean the whole happily ever after thing gets really old and needs to be turned on it's head every once in a while.
I prefer LI's to act in character, for instance of you start pestering Isabella about marriage and commitment it would make sense if she left you for someone who just wants sex:crying:. It just depends on the situation the characters are in.
#284
Posté 26 avril 2012 - 09:26
Wulfram wrote...
Should there be the possibility of the PC being unceremoniously dumped for another? It's realistic that this hapepns to people, and it's a legitimate story to be told, but I also think it's not really what a lot of people want from a romance. What about a LI who will inevitably die?
The former I could see happening if it was dependant on choices you made earlier in the game.
So say, for example, that you're progressively being an abusive ass to... Isabela. Ignore for the moment how she doesn't embrace the relationship fully until Act 3. Just focus on her backstory with her first husband. She eventually gets fed up with you and dumps you for someone else.
Maybe Varric.
Alistair is a good case of your choices influencing his course of action towards your romance. Obviously, he doesn't dump you for someone else.
But he can break it off with you, IIRC.
Personally, I generally want something fairly escapist from my romances. True love and the prospect of a happily ever after are important for me. But Alistair dumping the Warden to be King was very well done, as is him sacrificing himself at the Archdemon. Of course, both of these are avoidable and proceed fairly logically from your choices.
Pretty much how I feel about it. Escapism is something I want, but if tragic romance is done well -- whatever the form, be it dumping, death, or whathaveyou -- then I'm all for it.
So long as I can avoid it when I want and do it when I want.
Modifié par The Ethereal Writer Redux, 27 avril 2012 - 03:42 .
#285
Posté 26 avril 2012 - 10:25
I wouldn't exactly consider them escapist in my case because I don't play as myself to live out the story, I create a character and play them through the story. I still want to have fun playing them, of course, and I don't invest a lot of time in a game to fail. So I do want these characters I care about to have a chance at a happy ending. Failure should only happen if the player made a wrong choice, and I don't think romancing a certain character should ever be considered a wrong choice. Implications... unpleasant.Wulfram wrote...
A question for Mr Gaider and everyone else.
Do you think that romances in CRPG should ultimately be escapist, or do you think there should be some that are doomed to end in heartbreak?
If the player's character makes a choice during the course of the romance that causes it to end in failure, like cheating on their love interest or making a decision that the love interest just can't support, then that's perfectly fine. Interesting, even. But if a romance is doomed from the start simply by choosing to engage in that romance, I don't see this as a good thing.
I'm sure there are some ways it could work for a story, but... I don't know, games are like a different standard to me than movies or books where you have no control over the events that happen. When I finish a game, I want it to feel like a victory. I don't want to feel like after 100+ hours, all I did was ruin my character's life. I think all romances should have the option of a happy ending. (For the record, I consider Ander's friendmance to have a happy ending. The player character and love interest are alive and together. That's what I mean.)
It's risky to have the PC being dumped through no fault of their own. How many people would really choose to romance a character if they knew it would end like that no matter what? There's an outrage about the way Jacob's romance was handled in ME3 for this reason. Sure, it happens in real life, but nobody likes it there either.Should there be the possibility of the PC being unceremoniously dumped for another? It's realistic that this hapepns to people, and it's a legitimate story to be told, but I also think it's not really what a lot of people want from a romance. What about a LI who will inevitably die?
I think I already answered the second question above, but I'll say it again. In my opinion, there should be an option for the love interest to live. I don't like "this character dies no matter what you do" scenarios.
I agree, the options with Alistair were very well done. This is what I like to see from the romances, and other aspects of the game in general - the player has a choice. Even if one path leads to sacrifice, there are others that lead to a happier result, something that shows hope for their future.Personally, I generally want something fairly escapist from my romances. True love and the prospect of a happily ever after are important for me. But Alistair dumping the Warden to be King was very well done, as is him sacrificing himself at the Archdemon. Of course, both of these are avoidable and proceed fairly logically from your choices.
#286
Posté 26 avril 2012 - 10:45
This straight player doesn't always like risky or bittersweet either. It kind of depends on the situation. A forced love interest death is too bittersweet for my tastes. Some people might consider Anders' romance as ending on a risky or bittersweet note though, and that one was my favorite. I thought it was happy, but my favorite characters are often revolutionaries, so I enjoyed having Hawke run off with him.Maria Caliban wrote...
It's a legitimate story that I'm altogether sick of. I realize straight players probably read/watch/play through hundreds of romances with happy endings and would like to see something 'riskier' or more bittersweet.
Speaking of my favorite characters, they get killed off entirely too often. So much that really specific causes of death are repeating themselves. I'm tired of it too.
#287
Posté 27 avril 2012 - 12:05
LoL I wasn't talking about your initial post specifically... I was talking about what the thread devolved into. XDCantina wrote...
FaeQueenCory wrote...
At first I was like: "Oh a thread about how the romances in DA2 were really minimal in interactions (pretty much only the sexin scene)."
Finds that the thread seems to be about the sexin scenes................
I, for one, would like for the romances to be a little more fleshed out. Like a couple of people have mentioned in their posts, the DA2 romances kinda fell apart during "act 3"... It would have been nice to have a little more to them in the final 4th of the game.
Its not all about the sex scenes hun, that was not my point of this thread. My point was to show the flaws and how the romance did not seem as smoothed out threw the game as it did in Origins. I brought up the sex scene simply because it is apart of the romance.
Exactly how I feel, I thought by Act 3 the romance seemed to fall off the face of the game.
#288
Posté 27 avril 2012 - 01:05
Wulfram wrote...
A question for Mr Gaider and everyone else.
Do you think that romances in CRPG should ultimately be escapist, or do you think there should be some that are doomed to end in heartbreak?
Should there be the possibility of the PC being unceremoniously dumped for another? It's realistic that this hapepns to people, and it's a legitimate story to be told, but I also think it's not really what a lot of people want from a romance. What about a LI who will inevitably die?
Personally, I generally want something fairly escapist from my romances. True love and the prospect of a happily ever after are important for me. But Alistair dumping the Warden to be King was very well done, as is him sacrificing himself at the Archdemon. Of course, both of these are avoidable and proceed fairly logically from your choices.
Escapist. There's enough heartache in real life, I don't want to also experience it in my video games.
Looking at the way BioWare's been heading though and the fact that depressing endings are all the rage at the moment it wouldn't surprise me if DA3 ended with your LI getting beheaded in front of you and then you yourself getting killed in some horrific fashion.
#289
Posté 27 avril 2012 - 02:33
Wulfram wrote...
A question for Mr Gaider and everyone else.
Do you think that romances in CRPG should ultimately be escapist, or do you think there should be some that are doomed to end in heartbreak?
Escapist. I don't mind bittersweet ending if it's refreshing. But it's not. The same plot is used and re-used at different locations under different setting by various movies, novels and games, it's no longer has any effect on me. All those bittersweet endings are just too predictable to the point it's annoying and seem to be forced drama. I rather have a cliche' happy ending ( since it's satisfying ) than a cliche' no-longer- heartbreaking ending
I believe there should be but it has to be done with solid reason that beyond PC control and fit with LI's character like Isabela. Something I don't trust BioWare could pull successfully ( for me ) without appear to be forced drama. But then again, I usually avoid this kind of character to be my LI because I expect them to do such thing in future. Therefore it might not work for meWulfram wrote...
Should there be the possibility of the PC being unceremoniously dumped for another? It's realistic that this hapepns to people, and it's a legitimate story to be told, but I also think it's not really what a lot of people want from a romance.
I like the idea but please do so only because it's sensible. It make no sense if I can kill the god/archdemon/broodmother/Meredith/Orsino/Arduino/Giant Terminator etc and yet I can't save my love one from a giant rat or Templar or abomination. One thing to pull it, is to have LI choose the path despite you against it. I think Shandra Jarro in Neverwinter Night 2 did the right thing to pull this. The scene at Ammon Jarro's haven where Shandra died due to blood loss to release all the demons prisoners greatly shaken me. .Wulfram wrote...
What about a LI who will inevitably die?
Modifié par Sacred_Fantasy, 27 avril 2012 - 02:34 .
#290
Posté 27 avril 2012 - 04:20
Wulfram wrote...
A question for Mr Gaider and everyone else.
Do you think that romances in CRPG should ultimately be escapist, or do you think there should be some that are doomed to end in heartbreak?
Should there be the possibility of the PC being unceremoniously dumped for another? It's realistic that this hapepns to people, and it's a legitimate story to be told, but I also think it's not really what a lot of people want from a romance. What about a LI who will inevitably die?
Personally, I generally want something fairly escapist from my romances. True love and the prospect of a happily ever after are important for me. But Alistair dumping the Warden to be King was very well done, as is him sacrificing himself at the Archdemon. Of course, both of these are avoidable and proceed fairly logically from your choices.
Good questions to ask hun.
This is one of the reasons I like Dragon Age romances, there not all about kittens and rainbows. You can have heartbreak or escapist. In my opinion, having a relationship with no heartbreak at all during its course makes it feel less realistic. It should ultimately be up to the player on what they chose to do with the romance. It could end in heartbreak or you can ride off into the sunset. I think it is best to have both options open to you and not one or the other.
In Origins, I like the fact the power of your relationship was on both sides. You (as the player) could choose to end the romance at anytime. Where as in Dragon Age 2 you seemed stuck in the relationship. The only chance you could get out of the relationship is when your romance wants to speak you and you had to hope there was a break-up icon option to end it. The power of equal control in the romance was taken away from the player in Dragon Age 2. My idea would be if you are interested in a companion or in a romance with them, it would unlock the ability to speak to them at any point. Thus, you could speak to them about anything that was available even having the option to end the romance.
I did like the fact in the Anders relationship if you chose to help the demon in the fade he leaves you. However, I found it a bit odd that lets say the player is a Templar or a Blood Mage and they could still have a relationship with Anders. In my opinion if the companion is strongly against something and you are that something, then that companion should no longer be a romantic option. Having the companion hate something and then be involved with someone who is that hate, projects the companion as a hypocrite. Sure, you could at some point reset your character and remove being a Templar or Blood Mage, but just because you do, does not mean you can now run off and jump their bones. Again, all falls down to the choices and consequences. Romantic options should follow choices and consequences all around not parts here and there.
I do not mind complications arising in the game that can put your relationship to the test. As in the case with Anders, this is apparent from the start of the romance to the end of it. This one of the reasons I like and dislike the romance, it is a roller coaster ride and far from perfect. It is a constant push and pull relationship, testing your character repeatedly to see how far you are willing to go for someone your character loves. Having that in the game makes the relationship come off being more realistic. Of course, if you are not the type who wants that, you could go see Sebastian.
Uh, I think I rambled off the question here, ugh, dammit.
#291
Posté 27 avril 2012 - 04:35
#292
Posté 27 avril 2012 - 06:07
Lamepro wrote...
What if they try a Love triangle?
Then they would be geniuses(assuming they could pull it off well). I thought it was kinda weird how most of your LIs had no one else flirting with them. It would be good to actually compete for their attention. Maybe there could be a quest where you can duel your comepetition or something.
#293
Posté 27 avril 2012 - 07:08
#294
Posté 27 avril 2012 - 08:58
berelinde wrote...
Wulfram wrote...
Do you think that romances in CRPG should ultimately be escapist, or do you think there should be some that are doomed to end in heartbreak?
The ones I traditionally pick already do end in heartache. My Mage!Warden wound up as Alistair's mistress, but that's hardly a happy ending. My Hawke friendmanced Anders and while it's more hopeful than the rivalmance ending, their future together looks as if it's going to be a lot of work.
That being the case, I wouldn't mind a crack at "happily ever after". It has been a while since I've seen that in a video game. Don't get me wrong! I'm as fond of bittersweet as the next person. But I do wonder what an undiminished happy ending would feel like. Is riding off into the sunset together still beautiful if there aren't any clouds?
This describes exactly my concerns about a 100% rosy, happy ending. Will it truly feel as accomplished if there isn't heartbreak or grey skies involved? Sure, the times I played paths of less fortunate romances, I pined for the happy endings. But I realised I felt they're more real than the 'knife-through-butter' romances when I did a save game edit:
I was the mage elf in DA:O and since I never liked the hardened Alister, he, naturally, told me he was ending it. I wanted to try out being Mrs. King Alistair and edited my latest save and reload. Presto, insta-Queen! However, I didn't really like that ending very much. It felt overly sweet. Uncomplicated. No, I'd rather elope with my Warden Alistair or even (grrrr) have him rule without me.
To me, it just felt more 'right'.
Modifié par dracuella, 27 avril 2012 - 08:59 .
#295
Posté 27 avril 2012 - 09:12
wsandista wrote...
Lamepro wrote...
What if they try a Love triangle?
Then they would be geniuses(assuming they could pull it off well). I thought it was kinda weird how most of your LIs had no one else flirting with them. It would be good to actually compete for their attention. Maybe there could be a quest where you can duel your comepetition or something.
It's hardly genius. Harvest Moon has been doing it for years.
#296
Posté 27 avril 2012 - 09:19
Wulfram wrote...
A question for Mr Gaider and everyone else.
Do you think that romances in CRPG should ultimately be escapist, or do you think there should be some that are doomed to end in heartbreak?
Should there be the possibility of the PC being unceremoniously dumped for another? It's realistic that this hapepns to people, and it's a legitimate story to be told, but I also think it's not really what a lot of people want from a romance. What about a LI who will inevitably die?
Personally, I generally want something fairly escapist from my romances. True love and the prospect of a happily ever after are important for me. But Alistair dumping the Warden to be King was very well done, as is him sacrificing himself at the Archdemon. Of course, both of these are avoidable and proceed fairly logically from your choices.
Don't really care, a good heartbreak can be good for the game and your motivation while playing it. For those people who take their LI love out of the game , well I guess it would not be so good for them.
I never much connected with Aeris, but for those that did it certainly elevated Final Fantasy VII. Like anything it tends to hit people who care more than people who don't so it's quite hit and miss. Carver,Kaiden,Ashely were just like "well,whatever what do we do next".
On the other hand Yunas wedding had me seething with fury and wanting to punch a certain someone through the screen. Even though I much prefered Rikku personally.
#297
Posté 27 avril 2012 - 09:35
Are you sure that's how it worked? I don't remember it being that complex. According to my memory at least, there was a timer for when you'd have the next lovetalk, and once it was reached and you were outdoors, a lovetalk would fire. You then had 2-5 responses most of the time, with one continuing the romance while the others broke it off. Every time you chose the right ones, the "JaheiraLove" (or similarly named) variable would go up one point, which told the engine which lovetalk should run next time. Failure to choose the right option simply set the value to something that more or less meant "dumped" and that was it.Dakota Strider wrote...
All of these, are not simply hitting the right response in a handful of conversations. Your actions with how you react to other things, besides courting the LI, makes a difference in how they perceive you. There are multiple different occassions throughout the game, where you can "score" points for or against their feelings towards you.
Note how I only asked about this. I sure remember the quests you were talking about and they were pretty cool =) Not sure I'd want those kind of things for all romances in all games though, it can be feel very contrived and mechanical if not pulled off right.
#298
Posté 27 avril 2012 - 10:46
KiddDaBeauty wrote...
Are you sure that's how it worked? I don't remember it being that complex. According to my memory at least, there was a timer for when you'd have the next lovetalk, and once it was reached and you were outdoors, a lovetalk would fire. You then had 2-5 responses most of the time, with one continuing the romance while the others broke it off. Every time you chose the right ones, the "JaheiraLove" (or similarly named) variable would go up one point, which told the engine which lovetalk should run next time. Failure to choose the right option simply set the value to something that more or less meant "dumped" and that was it.Dakota Strider wrote...
All of these, are not simply hitting the right response in a handful of conversations. Your actions with how you react to other things, besides courting the LI, makes a difference in how they perceive you. There are multiple different occassions throughout the game, where you can "score" points for or against their feelings towards you.
Note how I only asked about this. I sure remember the quests you were talking about and they were pretty cool =) Not sure I'd want those kind of things for all romances in all games though, it can be feel very contrived and mechanical if not pulled off right.
I don 't recall them being all that complex. There was the alignment mechanic which was something else you had to juggle.
Nothing like some of the flags you have to deal with in Harvest Moon, Atelier XXXX, Star Ocean etc. I think it's intentional though , easy romances.
#299
Posté 27 avril 2012 - 12:16
wsandista wrote...
Lamepro wrote...
What if they try a Love triangle?
Then they would be geniuses(assuming they could pull it off well). I thought it was kinda weird how most of your LIs had no one else flirting with them. It would be good to actually compete for their attention. Maybe there could be a quest where you can duel your comepetition or something.
The did this in BG2 (godd**m smooth-talker Hear'dalis *grumbles incoherently about making sure to leave thieving tiefling bards to the mercy of evil wizards next time*) - um, anyway, yeah they did it with Aerie and Hear'dalis if you had both in your party. Eventually he even challenges you to duel for her (which is you accept you loss her, which can be annoying if he's really irriated you by this point
#300
Posté 27 avril 2012 - 12:27
BobSmith101 wrote...
KiddDaBeauty wrote...
Are you sure that's how it worked? I don't remember it being that complex. According to my memory at least, there was a timer for when you'd have the next lovetalk, and once it was reached and you were outdoors, a lovetalk would fire. You then had 2-5 responses most of the time, with one continuing the romance while the others broke it off. Every time you chose the right ones, the "JaheiraLove" (or similarly named) variable would go up one point, which told the engine which lovetalk should run next time. Failure to choose the right option simply set the value to something that more or less meant "dumped" and that was it.Dakota Strider wrote...
All of these, are not simply hitting the right response in a handful of conversations. Your actions with how you react to other things, besides courting the LI, makes a difference in how they perceive you. There are multiple different occassions throughout the game, where you can "score" points for or against their feelings towards you.
Note how I only asked about this. I sure remember the quests you were talking about and they were pretty cool =) Not sure I'd want those kind of things for all romances in all games though, it can be feel very contrived and mechanical if not pulled off right.
I don 't recall them being all that complex. There was the alignment mechanic which was something else you had to juggle.
Nothing like some of the flags you have to deal with in Harvest Moon, Atelier XXXX, Star Ocean etc. I think it's intentional though , easy romances.
To answer both of you, I really do not recall the game mechanics that triggered romance dialogues. There were so many different companions you could have in and out of your party, and a lot of different conversations and friendships, with potential LI's. Perhaps because there were so many more choices, than the one or two that we had to choose from in DA, that the game mechanism they used is not so memorable, in comparison. I just recall that it seemed a bit more natural, especially compared to DA2.




Ce sujet est fermé
Retour en haut




