Sacred_Fantasy wrote...
More than a year ago, during the development of DA 2 we were promised to have more dialogue options through dialogue wheel since dialogue wheel can accomodote more spaces compare to text list. It did have the space and easier to navigate. But did we get more dialogue options? DA 2's fans insist that we had the same amount of dialogue choices as DAO, if not more. I don't see it happens There're only 3 choices, one occasionally investigate option and a star icon or heart icon . That's all I can see. Then they argue DAO also had 3 options bla bla.
We were promised to be able to interact more with the companions because the dialogue will be systematically distribute throughout the game either through main dialogue or companions personal quest or party banter. It did systematically distributed throughout the game. But did we get more interaction with the companions? When we complaint about the lack of interaction with the companions, DA 2 fans insist we had the same amount of dialogue line as DAO bla bla.
I don't know how to use search function on this forum to find a year and 6 months old post therefore I can't provide you with source. I wish I could.
It's actually easier to just use Google and define the search to the BSN. This can also help you find your own ancient posts by searching for your username. I use this on forums frequently because built-in form searches tend to suck.
In the Google search field just type:
<search terms> site:social.bioware.comSo, you keep saying "the fans" said this or that, or insist this or that like we are deluding ourselves based on our biased opinion of the game. The devs are the ones who have made such statements.
The most recent being one I can point to from
PAX East...
Q: I was more curious about character interaction. It was way awesome in Origins, but so-so in Dragon Age II.
A David: The actual volume was the same, but how we divvied it up was quite different. A lot more interaction in DA2 was in the follower plots, the followers had like three big plots each in DA2. Meh... because you had the time jumps right? While DAO they had like one small quest, so more of the interaction was just talking to them at camp, that sort of thing. I think looking at the reactions to the two games, I think a lot, some players, felt they that didn't have agency over their interactions with the followers; because there was less of them and because we had this feature that "told you" when they had new dialogue. People felt like they weren't responsible for initiating that dialogue. So, OK, cool. Hearing that, it's like "OK, agency is important." So I think what we'd like to do is bring some of that interaction back into just talking to them at the camp, giving your follower a kiss if you want, and asking them questions; but also still having as much of the character arc growth for each follower that we got, that we did get in DA2. I think that there is actually a middle ground. And I just want to give the players a little bit more of a feeling that they are the ones in charge of their relationship.
If you think about the structure of DAO dialogue, it's actually pretty similar to NWN dialogue. There is
a list of choices, some of which result in an action by the PC (accepting a quest, forcing an end to the conversation, and so forth), whereas others are interrogative statements that continue the flow of the conversation and can change based on previous statements the NPC has made. Many times in those games, you
can just go down the list picking every line, and then end the conversation with the appropriate choice.
In DAO, this pattern isn't consistent in several of the more meaningful follower dialogues because of approval changes resulting from options, but some conversations can feature "stacking" approval ratings after picking two or more choices during the conversation the follower approves of. DA2 features similar "stacking" by using the
(?) icons to separate out the questions from the choices, BUT some questions can affect the choices you have and you will see them change on the right as the conversation moves on. The best example of this is the
first mansion convesation you can have with Fenris, where in order to get the maximum amount of points you
must ask him certain questions.
If you take the
(?) icons into account -- which is present in
almost every conversation you can have in DA2, even if there is just a single question listed -- it does actually appear that the volume is the same or close, but you don't see it all in front of your face as you did with a long list in NWN or DAO because you have to hit the
(?) icon first. So at first glance, you see the three responses with the blue/purple/red choices and the volume seems much less.
Modifié par nightscrawl, 28 avril 2012 - 10:30 .