Dakota Strider wrote...
@sjpelkessjpeler
I understand the reasons behind the two rivalry/gift systems in the two DA games. My thought, is to blend that with an even larger pool of companions, and then make the rivalries even more meaningful, by having some companions choose not to be with you, based on your choices. And regardless of what you choose, you cannot please everyone, and will alienate at least one party member, at key situations.
This does not mean that your choice was wrong, only wrong for that specific companion. And this will allow each new playthrough to be more unique, because you can tailor your choices in each playthrough to try to appeal to different party members. A game that is replayed more often, would generally be considered to be more popular, and therefore lead to more sales. And more sales will justify in the investment of the resources to create more possible companions with more possible roleplay paths.
I see what you mean. Played .(dot)Hack and they had that kind of system. The companion approval raised the more you took them with you, different but applies in another way.
So you would want say ten companions to choose from and in a worst case scenario end up with only three if you play that way? This is how I understand what you write.
Commented on 'companions leaving' in the earlier in the thread. Liked that concept in DAO.
Modifié par sjpelkessjpeler, 08 mai 2012 - 01:33 .





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