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Companion rivalry and character interactions


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#26
Guest_sjpelkessjpeler_*

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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 .


#27
Patchwork

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I'm not sure a general approval metre is needed but your decisions should be tracked. If you have high friendship with Merrill, for example, the game assumes you gave her the tool and it effects dialogue later in the game.

#28
wsandista

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Most Definitely Sane wrote...

I liked character interactions, and I love rivalry, but I believe they both need to be expanded.

Character dialogue does need to be paced, but not as widespread as in Dragon Age 2 or Mass Effect 3. I personally feel that a discussion after every other mainquest would be good, but that depends on the amount of mainquests.

As for rivalry, they ought to do two bars. One for friendship/rivalry and one for approval/disapproval.
Approval can be rated on decisions according to their morality, not political/ religious views.
Friendship and rivalry can be based on that.


What about an x-y axis?

#29
Most Definitely Sane

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wsandista wrote...

Most Definitely Sane wrote...

I liked character interactions, and I love rivalry, but I believe they both need to be expanded.

Character dialogue does need to be paced, but not as widespread as in Dragon Age 2 or Mass Effect 3. I personally feel that a discussion after every other mainquest would be good, but that depends on the amount of mainquests.

As for rivalry, they ought to do two bars. One for friendship/rivalry and one for approval/disapproval.
Approval can be rated on decisions according to their morality, not political/ religious views.
Friendship and rivalry can be based on that.


What about an x-y axis?


I think that doing it like that might make it a bit more complicated, whereas approval/disapproval can work like Origins and decide whether or not you can talk to them or they leave your party.

Can you maybe explain your idea a bit more? I don't think I understood properly.

#30
wsandista

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Most Definitely Sane wrote...

wsandista wrote...

Most Definitely Sane wrote...

I liked character interactions, and I love rivalry, but I believe they both need to be expanded.

Character dialogue does need to be paced, but not as widespread as in Dragon Age 2 or Mass Effect 3. I personally feel that a discussion after every other mainquest would be good, but that depends on the amount of mainquests.

As for rivalry, they ought to do two bars. One for friendship/rivalry and one for approval/disapproval.
Approval can be rated on decisions according to their morality, not political/ religious views.
Friendship and rivalry can be based on that.


What about an x-y axis?


I think that doing it like that might make it a bit more complicated, whereas approval/disapproval can work like Origins and decide whether or not you can talk to them or they leave your party.

Can you maybe explain your idea a bit more? I don't think I understood properly.


F/R is the x-axis, Approval is y-axis

F/R is relationship with your companions, it is gained through conversations with them and relies more on philosophy than actions

Approval is how much they approve of your actions, this is what determines if they are hostile to you or trust you

#31
Most Definitely Sane

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wsandista wrote...

Most Definitely Sane wrote...

wsandista wrote...

Most Definitely Sane wrote...

I liked character interactions, and I love rivalry, but I believe they both need to be expanded.

Character dialogue does need to be paced, but not as widespread as in Dragon Age 2 or Mass Effect 3. I personally feel that a discussion after every other mainquest would be good, but that depends on the amount of mainquests.

As for rivalry, they ought to do two bars. One for friendship/rivalry and one for approval/disapproval.
Approval can be rated on decisions according to their morality, not political/ religious views.
Friendship and rivalry can be based on that.


What about an x-y axis?


I think that doing it like that might make it a bit more complicated, whereas approval/disapproval can work like Origins and decide whether or not you can talk to them or they leave your party.

Can you maybe explain your idea a bit more? I don't think I understood properly.


F/R is the x-axis, Approval is y-axis

F/R is relationship with your companions, it is gained through conversations with them and relies more on philosophy than actions

Approval is how much they approve of your actions, this is what determines if they are hostile to you or trust you


Alright, then I did interpret it correctly.
Our ideas are similar, but on a different sort of scale.The axis may be difficult as it won't be as attractive to implement into the character's stats, and may cause it to be cluttered, in an anasthetic sense.

#32
wsandista

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Most Definitely Sane wrote...

wsandista wrote...

Most Definitely Sane wrote...

wsandista wrote...

Most Definitely Sane wrote...

I liked character interactions, and I love rivalry, but I believe they both need to be expanded.

Character dialogue does need to be paced, but not as widespread as in Dragon Age 2 or Mass Effect 3. I personally feel that a discussion after every other mainquest would be good, but that depends on the amount of mainquests.

As for rivalry, they ought to do two bars. One for friendship/rivalry and one for approval/disapproval.
Approval can be rated on decisions according to their morality, not political/ religious views.
Friendship and rivalry can be based on that.


What about an x-y axis?


I think that doing it like that might make it a bit more complicated, whereas approval/disapproval can work like Origins and decide whether or not you can talk to them or they leave your party.

Can you maybe explain your idea a bit more? I don't think I understood properly.


F/R is the x-axis, Approval is y-axis

F/R is relationship with your companions, it is gained through conversations with them and relies more on philosophy than actions

Approval is how much they approve of your actions, this is what determines if they are hostile to you or trust you


Alright, then I did interpret it correctly.
Our ideas are similar, but on a different sort of scale.The axis may be difficult as it won't be as attractive to implement into the character's stats, and may cause it to be cluttered, in an anasthetic sense.


True, but the problem I had with Rivalry is that it seemed like a negative, when it wasn't supposed to be. I believe having it on the x-y axis with Approval connotating a true poistive/negative will help Rivalry seem less negative.
Sorry if that doesn't make any sense

#33
Most Definitely Sane

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wsandista wrote...

Most Definitely Sane wrote...

wsandista wrote...

Most Definitely Sane wrote...

wsandista wrote...

Most Definitely Sane wrote...

I liked character interactions, and I love rivalry, but I believe they both need to be expanded.

Character dialogue does need to be paced, but not as widespread as in Dragon Age 2 or Mass Effect 3. I personally feel that a discussion after every other mainquest would be good, but that depends on the amount of mainquests.

As for rivalry, they ought to do two bars. One for friendship/rivalry and one for approval/disapproval.
Approval can be rated on decisions according to their morality, not political/ religious views.
Friendship and rivalry can be based on that.


What about an x-y axis?


I think that doing it like that might make it a bit more complicated, whereas approval/disapproval can work like Origins and decide whether or not you can talk to them or they leave your party.

Can you maybe explain your idea a bit more? I don't think I understood properly.


F/R is the x-axis, Approval is y-axis

F/R is relationship with your companions, it is gained through conversations with them and relies more on philosophy than actions

Approval is how much they approve of your actions, this is what determines if they are hostile to you or trust you


Alright, then I did interpret it correctly.
Our ideas are similar, but on a different sort of scale.The axis may be difficult as it won't be as attractive to implement into the character's stats, and may cause it to be cluttered, in an anasthetic sense.


True, but the problem I had with Rivalry is that it seemed like a negative, when it wasn't supposed to be. I believe having it on the x-y axis with Approval connotating a true poistive/negative will help Rivalry seem less negative.
Sorry if that doesn't make any sense


Yeah, that was a problem. But hopefully Bioware will fix that in the future.

#34
deuce985

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wsandista wrote...

Most Definitely Sane wrote...

wsandista wrote...

Most Definitely Sane wrote...

I liked character interactions, and I love rivalry, but I believe they both need to be expanded.

Character dialogue does need to be paced, but not as widespread as in Dragon Age 2 or Mass Effect 3. I personally feel that a discussion after every other mainquest would be good, but that depends on the amount of mainquests.

As for rivalry, they ought to do two bars. One for friendship/rivalry and one for approval/disapproval.
Approval can be rated on decisions according to their morality, not political/ religious views.
Friendship and rivalry can be based on that.


What about an x-y axis?


I think that doing it like that might make it a bit more complicated, whereas approval/disapproval can work like Origins and decide whether or not you can talk to them or they leave your party.

Can you maybe explain your idea a bit more? I don't think I understood properly.


F/R is the x-axis, Approval is y-axis

F/R is relationship with your companions, it is gained through conversations with them and relies more on philosophy than actions

Approval is how much they approve of your actions, this is what determines if they are hostile to you or trust you


I actually had a thought similar to this the other day. Doubt Bioware would do something like that though.

#35
deuce985

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Most Definitely Sane wrote...

I liked character interactions, and I love rivalry, but I believe they both need to be expanded.

Character dialogue does need to be paced, but not as widespread as in Dragon Age 2 or Mass Effect 3. I personally feel that a discussion after every other mainquest would be good, but that depends on the amount of mainquests.

As for rivalry, they ought to do two bars. One for friendship/rivalry and one for approval/disapproval.
Approval can be rated on decisions according to their morality, not political/ religious views.
Friendship and rivalry can be based on that.


To expand on this a bit, I was thinking wouldn't it be awesome if Friendship/Rivalry also hit things like trust?

Example, Anders in DA2. Whether you're a friend or not...you never know his outcome. He directly lies to your face, regardless of Rivalry/Friendship check. Wouldn't the interactions be better if you can "unlock" dialogue like that with them?

A high Friendship rating in the Anders situation should allow me to earn his trust and not constantly lie to my face. Perhaps if resources are available, expand that further by maybe preventing the outcome of that situation? That's probably going a little too far with it but just a thought.