Is the unique looks for companions too diverse in DA2?
#26
Posté 09 mai 2012 - 09:13
DA2 had such a great opportunity, with the passage of time, to show the characters grow and change, through their visual changes. People don't wear the same clothes for seven years. I would worry about my friends, if they did that. It would have been great to see Merrill let her hair grow, or Isabela come back in Act 3 without her piercings. But the game blew it, because apparently they didn't trust the audience to identify with and enjoy characters who weren't visually static.
#27
Posté 09 mai 2012 - 10:01
brushyourteeth wrote...
Yes to this. I found myself in DA:O thinking "doesn't Wynne ever have to wash those robes? Surely Alistair doesn't sleep in that armor."LolaLei wrote...
I think it would be cool if the companions had a casual set of clothing that they'd wear "off duty" or in camp, like ME3 did. I'd find it odd seeing an armor clad Templar companion (for example) wearing their uniform 24/7. Maybe his/her casual clothing could still bare the Orders insignia or maintain an iconic look, but be stripped of the heavy metal armor.
Also kind of off-topic, I would have personally liked to have something casual to wear to the Hanged Man every now and then too. Your armor could pass for casual if you were a rogue or mage, but it just didn't make sense to grab a pint in full plate. I know we had that weird bathrobey outfit but I just didn't feel right wandering around Kirkwall dressed like Hugh Hefner
I loved in KotoR II how you could wear the sexy dancer outfit for situations where you needed + Persuasion, but it gave little in the way of armor. Maybe we could get some casual duds with bonuses to persuade or intimidate? (assuming those attributes play a role in DAIII).
Omg that would be awesome! The companions have their iconic look + casual outfit and our PC gets outfits that increase certain skills like charm/persuade etc, rather than just combat attributes.
#28
Posté 09 mai 2012 - 10:18
Bekkael wrote...
Eh, I don't really understand why companions need "iconic appearance" in the first place. I was never once confused in DA:O (or any other game) as to which character was which, based on what clothing or armor they were in at the time. It allows more freedom when you can give any clothing or armor the PC isn't using to other characters of the same class, at the very least.
I feel broadly the same way - the only time it was a potential problem was in the earlier game stages where you had a reasonable chance of two characters being in either light or medium armour and when they both had highly similar weapons. After that, the natural variation in armour useage via the armour sets and distinctive weaponry tended to create unique looks in their own right - but under the player's control.
The one counterpart to this is that I was using the (excellent) NoHelmet mod, to avoid the horror of the early level helmets. Obviously that helps somewhat if you're able to toggle the helmet so that a character's head is visible.
Personally, my feeling is that the iconic appearance is driven more by reasons beyond "make it easy for me to distinguish between characters and enemies, and between characters themselves". Making a character readily identifiable can be achieved in much more RP-friendly ways than forcing a standardised look in the style of DA2.
The DA3 approach seems to strike a sensible balance, having subtle distinctions when characters wear the same sets of armour, or having the recognisable / "iconic" feature be something that is identifiable irrespective of the armour they're wearing.
Similar to you, I'd prefer the iconic default look, some mechanism by which that can be maintained over time if the player likes it, but ultimately the choice to kit them out in the things that you find and create your own recognisable look (I always felt it looked odd seeing anyone but Oghren in the Legion of the Dead armour, after I'd established that as his 'default' armour set in my playthroughs) should you want.
Equally, I'll hold out for what I can get. Not doing the same as DA2 is definitely an improvement (true for many things IMO, as it happens).
#29
Posté 09 mai 2012 - 10:43
It seems to me that what BioWare showed at Pax would work pretty well. I liked that they had a "look." Honestly, I tried to get my DA:O companions in a unique set as soon as I could (plus, you know, there were bonuses for that). But within that look you have options to decide how you want spec the character (I assume different armor pieces have different benefits) and how that character will look. It would have been nice in DA2, for example, to have the option to boost Anders's stats toward healing or defensive magic through armor bonuses. I'm really hoping that element comes back.
Also I agree with pretty much everything syllogi said.
#30
Posté 09 mai 2012 - 10:50
Here's my favorite example of iconic looks for everyone:
#31
Posté 09 mai 2012 - 10:58
Archmage Silvery wrote...
I prefer the Origins way here. DA II was too much like a JRPG in this regard.
What does this even mean?
Ukki wrote...
"Unique look" is just another word for lazyness. Thats all. However, if some people prefer it then there should be a option in the setting where putting a tag on it would lock the companion armors if someone wished to do so. Everyone wins.
Bingo! I spotted another amateur volunteer armchair game developer! Bingo! What do I win? Oh, right, another headache.
Modifié par Upsettingshorts, 09 mai 2012 - 11:00 .
#32
Posté 09 mai 2012 - 11:00
The premise of this thread doesn't make sense to me. Either you see the value in and appreciate "unique looks" and enjoy the fact they exist, or you don't and don't. This is needless hairsplitting that seems like an attempt to frame the discussion negatively by starting from a critical premise.[/quote]
The problem is that some people insist on forwarding one philosophy or the other as objectively superior, when it's really just a matter of what the individual wants out of the game.
[quote]
[quote]Ukki wrote...
"Unique look" is just another word for lazyness. Thats all. However, if some people prefer it then there should be a option in the setting where putting a tag on it would lock the companion armors if someone wished to do so. Everyone wins.[/quote]
Bingo! I spotted another amateur volunteer armchair game developer! What do I win? Oh, right, a headache.[/quote]
[/quote]
See what I mean?
#33
Posté 09 mai 2012 - 11:02
Then Ukki suggests a toggle between the two, as if that isn't the most labor intensive and least cost-effective "solution" out there, as it demands spending zots on both approaches. Toggles are the go-to suggestion for enabling content a user does not appreciate in any form and could do without but wants to come off as compromising. Because it doesn't require understanding what they can't appreciate.
So, I guess I do?
Modifié par Upsettingshorts, 09 mai 2012 - 11:05 .
#34
Posté 09 mai 2012 - 11:06
I want their armours to suit their combat roles, and as long as we have full-party control those combat roles are detemined by us.deuce985 wrote...
I still prefer seeing unique armors that fit the personalities of our companions though, IMO.
As such, having fixed appearances doesn't work.
If I used Leliana as a tank, I could give her Massive armour. If I used Sten as an archer, I could give him Medium armour. The iconic looks simply do not suit all possible circumstances. Letting the player decide, though, can.
#35
Posté 09 mai 2012 - 11:08
To be fair, a toggle was approximated by Ish's Diversified Follower Armours mod for DA2. The player could either have the iconic look or a generic armoured appearance based on what equipment was chosen.Upsettingshorts wrote...
Ukki suggests that a "unique look" has no value beyond cost-cutting. This denies others' preferences, not to mention creates assumptions about what approach is more cost-effective or labor-intensive out of thin air. The boards in general have a problem understanding that just because they don't get what there is to like about something, that it follows there's nothing anyone could like about it.
Then Ukki suggests a toggle between the two, as if that isn't the most labor intensive and least cost-effective "solution" out there, as it demands spending zots on both approaches. Toggles are the go-to suggestion for enabling content a user does not appreciate in any form and could do without but wants to come off as compromising. Because it doesn't require understanding what they can't appreciate.
So, I guess I do?
A strict toggle would be labour intensive, but that's not the only option that serves both interests.
#36
Posté 09 mai 2012 - 11:10
Your position is that the entire party should be controlled by the player. As such, it follows that their combat role - and therefore equipment - should be within your purview to modify, edit, direct, and guide.
But that's not the only point of view out there. Most of them have arbitrary boundaries, but players tend to put them in different places. Personally I prefer more... independent party members. I'd never think of making Leliana a tank, for example, because that's not her style.
The blog proposing DA3's system is a good idea, however, as it seems to retain much of what I appreciate of both approaches.
Modifié par Upsettingshorts, 09 mai 2012 - 11:12 .
#37
Posté 09 mai 2012 - 11:19
Sylvius the Mad wrote...
I want their armours to suit their combat roles, and as long as we have full-party control those combat roles are detemined by us.deuce985 wrote...
I still prefer seeing unique armors that fit the personalities of our companions though, IMO.
As such, having fixed appearances doesn't work.
If I used Leliana as a tank, I could give her Massive armour. If I used Sten as an archer, I could give him Medium armour. The iconic looks simply do not suit all possible circumstances. Letting the player decide, though, can.
You'd probably hate Planescape: Torment.
#38
Posté 09 mai 2012 - 11:28
If the most of the armours in DAO had been more than just a texture swap of other armours in their category, then I probably would've had more enthusiasm about being able to change my characters' outfits.
#39
Posté 09 mai 2012 - 11:39
Sylvius the Mad wrote...
If I used Leliana as a tank, I could give her Massive armour. If I used Sten as an archer, I could give him Medium armour. The iconic looks simply do not suit all possible circumstances. Letting the player decide, though, can.
I'd question whether you should have that much control over your companions in a story based game like this. That's fine in a pure action RPG like Icewind Dale was, but I tend to think that one's companions should be their own people and you use the ones that suit what you want out of the group.
If you need a tank, you don't recruit Leilana. Not "I need a tank, I'll decide the courtly spy is trained in heavy armored melee."
#40
Posté 10 mai 2012 - 12:01
And that's a reasonable question.Vormaerin wrote...
I'd question whether you should have that much control over your companions in a story based game like this.
But we do have that much control, so why are they forced to dress inappropriately for their own actions?
They're not my companions. They're Hawke's companions. Hawke isn't the one telling them what to wear - I am.That's fine in a pure action RPG like Icewind Dale was, but I tend to think that one's companions should be their own people and you use the ones that suit what you want out of the group.
Except, of course, that she is trained in it if you train her in it.If you need a tank, you don't recruit Leilana. Not "I need a tank, I'll decide the courtly spy is trained in heavy armored melee."
#41
Posté 10 mai 2012 - 12:07
Bekkael wrote...
Eh, I don't really understand why companions need "iconic appearance" in the first place.
They didn't.
Then again, no one has claimed they needed to have an iconic appearance.
#42
Posté 10 mai 2012 - 12:11
I dispute the value of those supposed benefits.
#43
Posté 10 mai 2012 - 12:12
I'd be willing to manage stats and outfits, if that's how things worked out. But in the end, not using universal models improves animations and technical appearance in the game.
#44
Posté 10 mai 2012 - 12:22
the_one_54321 wrote...
I feel that unique appearances are more interesting than playing dress-up. I want to manage stats, not outfits.
I'd be willing to manage stats and outfits, if that's how things worked out.
This.
#45
Posté 10 mai 2012 - 12:31
What is the point of the detailed visuals if they don't reflect the mechanical reality of the game?the_one_54321 wrote...
I feel that unique appearances are more interesting than playing dress-up. I want to manage stats, not outfits.
No it doesn't. Not using universal models might allow for a greater variety of animations across all characters, but a would then require a lesser variety for each character (assuming the same zot expenditure).I'd be willing to manage stats and outfits, if that's how things worked out. But in the end, not using universal models improves animations and technical appearance in the game.
It's a trade-off, and not one I support.
#46
Posté 10 mai 2012 - 12:48
Something like that makes sense to me. I agree that if the developers give one the choice to make a character a tank, even if their 'iconic look' encourages them to be a mage, then the developers need to cater for that choice to occur.
#47
Posté 10 mai 2012 - 01:07
Say they give one armor piece 4 different looks. That's 4x as much work compared to the old system they used in DA:O.
It's either less items or we'll see more recycled armor graphics. Neither is good, IMO. If I had to choose...I'd go with customization over giving our companions unique looks.
Modifié par deuce985, 10 mai 2012 - 01:12 .
#48
Guest_simfamUP_*
Posté 10 mai 2012 - 01:12
Guest_simfamUP_*
Archmage Silvery wrote...
I prefer the Origins way here. DA II was too much like a JRPG in this regard.
Edit: Misunderstood.
But in regards to what you meant, I'd say this: JRPGs aren't the only games that do this. Fallout one and two are praised as high points of the RPG genre (which they are) but no one has ever critised it for the lack of character customisation. There is no option on hair colour or skin colour. And even if it's useless for an old game to do so, atleast BG did it. Arcanum: Of Steamworks and Magick Obscura lacks this too...
Point being, that iconic appearance, or any set physical identification does not reduce the quality of the game. It's a pretty subjective view, but considering how people will praise Planescape as the god of RPGs, and then bash DA2 for lack of character customisation; it's obvious that they are being hypocritical, or just part a mob mentality.
Modifié par simfamSP, 10 mai 2012 - 01:25 .
#49
Guest_simfamUP_*
Posté 10 mai 2012 - 01:15
Guest_simfamUP_*
hoorayforicecream wrote...
I wish the iconic looks went even further than they did.
Here's my favorite example of iconic looks for everyone:
Why doesn't Obsidian remake this already? I bet Chris Avelon wouldn't want to write it again though
#50
Guest_simfamUP_*
Posté 10 mai 2012 - 01:19
Guest_simfamUP_*
Ukki wrote...
"Unique look" is just another word for lazyness. Thats all. However, if some people prefer it then there should be a option in the setting where putting a tag on it would lock the companion armors if someone wished to do so. Everyone wins.
No. Iconic appearances have been used in games that I would *never* consider lazy (Final Fantasy and Planescape: Torment.) They make life easier for the developers of course, but in the long run it benefits the game in other areas. A lazy dev would cut back on everything. If BioWare were truly lazy, they would have stuck with one outfit and then keep the same system despite fan feedback.





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