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I feel as if DA2 didn't bring anything new to the table...


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#51
seraphymon

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TommyServo wrote...
Approval/disapproval can lead to missed content. Friendship/Rivalry is more, varied content. Your relationship with your companions are more dynamic and develop along different lines.

You can play a do-gooder circle mage who's BFFs with Morrigan (despite her being highly unlikely to view you with anything other than contempt) because you fed her a few dozen presents, but please don't defend that as "realistic" - it's a whole lot less realistic and more gamey than anything about the friendship/rivalry system.



Freindship /Rivalry has almost no varied content. there is a couple different lines here and there and could different cinematics, but very very few.

The thing about gift giving has nothing to do with it, as that is a game mechanic,  Your going now more into how relationships works as to the systems used. If you want to argue that you can argue the same for DA2 in which once you reach max, no matter how much you do the opposite their view on you doesnt change. One more being unrealistic.

#52
Sutekh

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seraphymon wrote...

Freindship /Rivalry has almost no varied content. there is a couple different lines here and there and could different cinematics, but very very few.

How few is very very few? And how do you know that? Have you tried them all? (honest question)

I've pursued both paths for all companions except Varric (I cannot bring myself to rival Varric. I just can't), and I'm pretty sure I got different content in almost all Questioning Belief scenes (roughly seven-nine different conversations and scenes), the Chantry scene in Act III (the *spoiler* one), some endgame (especially Anders) and bits of dialogue here and there, general or romance specific.

To me, that's not "very very few" but a decent enough number of differences that it's worth replaying just to experience different F / R paths.

#53
Jerrybnsn

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You're right. Friendship/ Rivarly has less impact on the storyline as does the Love/Hate meter. I think the difference is slight, but some see it as a big deal.

#54
Tommyspa

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Apparently very very few means all those alternate convos that take place which each companion depending on F/R were in my head. Not including the romance differences in those convos too. You also don't get locked out of content/quest for not sucking up to each companion. WTH?

#55
ReallyRue

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Jerrybnsn wrote...

ReallyRue wrote...

*Sigh*

How about DA2 also brought (regardless of whether you believe they were good things to implement):

-Friendship/rivalry


I can't honestly say that this friendship/rivalry meter can be called inovated because it's based off of Origins' Love/Hate meter.  Both systems act in the same way.  If you say, do, or offer you companinons certain things their approval opens up certain dialogues and rewards.  The only difference I see is that the approval/ disapproval ratings are switched for good now on the left and bad on the right.

Well, in another difference if you had low approval rating with your companions in Origin they were quite rude to you if you asked them a question, or they were really nice to you if you had a high approval.  In DA2, the approval rating didn't make a difference on how they interacted with you.  Probably because you couldn't actually engage them in conversation like you could in Origins so it wouldn't matter.  Which is another thing to add to the list of what DA2 took out: Companion Conversations.


Seeing as the OP decided friendship/rivalry was the only thing DA2 'brought to the table', I thought it made sense to add it to the list, along with all the things s/he convieniently forgot to add.

#56
GunMoth

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ReallyRue wrote...

*Sigh*

How about DA2 also brought (regardless of whether you believe they were good things to implement):

-Companions looking more distinct from other NPCs (instead of just Morrigan and Shale)
-Companions having actual cutscene conversations with each other
-All bi LIs
-Different romance scenes
-Playing as a human commoner (and theme of rising to power)
-Strong family theme/interactions
-The dominant personality system
-Broader skill trees for warriors and rogues
-Distinct class for rogues
-Hair that moves slightly with the wind
-More variety in armour/robes
-New darkspawn/kossith/elf design
-Friendship/rivalry
-Different combat animations
-Events progressing over a long timespan and the story being told through a narrator


Unfortunately, much of this list actually detracts from the previous format. While they were additions, they actually made feel like it was missing much more. 

Firstly, an all bi sexual cast was a huge mistake from a writers perspective. I have nothing against bisexuality, or homosexuality, but it detracts from an important part of character development: Preference. Sex is a huge area of development and can be influenced culturally, psychologically, or even biologically. It can act as a looking glass into someone's background. Alistair was an insecure virgin, Leliana had history before the chantry, Zev's history in the crows blahblahblah. Fenris is the only character in DA2 that has a sexual history that ties in with the culture he belonged to. Otherwise, in DA2 they were all accepting and all loving and this issue goes beyond sexuality and disrupts continuity. For exampe: As a mage you can romance Fenris. D: Ghh.

The family theme in constrast with the origins theme (a theme where you had a chance to be a part of multiple families or backgrounds) varies. From a quantity perspective it was worse. From a quality perspective many people hated it (I'm one of those people). I felt nothing when Hawke's mother died. It had the potential to be a powerful scene, but its difficult to empathize with any mother who verbally blames her child for the death of another child. I didn't want to like her from the opening scene. I felt Carver was interesting, but that was really it. 

Events progressing over a long time span was pointless aside from moving into your mansion and giving Kirkwall time to clean up the qunari invasion. There are several arguements for this. It makes the game's narrative feel disjointed, nothing changes enough visually to give context. Being stuck in Kirkwall for 10 years or whatever lead to the reuse of dungeons.

I will say that the personality system was interesting, and I didnt mind the new design for the qunari. However, the elf renders in game were frightening. Aside of Merril. And maybe Fenris. Maybe.