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Why does friendship need to be represented by a number?


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#51
SUMpTHY

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Realmzmaster wrote...

If the number bothers some gamers all that is necessary is a little switch (check box etc) that allows you to turn off the number or progression bar much like what is done to remove the quest arrow above the recipient. It would be set to on by default and you can switch it off if so desired.


I'd be perfectly happy with this. I'm sure it would be easy enough to implement too.

#52
Guest_Nyoka_*

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I'd like the tracking stats to remain hidden so it feels like the actual words in the conversation matter more. The dialogue should be clear enough to know when you're best friends forever or when things are beginning to go not so well.

"Seriously, though. Keep your title in your office."
"Right. I'm with you, Hawke... to a point."

I don't need to know if I've gained +10 points or +15 points. What should matter is that Aveline just let me know that she isn't going to let me corrupt her, and that if I try, that might end our friendship. We're still friends but there's a little suspicion now. I prefer to think about the game in these terms.

#53
AkiKishi

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Nomen Mendax wrote...

A friendship system doesn't have to use numbers, as was suggested by Reidbynature you could track all of the PC's responses to conversations and derive information from them.  It would be more complicated than a numeric system, and likely be a source of bugs and probably wouldn't be worth the effort but it is certainly possible.  I once played with a system like that for a course project (in knowledge representation).


That's just a flag system. It's numeric because Bioware wanted it numeric. They wanted people to be able to reload if they made a wrong choice. Not find out they made a wrong choice 40 hours later.
Most JRPGs are based around flags it's not like they are rare or anything new.

For example Atelier Rorona 

Requirements: Normal Ending |
|-----------------------------------------------------------------------|
| |
|   Year 1, month 9 |
| - An event where you meet Lionela in the square |
|   - The next day you will meet Lionela again |
| - A week later another event will occur |
| (You can now do Quests for her) |
|   Year 1, month 10 |
| - Another event with Lionela in the square |
| - A week later another event |
| (You can now hire Lionela) |
|   Year 2, month 3 |
| - Friendship 30+: Go adventuring with Lionela for a scene |
| - The next day Lionela will come hang out at the workshop |
| - Some time later, Lionela will be hanging out with Cordelia |
| watching you at the workshop |
|   Year 3, month 2 |
| - Friendship 60+: With Lionela in your party, head to |
| Traveler's Way. In one of the areas (random) will be a |
| scene where she helps Rorona, who gets lost. |
| - Two days later Lionela will come to the workshop to talk |
| about what happened. |
|   Year 3, month 5 |
| - Head to the square for an event where Lionela's puppets hint |
| about it being time for something. |
| - A week later, Lionela will show up at the workshop because |
| her puppets have stopped talking. Astrid will give you |
| a recipe to synthesis. |
| - Once you make the recipe, go talk to Lionela and view her |
| character flag finale.    

That's with no handholding or direction and very easy to miss. You will get an ending (good,bad,normal,true,character) but whether or not you will get the ending you want, well unless you have played the game multitple times, or read a walkthrough, that's unlikely. That's a relatively easy one as well (the one I got first time I played the game Yuri FTW).

Modifié par BobSmith101, 21 mai 2012 - 09:36 .


#54
AkiKishi

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These are the private actions for Star Ocean (they are essentially relationship scenes , there are 107 but I just included the first 15. Bare in mind ,there is no numerical feedback in the game (the numbers are just added for walkthrough purposes). As you can see ,even from the limited list missing a PA will lock you out of further PA's as will not having the requesite "friend" points (which you won't be able to see). While it's definately more organic,it would also be an excersise in frustration for anyone looking for a particular friend rather than the one their choices push them towards.

PA1 – Ilia in Haute Item Shop
1. “Find Clothes for Ilia” event occurred.
2. “Lias Assassination Attempt” event has not occurred.
No AP. Previews location of Ronyx and Millie.


PA2 – Ilia in Haute Item Shop
1. “Accepted Badam’s Mission” event occurred.
2. Millie is not in the party.
Necessary for PA18/PA21/PA22
AP - Choices:
“How about I buy them for you?” = Ilia +1 for Roddick
“I bet they’d look great on you.” = Ilia +1 for Roddick
“They look pretty cheap to me” = Ilia -1 for Roddick


PA3 – Ilia and Cyuss, at Haute item shop
1. “Completed Badam’s Mission” event occurred.
2. Cyuss is in the party.
AP
Roddick +1 for Cyuss
Cyuss +1 for Roddick


PA4 – Ilia and Cyuss at Portmith Bar
1. “Completed Badam’s Mission” event occurred.
2. “Cyuss is in the party.”
AP - Choices:
“Join in!” = Cyuss +1 for Roddick
“Watch the action.” = Ilia -1 for Roddick.


PA5 – Ashlay at Haute, near Master
1. Ashlay is in the party.
No AP.


PA6 – Ashlay at Autanim, southwest area
1. Ashlay is in the party.
No AP.


PA7 – Ashlay at Tatroi, speaking to Puffy
1n Ashlay is in the party.
No AP.


PA8 – Phia at Portmith Bar
1. “Phia’s Jailbreak” event occurred.
2. Phia is in the party.
Necessary for PA11.
No AP.


PA9 – Phia at Autanim Inn
1. “Phia’s Jailbreak” event occurred.
2. Phia is in the party.
AP - Choices:
Encourage Phia = Roddick +1 for Phia, Phia +1 for Roddick
Leave her alone = No AP.


PA10 – Cyuss in Tatroi weapon shop
1. “Darth Widow Boss Fight” event occurred.
2. Cyuss is in the party.
No AP.


PA11 – Phia in Tropp Bar
1. PA8 occurred.
AP – Choices:
Cheer up Phia = Phia -1 for Roddick
Ask her about Cyuss = Phia +1 for Roddick
Leave her alone = Phia -1 for Roddick


PA12 – Ioshua at Autanim entrance
1. “Celestial Ship Crash” event occurred.
2. “Featherfolk Reunion” event has not occurred.
3. Either Cyuss, Ashlay, or Phia is in the party.
4. Ioshua is in the party.
Necessary for PA70
AP – Choices:
“I better help!” = Ioshua +1 for Roddick
“I’ll mess around a bit.” = Ioshua/Cyuss/Ashlay/Phia -1 for Roddick


PA13 – Ioshua at Tatroi entrance
1. “Celestial Ship Crash” event occurred.
2. “Featherfolk Reunion” event has not occurred.
3. Ioshua is in the party.
Necessary for PA14
AP – Choices:
“Because I want to protect others.” Ioshua +1 for Roddick
“Because I want to improve myself.” No AP
“Strength itself has no meaning.” Ioshua +1 for Roddick


PA14 – Ioshua at Tatroi entrance
1. “Celestial Ship Crash” event occurred.
2. “Featherfolk Reunion” event has not occurred.
3. Ioshua is in the Party.
4. PA13 occurred.
Necessary for PA15
No AP.


PA15 – Ioshua at Kraat
1. “Celestial Ship Crash” event occurred.
2. “Featherfolk Reunion” event has not occurred.
3. Ioshua is in the Party.
4. PA14 occurred.
No AP.

#55
mopotter

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Gibb_Shepard wrote...

The rivalry system didn't even make any sense. You are a complete ass to your followers/ Constantly insult them, question their competency and risk their lives, yet they are loyal to you?

DAO's system made far more sense. Sure it could be explloited, but that can be remedied in future installments.


I did like the way DA:O did this, without the gifts buying their affection:).  

And I agree the rivalry system, which I found interesting, but it made me think they all needed to see a therapist about this - he/she treats me like crap but I love/respect them anyway.    I liked parts of DA:2 where without the right amount of friendship karma they didn't side with me, but DA:O did this with Zev when he attacked me later in the game.   

 I really would like some NPC's who will only join me if we agree about things, good or bad and if they don't agree they either try to kill me or just say not interested and a couple you can change their minds, turn them to your viewpoint as it were.  i want it all.  :lol:

#56
PsychoBlonde

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JustifiablyDefenestrated wrote...

The way I envision it, attempting to create dialogue trees that encompasse multiple conversations would be almost labrynthine--not that I've ever attempted to, so maybe not. In ME, the only thing that really changed up the conversations were plot-decisions and romances--each conversation was its own unit, independent of other conversations (again, disregarding romances). DA2 was a touch more complex than that with the inclusion of Rivalry.


I've done it, and it is labyrinthine.  Assigning and tracking a different variable for every. single. potential. option. is orders of magnitude more complex and difficult than just having one number.  Multiply that by six or eight potential companions and you're looking at an interconnected system that you'd probably need a dedicated computer program just to track.

I'm not saying it's impossible, but heck, look at how much trouble they had getting the game to realize that, say, Fenris was dead, or which character you actually had an active romance with if you pursued more than one.  How much worse would it be if you had TENS of THOUSANDS of these variables that could potentially get set incorrectly?

That's not to say that I think the friendship/rivalry system as it exists is ideal, but there's a MASSIVE tradeoff involved here.

#57
Realmzmaster

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Nomen Mendax wrote...

Realmzmaster wrote...

The system in TW (which does not exist) would still boil down to numbers. The computer program will assign a number or range of numbers to the morality. The system is based on numbers. Whether those numbers are transparent or not is a different matter.

A friendship system doesn't have to use numbers, as was suggested by Reidbynature you could track all of the PC's responses to conversations and derive information from them.  It would be more complicated than a numeric system, and likely be a source of bugs and probably wouldn't be worth the effort but it is certainly possible.  I once played with a system like that for a course project (in knowledge representation).


Yes, it is possible. It simply is not worth the effort or the amount of resources it would consume.  Just because something is possible does not mean it should be done. It would be a programming nightmare and still would require assigning a numeric value to the outcome of the conversation. A computer does not know what good means without assigning a range of number to the word for comparison purposes. You are still back to the need to construct IF staements to account for all the actions and conditions. 

I believe in the KISS method. Do not add unnecessary complexity for the sake of adding complexity.

#58
Vormaerin

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Reidbynature wrote...

So you can reload and do it 'right'?  Couldn't you just look online for a walkthrough for the way you want to play the game?  Besides I don't think they mean a hidden stat so much as that the relationships flow naturally from conversation and aren't tied to a good/bad friend/rival system.


No, it means that you probably don't get any feedback about whether or how much you annoyed your companion.

Mass Effect mostly has on/off switches because the game just assumes you are friends.   But in a few cases, it does have a hidden integer system.  For example, Ashley in ME3.   There's a bug where her friendship integer affects the ambient dialogue in the Engineering deck.

How is that an improvement?

I suppose the devs could do nothing but write dialogues trees with massive flags and call backs to previous conversations, but that would be insane.

#59
Vormaerin

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Gibb_Shepard wrote...

The rivalry system didn't even make any sense. You are a complete ass to your followers/ Constantly insult them, question their competency and risk their lives, yet they are loyal to you?

DAO's system made far more sense. Sure it could be explloited, but that can be remedied in future installments.


DAO's system was "They are loyal to you unless you flip a switch at specific points."

Also, they aren't loyal to you in DA2 necessarily.  Nor does rivalry mean you are an ass to your companions.  There are all kinds of relationships that are built on bickering and smack talking that are very strong.

There are some cases where the game does conflate angry or suck up dialogues with rivalry or friendship points, which is a problem.  But the core idea isn't bad.   

#60
Reidbynature

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Vormaerin wrote...

No, it means that you probably don't get any feedback about whether or how much you annoyed your companion.


Because you're incapable of telling angry and happy apart?  Or do you just want the ability to quibble over 5 or 10 points of angry or happy?


Vormearin wrote...

Mass Effect mostly has on/off switches because the game just assumes you are friends.   But in a few cases, it does have a hidden integer system.  For example, Ashley in ME3.   There's a bug where her friendship integer affects the ambient dialogue in the Engineering deck.

How is that an improvement?


Turns out I wasn't accounting for bugs.  How about that?  Well if it has crippled ME3 with bugs then we can't use that.  I suppose if the like-o-meter is bug free then we'll just have to put up with it.


vormearin wrote...

I suppose the devs could do nothing but write dialogues trees with massive flags and call backs to previous conversations, but that would be insane.


I honestly don't care how it's done.  I just don't want a game that seems to treat companion relationships like a mini-game where you get scored on and rewarded for being liked.  They should be more than that.

Modifié par Reidbynature, 21 mai 2012 - 10:31 .


#61
Realmzmaster

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Yes you do or should care how it is done. The more complex the programming and there is an insane amount in the system suggested the more likely you will have game breaking bugs and consume a lot of resources that could be used in other parts of the game which may be even more important to you and other gamers. Gamers complain about the resources used for VA. The system proposed here would dwarf the amount of resources needed for voice acting and not necessarily give a better result.

Modifié par Realmzmaster, 21 mai 2012 - 10:41 .


#62
Reidbynature

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I'm not the one stating it can only be this or that system or complaining about resources being used on voice actors etc. I'm not a back seat developer and I don't know what systems they use for certain features for the most part and I don't care. I just don't want to have the handful of companions in the game reduced to the same friendship score mini-game.

#63
robertthebard

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SUMpTHY wrote...

One of the major downsides I've heard about Dragon Age II's friendship/rivalry system (which imo was a vast, vast improvement from DA:O's approval system) is that a lot of people assumed that rivalry points were a bad thing which got me on to the line of thinking that maybe they shouldn't be coloured in red which got me to thinking why we need them at all. Mass Effect works fine without giving you a number to quantify your friendship with squadmates (I get that Dragon Age's friendships probably have more depth to them but still).

I don't think you need an on-screen thing to tell you whether a character approves or disapproves when the way they react does that just fine. Also I don't like having on-screen notifications telling me stuff I can't tell from their reactions (If you've played The Walking Dead game there's an option to turn off those things telling you how character feel about your actions which I did straight away), for example when there's characters like Varric, Isabela, Zevran or Sten whose motivations and opinions of the PC are harder to read then being told exactly how they feel takes away from the immersion a little bit. Like you shouldn't be able to tell whether a character likes you 74 or a character dislikes you 36. (I know you could say the same thing about stats or whatever but it's easier for the Warden/Hawke to know that they're stronger/more agile/better at magic than before (represented by a two point gain in the menu, than the Warden knowing that Sten likes him 5 more after giving him a cake).

You'd also get less complaints about being "forced" into romances because players are too busy playing to maximise friendship points instead of making the choices they would if they didn't get -10 approval points. The way I see it is that this will only hurt people who meta-game and that isn't how you should be playing these games IMO

Sorry if this has been brought up before or I'm rambling. I'm really tired right now

I can't turn them off, but they don't control what I do, either.  I have had to take the hard road in some quests because of that, and I don't care.  My character does what they think they should do, for good or ill, and if my party members don't like it, they can pick up their wages and get on their merry.  I don't play the "tact" game irl, and I'm sure not going to role play it to get some pixels in the pixel sack.

#64
Vormaerin

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Reidbynature wrote...

Because you're incapable of telling angry and happy apart?  Or do you just want the ability to quibble over 5 or 10 points of angry or happy?.


No, because the dialogue resources necessary to distinguish between degrees and duration of angry and happy are far beyond what any game has given us to date.   Ten or fiften brief conversations doesn't make anyone my friend in the real world, though it can easily distinguish friendly or not.  The game is assuming a large amount of similar dialogue whenever you have a companion conversation.   So I want some feedback about how substantial they consider this particular line to be.

Turns out I wasn't accounting for bugs.  How about that?  Well if it has crippled ME3 with bugs then we can't use that.  I suppose if the like-o-meter is bug free then we'll just have to put up with it..


You missed the point.  The point about the bug was just to show how we knew that they actually did have a counter system.   I don't see how its an improvement to have a secret number system over a public one.

I honestly don't care how it's done.  I just don't want a game that seems to treat companion relationships like a mini-game where you get scored on and rewarded for being liked.  They should be more than that.


Sure, they should.  But to do that, they'd end up taking over the game.  You'd have to spend a ton of assets from the writer's time, the voice actor's time, the animator's time, and possibly more.   You'd end up writing the game *about* the relationships. 

#65
Nomen Mendax

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Realmzmaster wrote...

Nomen Mendax wrote...

Realmzmaster wrote...

The system in TW (which does not exist) would still boil down to numbers. The computer program will assign a number or range of numbers to the morality. The system is based on numbers. Whether those numbers are transparent or not is a different matter.

A friendship system doesn't have to use numbers, as was suggested by Reidbynature you could track all of the PC's responses to conversations and derive information from them.  It would be more complicated than a numeric system, and likely be a source of bugs and probably wouldn't be worth the effort but it is certainly possible.  I once played with a system like that for a course project (in knowledge representation).


Yes, it is possible. It simply is not worth the effort or the amount of resources it would consume.  Just because something is possible does not mean it should be done. It would be a programming nightmare and still would require assigning a numeric value to the outcome of the conversation. A computer does not know what good means without assigning a range of number to the word for comparison purposes. You are still back to the need to construct IF staements to account for all the actions and conditions. 

I believe in the KISS method. Do not add unnecessary complexity for the sake of adding complexity.



Yes, I said that it probably wouldn't be worth the effort.  In any case I wasn't proposing it just making the point that you don't need the system to be numeric.

#66
Nomen Mendax

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BobSmith101 wrote...

Nomen Mendax wrote...

A friendship system doesn't have to use numbers, as was suggested by Reidbynature you could track all of the PC's responses to conversations and derive information from them.  It would be more complicated than a numeric system, and likely be a source of bugs and probably wouldn't be worth the effort but it is certainly possible.  I once played with a system like that for a course project (in knowledge representation).


That's just a flag system. It's numeric because Bioware wanted it numeric. They wanted people to be able to reload if they made a wrong choice. Not find out they made a wrong choice 40 hours later.
Most JRPGs are based around flags it's not like they are rare or anything new.

Not really, I was thinking about a system which could also give feedback about choices made by the player, and which could reason about how an NPC felt.  In other words an expert system with a knowledge base (the decisons made by the player) and a reasoning system.  Note I'm not seriously suggesting they implement this (although it would be kind of cool), as it clearly wouldn't be worth the effort.

#67
brushyourteeth

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Approval numbers do accomplish something that the game actually needs, and that's a consistent way of learning the intricacies of your companions' opinions. If we actually *were* Hawke or we *were* the Warden we would see Merrill's eyebrows knit together or see Wynne scowl and know that we were possibly going to get an earfull about that decision later. Alas, no game can actually be detailed enough to include all of that in an organic way, so we have "Alistair approves +5" to fill in the blanks and read in between the lines for us.

I'm definitely not the only one who ever played DAII and thought "seriously, Isabela - THAT made you mad? Do you actually have to get PO'd no matter what I do?" I loved saving, loading, and replaying dialogue with my companions in DA:O just to see how they'd respond to every little thing I said - it was like watching their personalities unravel. Paying attention to approval/friendship/rivalry taught me a lot about those characters that in hindsight it's easy to say would have been obvious, but less so without approval numbers.

If there's a better way, sure. But I'm just saying it's not without its uses.

#68
AkiKishi

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Nomen Mendax wrote...

Not really, I was thinking about a system which could also give feedback about choices made by the player, and which could reason about how an NPC felt.  In other words an expert system with a knowledge base (the decisons made by the player) and a reasoning system.  Note I'm not seriously suggesting they implement this (although it would be kind of cool), as it clearly wouldn't be worth the effort.


While not specific to friendship the Walking Dead game does this. When you make a choice it says XXXX will remember your response. Later XXXX's attitude will indeed be changed by what you previously did.
While you know you did something (it's indicated) you are never told what or how it changed things, so it's not really any different to a flag where you have no idea what the consequences are till it's too late to do anything about it.

Harvest Moon does something along the same lines when you gift someone. Different responses give different points, but you never see those points. It's kind of obvious though that "wow for me,really" ? and "umm what's that"? mean that one option is better than another.

#69
Guest_Begemotka_*

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BobSmith101 wrote...

Nomen Mendax wrote...

Not really, I was thinking about a system which could also give feedback about choices made by the player, and which could reason about how an NPC felt.  In other words an expert system with a knowledge base (the decisons made by the player) and a reasoning system.  Note I'm not seriously suggesting they implement this (although it would be kind of cool), as it clearly wouldn't be worth the effort.


While not specific to friendship the Walking Dead game does this. When you make a choice it says XXXX will remember your response. Later XXXX's attitude will indeed be changed by what you previously did.
While you know you did something (it's indicated) you are never told what or how it changed things, so it's not really any different to a flag where you have no idea what the consequences are till it's too late to do anything about it.

Harvest Moon does something along the same lines when you gift someone. Different responses give different points, but you never see those points. It's kind of obvious though that "wow for me,really" ? and "umm what's that"? mean that one option is better than another.


Yep,something along those lines would be nice.
Like they did with the companions` reactions to gifts in DAO.
That same method could have been used for generally indicating NPC approval / disapproval instead of "Sten disapproves -5". The mechanic is the same,but they could have replaced the numeric values popping up with Sten saying "NO"  :lol:   Or a scoff. Something to give you an idea as to where they stand on the issue.
Perhaps they could have given metacommunication a bigger role - a scowl,a smile,a raised eyebrow,what have you.

#70
AkiKishi

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Begemotka wrote...
Yep,something along those lines would be nice.
Like they did with the companions` reactions to gifts in DAO.
That same method could have been used for generally indicating NPC approval / disapproval instead of "Sten disapproves -5". The mechanic is the same,but they could have replaced the numeric values popping up with Sten saying "NO"  :lol:   Or a scoff. Something to give you an idea as to where they stand on the issue.
Perhaps they could have given metacommunication a bigger role - a scowl,a smile,a raised eyebrow,what have you.


When I first play a game I'll just play it and see where it leads. I won't set out with the goal of a specific character ending or whatever. As such the system does not matter a great deal. It's only on replay (something I never did with DA2) that it becomes a factor. Then you are manipulating the game for a specific outcome. This is when knowing what exactly you are manipulating comes in handy.

Since you have been looking up Xenoblade, you probably know that the dialogue for quests changes with the characters involved and the relationships between those characters and you get a series of smiley faces which change as the relationship progresses. A bad choice is denoted by falling hearts and a sound like a gong, good choices are denoted by raising hearts and a sound like a ding.

In the end, they both accomplish the same sorts of thing, although Xenoblade is much more well rounded in respect to how you can gain "points" than DA2. Xenoblade also uses gifting, but it uses items that have other uses too, so it's much more of a factor in whether it's worth using the item as a gift or for another purpose (quests for example).

Not sure we are quite there with respect to body language and facial animations... It would probably come out over exagerated and end up looking quite wrong.

#71
Nomen Mendax

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BobSmith101 wrote...

Nomen Mendax wrote...

Not really, I was thinking about a system which could also give feedback about choices made by the player, and which could reason about how an NPC felt.  In other words an expert system with a knowledge base (the decisons made by the player) and a reasoning system.  Note I'm not seriously suggesting they implement this (although it would be kind of cool), as it clearly wouldn't be worth the effort.


While not specific to friendship the Walking Dead game does this. When you make a choice it says XXXX will remember your response. Later XXXX's attitude will indeed be changed by what you previously did.
While you know you did something (it's indicated) you are never told what or how it changed things, so it's not really any different to a flag where you have no idea what the consequences are till it's too late to do anything about it.

Harvest Moon does something along the same lines when you gift someone. Different responses give different points, but you never see those points. It's kind of obvious though that "wow for me,really" ? and "umm what's that"? mean that one option is better than another.

But if you implement an expert system you could ask the NPC why they did or didn't like you and they could explain it to you, by reasoning about all the decisions you'd made.  You could therefore get feedback about their attitudes to you (not necessarily in dialogue as this might be kind of odd).

Again, I'm not seriously suggesting this as something for DA3, as I don't think its worth the effort.  I also agree that most of the time it's pretty obvious whether or not your companions like what you are saying to them.  

There is also one more important advantage to being able to being able to see how much your companions like you, which is that the player may not remember.  It's all very well wanting a system with no friendship meter but if you get part way through the game, stop and then come back to it then a meter is a good reminder.

Of course a really robust journal (sortable by topic or companion) could serve the same purpose.

#72
Realmzmaster

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The number or position on a progression bar is a quick simple way of letting the gamers know where he/she stands in regards to that NPC. If the gamer is looking for the simulation of complex relationships as found in real interactions such a system is some years off and even then may not be financially feasible.

#73
SUMpTHY

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BobSmith101 wrote...
Not sure we are quite there with respect to body language and facial animations... It would probably come out over exagerated and end up looking quite wrong. 


I have to agree with this. Facial expressions are something that current video games really can't do without ending up in the uncanny valley. Even when they use motion capture it can look terrifying (LA Noire anyone).

#74
Sidney

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mopotter wrote...

I did like the way DA:O did this, without the gifts buying their affection:).  

And I agree the rivalry system, which I found interesting, but it made me think they all needed to see a therapist about this - he/she treats me like crap but I love/respect them anyway.    I liked parts of DA:2 where without the right amount of friendship karma they didn't side with me, but DA:O did this with Zev when he attacked me later in the game.   

 I really would like some NPC's who will only join me if we agree about things, good or bad and if they don't agree they either try to kill me or just say not interested and a couple you can change their minds, turn them to your viewpoint as it were.  i want it all.  :lol:


The problem is, and remains, that bioware rewards extremes in most cases. In BG1/2 a high evil/good score lowered the cost of goods - being meh did nothing. KoTOR high light/dark improved your force powers, grey hurt you. ME1/2/3 higher rengade/paragon helped, DA* pushing relationships towards the edges got you bonuses. Relationships should be just that - relationships. I don't need a armor bonus attached to my relationship with someone.

I liked the DA* apporoach of plot penalties which make sense but don't tie how you treat people to game boosts.

#75
AkiKishi

AkiKishi
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SUMpTHY wrote...

BobSmith101 wrote...
Not sure we are quite there with respect to body language and facial animations... It would probably come out over exagerated and end up looking quite wrong. 


I have to agree with this. Facial expressions are something that current video games really can't do without ending up in the uncanny valley. Even when they use motion capture it can look terrifying (LA Noire anyone).


It's the scale. Unless you are seeing the face at a 1:1 scale it will require some reworking.