This might be slightly off-topic (and in the thread I created myself, no less), butsince the subject about the siblings and the subject about the different tones has come up:
About the siblings (spoilers):As has already been stated before, the first siblings death didn't feel any different from any random starnger dying, even though it was supposed to be our own flesh and blood (I felt more sorry for the two guys in origins that didn't survive the joining). As a consequence of us not being able to spend much time with them before any of them died, my experience was like this:
1st playthrough: Made a warrior Hawke, Carver dies, but I know almost nothing about him, and thus I just think "damn, one companion less".
2nd playthrough: Made a warrior Hawke. Bethany dies, and my reaction is now instead "Nooo! why did you have to die now?! Couldn't you have killed Carver instead?!"
3rd playthrough: I already know by now what is going to happen beforehand, and thus don't really care that much. Maybe slightly sad, but not in the way that I assume you were aiming for the player to feel like, and would have been achieved when we still weren't expecting it to happen.
Also, as someone pointed out, it does make us feel so uch horrible when someone is killed and we find out that it was possible to prevent it. In my first playthrough I pretty much ignored the murderers, let the suspect go, and didn't look for him before following the trail for my kidnapped mother. I was, for lack of a better word, devastated, because I thought for sure I must have missed something. - Then I found out that it wasn't possible to save her no matter wat I did, and no longer cared as much. Odd, but that is really how I felt.
I also agree that it felt a bit weird that the sibling you lose first is class dependant, I mean what, does the ogre first look at you and your class before deciding which one of your siblings he is going to grab? To your defence here though, I will admit that I can understand why you did it considering the current story you had with mages vs templars, and I can't really find any way to really work around this myself.
About the different tones:As others have mentioned both here and elsewhere, one of the major problems with the different "tones" and personalities, is that you start making your dialogue choices depending on what "tone" you want your character to have in the end, instead of how your character really should act in such a situation.
Now I happen to prefer the origin style of a dialogue tree (silent protagonist included), but since that doesn't appear to be the path that Bioware is currently set on, and in case they wish to reuse the DA2 dialogue system in DA3, here is a suggestion:
You know how Hawk's personality resets each time a new act began? Make it reset each time before a new conversation, as well as certain situations where a twist in the story is presenting itself. In real life we are for example usualy consistant in our tone throughout a whole conversation, but they can later change depending on who we speak with, and under which circumstances. I don't usually speak in the same tone towards my siblings as I do to my friends for example.So a conversation in DA2 could go like this:
Your mother has been kidnapped, but you aren't too worried yet, and you are, as usual, rather "diplomatic" towards your companions until you reach the kidnapper and start a new
conversation -->
PERSONALITY RESET (the next dialogue option will determine your tone for the rest of this conversation). I'm pissed, but still not too worried, so I'm being sarcastic no problem here. Then, he shows me my mother (or what remains of her), and because this is quite a turn of events-->
PERSONALITY RESET - if we don't do this I will still be set upon being sarcastic, and suddenly seem like an uncaring creep - and if that's what we want, sure, just choose "sarcastic" again. However, I personally feel enrages, so I choose the "renegade" option, and is now acting really pissed towards the kidnapper for the remaining conversation. After the fight, a new conversation with your mother -->
PERSONALITY RESET - Now how do I feel? If I feel enraged, I can choose the "renegade" option again, and I will stay that way throughout (no autodialogue however, in case I gave that impression. You still get other choices, but your overall tone is already set here) the conversation. If I feel like a creep, I can be sarcastic throughout the whole conversation as she draws her last breath. If I feel sad, I can choose the diplomatic option, and will act as such throughout the whole conversation. Hopefully one won't be so desperate to just choose options depending on their colour symbols then... I still don't like the dialogue system in DA2, but if Bioware won't be swayed to do otherwise, this is one way to do it.
This last part is a bit hard to explain, but hopefully you understand the gist of it. I heartidly support any idea that will once again make you choose dialogue options appropiate for the current situation, instead of just choosing options to get a certain tone by the end. Using the system in ME3 might also work.
Modifié par Amycus89, 13 août 2012 - 01:23 .