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Interrupts for DA3?


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#26
SlyTF1

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DA2 kind of already had interrupts, but within the dialogue wheel. There are a few times where you can just kill the guy you're talking to.

#27
deuce985

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Realmzmaster wrote...

The problem with interrupts is that they are always reaction-based and do not allow for thought. While that may be realistic to an extent in my opinion it is not fun. I understand the purpose of the interrupt in theory. The problem is in practice.

There are times in DA2 where Hawke acting and not being passive would have worked like saving Thrask or Nyssa. Bethany being taken away to the Circle was not one of them, because it is a good possibility that either Hawke's mother or Gamelen could be killed or hurt in the process. That is why Bethany ask Hawke to effectively Stand Down and do nothing. What happens if Hawke kills the Templars, but his mother or Bethany is killed in the process? (Gamelan may not be that big of a deal to some).


One could certainly argue being too passive in certain situations is kinda awkward. Especially since you put it this way...

#28
coles4971

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Maybe they should be done like The Witcher 2 where the interrupts are presented like dialogue options but with a timer. Like one that I came across had the first option being "(Give Iorveth his sword)" and the second being "(Help Roche)". That rectifies Sylvius' problem of not knowing what your character would do in the interrupt.

#29
Olmerto

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Why do people want a timer on the interrupt?

#30
Realmzmaster

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deuce985 wrote...

Realmzmaster wrote...

The problem with interrupts is that they are always reaction-based and do not allow for thought. While that may be realistic to an extent in my opinion it is not fun. I understand the purpose of the interrupt in theory. The problem is in practice.

There are times in DA2 where Hawke acting and not being passive would have worked like saving Thrask or Nyssa. Bethany being taken away to the Circle was not one of them, because it is a good possibility that either Hawke's mother or Gamelen could be killed or hurt in the process. That is why Bethany ask Hawke to effectively Stand Down and do nothing. What happens if Hawke kills the Templars, but his mother or Bethany is killed in the process? (Gamelan may not be that big of a deal to some).


One could certainly argue being too passive in certain situations is kinda awkward. Especially since you put it this way...


You are correct being passive in certain circumstances is awkward. Hawke's family was being spared what usually happens to people found harboring apostates especially under Meredith.

If Cullen had come in and said we will have to wipe out the family or cart them all off to prison (a death sentence in itself)  then no holds need to be barred. In this case the Viscount had interceded for Hawke and the family. Hawke had to trust in Bethany's strength and Malcolm's teaching/preparations.

Hawke could have done something to save Nyssa or Thrask if it had been allowed, but it was not. The end result may have still been the same that Thrask would have been made an example of by Meredith.

Nyssa strikes more of a cord because Hawke can offer to protect her and Hawke never gets the chance. In this one instance and others Bioware could have allowed Hawke to be more proactive.

#31
Realmzmaster

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coles4971 wrote...

Maybe they should be done like The Witcher 2 where the interrupts are presented like dialogue options but with a timer. Like one that I came across had the first option being "(Give Iorveth his sword)" and the second being "(Help Roche)". That rectifies Sylvius' problem of not knowing what your character would do in the interrupt.


The problem is that it is still reaction based which does not rectify Sylvius problem because he and many others like to think through all the options. A timer still does not allow that unless the time given is rather long which makes a timer pointless. 

The point behind a interrupt is that it breaks the flow of time and requires an immediate response.

Modifié par Realmzmaster, 08 août 2012 - 07:13 .


#32
Cultist

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Dragon Age already suffered from Mass Effect elements to the point where that elements ruined DA2 completely. So no, it will be drive DA3 further in the embrace of jRPG, arcadeness and AWESOME BUTTONnes

#33
deuce985

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Cultist wrote...

Dragon Age already suffered from Mass Effect elements to the point where that elements ruined DA2 completely. So no, it will be drive DA3 further in the embrace of jRPG, arcadeness and AWESOME BUTTONnes


Fair points but I don't see how interrupts would be something to hurt the overall experience. If it's done correctly, it just gives the player more choice in how they play. It gives more control over your character's personality too. That's actually a feature DA could borrow and it work well in the universe with some minor tweaks. Obviously they probably wouldn't use something as simple as renegade/paragon interrupts.

Hawke shouldn't stand by and be passive in every situation. It doesn't make sense. Some situations? Sure. 

I didn't really want it at first but thinking about it, I don't really see any negatives to putting this in the game.

Modifié par deuce985, 08 août 2012 - 08:37 .


#34
wsandista

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No.

#35
Guest_PurebredCorn_*

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There was one scene in DA2 where, during the Feynriel quest, if you were playing a rogue you got the option to throw a dagger to kill the bad guy. It was sort of a pleasantly surprising cool class-related alternate option to how the quest played-out. I prefer something akin to that as opposed to the interrupt system they had in ME, mostly because I'm not a fan of timed stuff and I would much rather have the time to weigh my options. It would also be cool if in the future they had a specific icon that denoted "super-cool-class-related-option" so the player could at least have some kind of idea of what to expect before selecting.

#36
Olmerto

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deuce985 wrote...

Fair points but I don't see how interrupts would be something to hurt the overall experience. If it's done correctly, it just gives the player more choice in how they play. It gives more control over your character's personality too. That's actually a feature DA could borrow and it work well in the universe with some minor tweaks. Obviously they probably wouldn't use something as simple as renegade/paragon interrupts.

Hawke shouldn't stand by and be passive in every situation. It doesn't make sense. Some situations? Sure. 

I didn't really want it at first but thinking about it, I don't really see any negatives to putting this in the game.


What you seem to be concerned about, as in the sentence I bolded, is Bioware's writing.  It's Bioware's writing that gives you choices, or not.  Whether there is an interrupt has no bearing on whether Hawke is passive.  If Bioware wants Hawke to be passive (not saying they did), he'll be passive no matter what mechanism is included in the game.

We're talking about a game mechanism.  A mechanism that will not give you more choices if Bioware do not want to write more choices.*  I do not want interrupts because they are gamey and arcadish, and try to catch the player unawares and trip him up.  As others recognize too, that may be okay for action game ME, but not for RPG DA.

*Conversely, were Bioware to want to include more choices, they may simply write them into the script and include them in the dialog.  Bioware can write more or less of whatever they deem appropriate for their story.

Modifié par Olmert, 10 août 2012 - 11:01 .


#37
deuce985

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Olmert wrote...

deuce985 wrote...

Fair points but I don't see how interrupts would be something to hurt the overall experience. If it's done correctly, it just gives the player more choice in how they play. It gives more control over your character's personality too. That's actually a feature DA could borrow and it work well in the universe with some minor tweaks. Obviously they probably wouldn't use something as simple as renegade/paragon interrupts.

Hawke shouldn't stand by and be passive in every situation. It doesn't make sense. Some situations? Sure. 

I didn't really want it at first but thinking about it, I don't really see any negatives to putting this in the game.


What you seem to be concerned about, as in the sentence I bolded, is Bioware's writing.  It's Bioware's writing that gives you choices, or not.  Whether there is an interrupt has no bearing on whether Hawke is passive.  If Bioware wants Hawke to be passive (not saying they did), he'll be passive no matter what mechanism is included in the game.

We're talking about a game mechanism.  A mechanism that will not give you more choices if Bioware do not want to write more choices.*  I do not want interrupts because they are gamey and arcadish, and try to catch the player unawares and trip him up.  As others recognize too, that may be okay for action game ME, but not for RPG DA.

*Conversely, were Bioware do want to include more choices, they may simply write them into the script and include them in the dialog.  Bioware can write more or less of whatever they deem appropriate for their story.


Yes and I'd be fine with them going back to the style in DA:O. You could end many conversations early in that game but DA2 only had a few situations like this it seemed. DA2's dialogue wheel was far too limited on the choices. Especially compared to DA:O.

I doubt DA3 will be any less arcadey though.

#38
Nerdage

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One thing I would like similar to interrupts is the option to attack some people whenever during a dialogue with them, if there was a prompt throughout the entire dialogue (or at least for a long time, not just some QTE) that always meant 'attack' and didn't require waiting until your turn to talk to execute.

I'd like it because there are times during some conversations where I'm left thinking "I really should've intervened by now". The quest Best Served Cold is a good example; at the line "kill the hostage" I'd already scythed her in the face before the next guy spoke if it were my choice, but instead I'm forced to watch it unfold even though things obviously weren't getting better. Offered and Lost is another good exaple; who didn't see where that was going long before it happened?

It wouldn't have to be for every dialogue, but where one character is posing some kind of threat to another (which usually ends in violence anyway) it'd be nice to have an alternative to just sitting back and watching or waiting for your turn.

Modifié par nerdage, 09 août 2012 - 01:26 .