--- contains SPOILERS for the end of DA2 ---
Arius23 wrote...
The friendship/rivalry system is far superior to the good/evil or like/hate system in other RPGs, but it always annoyed me that you could see exactly what companions thought of you via a meter and the points you gained from every decision.
During my first playthrough, I often found myself reloading a recent save when I gained rivalry points because I wanted to be friends with everyone! (I didn't know at the time that you can still be friends/lovers with a companion who was also your rival). I think hiding the meter and points would allow relationships with your companions to grow more naturally. This would lead players to make more honest decisions instead of decisions based on how companions will react.
Instead of points, the companion could simply comment on your decisions, as they often did in DA2, which would indicate how much they approved or disapproved. Their personality could change towards you overtime, indicating whether the companion and player are building a lasting friendship or not. This all falls into the "show don't tell" aspect of storytelling.
I'm reluctant to simply say "make a toggle for it" knowing how much that makes game designers cry, lol.
Does anyone else agree?
Here is the problem: we know that any given game has systems to deal with different events. Whether those systems are hidden to the player is a fine balance between providing the appropriate level of information to the player that also doesn't devolve into serious meta play or break immersion, and also doesn't cause frustration or confusion when events happen for no apparent reason. Two systems in DA2 that depended on clear signs being shown to the player, partially altered from DAO, were friend/rival and also the addition of the heart icons for the follower romances.
For friend/rival, tied to the romance, romance events were triggered when your companions hit a certain level of friendship or rivalry (
Questioning Beliefs). If you had started flirting with a companion in Act 1, made certain choices that effectively kept your F/R with them at neutral (happens in some cases), you were never able to advance with them. If a meter had been hidden, you would
have no idea why. Similarly, when it came to the final Big Choice where you choose between the mages and templars, the game goes through all of your companions and picks who will stay with you in the end based on your level of F/R with them, and whether or not you have completed their quests (seeing which is also dependent on F/R levels). So you may have companions who abandon you, and you may never know that it was preventable.
As far as the romances are concerned, the clear depiction of the heart icon in the conversations was a clear indication of
your intentions to the NPC. Whether the NPC responds is up to them (Aveline does not), but the heart icon provides you with 100% certainty that you are pursuing a romance with said person. This is a contrast to DAO where people complained that Leliana "ninjamanced" them. While I never complained about it, I did experience this. As a woman myself, I responded to her as I would a close girl friend, and was surprised when she was eventually upset that I didn't want to be with her in a romantic way. I was extremely pleased by the inclusion of the heart icons in DA2.
(The merits of icons relating to romance specifically, RPing, realism, and so forth has been talked about in other threads. This is primarily about the display of information in the game.)
These are the kinds of issues the devs have to weigh when they decide how much information they are going to show us. In the end, this is a game. There is always going to be
some form of UI that displays information to us, the players. How
much is another thing entirely.