Sylvius the Mad wrote...
Let me put that another way.
In DAO, you don't know what the outcome of your choices will be.
Excepting the ones that say [Attack], of course. I also can't be certain that there aren't options in DA2 that
lack an attack icon that also result in an attack. I thought the attack icon in DA2 was an indication of the PC initiating combat instead of having it initiated
at them, I legitimately do not remember though.
Sylvius the Mad wrote...
You can't tell how NPCs will react. This means that you need to make dialogue choices such that you're happy with how your character behaved, regardless of the outcome. If your character fails, you need to know that you failed the way your would like to have failed - being true to your character. If your character succeeds, then it is your character who succeeded, not just you picking your way through a dialogue minigame.
I do not see how this is different in DA2 at all, besides knowledge of which conversation options will not advance the interaction to the next "tier." This has advantages as I have explained.
Sylvius the Mad wrote...
In DA2, the icons and wheel positions tell us what the outcomes of our choices would be. Hawke never says something that starts a fight without you having intended it.
How do you
start a fight without having intended it? Even if you ****** someone off to the point violence is inevitable,
they started the fight.
Furthermore, you can also select the Joke icon and have other characters think it isn't funny at all.
Sylvius the Mad wrote...
Hawke never says anything that's taken as flirtatous without you having intended it. As such, DA2 rewards the minigame approach rather than the character-centric approach.
Hawke does say things that aren't taken as flirtatous even though it was intended to be, primarily with Merrill.
This I will agree with you on in general, but the people screaming about the annoyance of so-called "ninjamances" were really, really loud. I don't think either you or I had many problems with that, though.
Sylvius the Mad wrote...
The DA2 player doesn't need to worry about whether he's making choices that suit his character because his character never has to pay for thoce choices.
Sometimes Sylvius I think we're playing different games.
Wulfram wrote...
In one case it's failing to convey information that your character should be aware of - what am I going to say next?
In the other it's conveying information that the character isn't aware of - how will the other guy react to what I'm saying?
Big difference
I disagree due to the argument above about what a UI is for, and why the player knowing which conversation options will advance to another tier of conversation is important.
Furthermore, if you are roleplaying, why would you let
your knowledge of what options will do what interfere with what
your character would do in any given situation?
Modifié par Upsettingshorts, 21 septembre 2012 - 07:36 .