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Fixing the Romance "I win" button


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34 réponses à ce sujet

#1
Maclimes

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 I have a rather simple solution. On the dialogue wheel, when the circumstance is relevant, have MULTIPLE heart icon options. Not all of them will be responded to positively. It merely represents your ATTEMPT to flirt. On the flip side, a romance will never start WITHOUT clicking a heart.

So, here's an example situation. You're talking to Isabela, and she mentioned she bought a new corset. Here are your choices:

1. [Diplomatic] : Hey, looks great on you, buddy.
2. [Sarcastic] : Did you decide that people couldn't see enough of your boobs?
3. [Direct] : Makes you look like you belong at the Pearl again.
4. [Heart] : Wow, just when I thought you couldn't get any sexier.
5. [Heart] : It would look better on my floor.
6. [Heart] : I love you.

Now, options 1, 2, and 3 would NEVER lead to romance. That way, no one can EVER complain about ninjamancing again. However, Option 6 would turn her off completely. Izzie's not like that. 4 and 5 would advance the conversation into a more romantic vein (4 into a more respectful way, 5 as more of a one-night-stand type deal). So, just because it's a heart, doesn't mean you will succeed. And just because you're nice, she won't necessarily jump your bones.

Sound good? You still have to think about the right answers, and you can't get ninjamanced, and there's no more confusion.

#2
Battlebloodmage

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I love more romantic options. Even though DAO doesn't have the heart icons, there are multiple choices in the dialogue which allows you to express your interest in your LI.

#3
CuriousArtemis

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Very nice thinking! I like it :) Though it should be obvious if the romance line "works" or not. I don't want to play five hours past this point, thinking I'd initiated a romance, only to learn that I totally failed and have to reload lol

#4
Foolsfolly

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Congratulations you've successfully removed the entire point of the Heart icon.

It's to avoid romancing characters. Like female Wardens accidentally finding themselves in a romance with Leliana just because they consoled her for killing Marjalone. Or male Shepards who find themselves in a romance with Jack if they simply speak to Jack after her loyalty quest.

It's just clarifying what's already present in these games. Romance dialogue options. They just highlight them now so you know that's what it is. It's no more a 'I win' button than any of the other dialogue options in BioWare games that result in being in a romance.

#5
Maclimes

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Foolsfolly wrote...

Congratulations you've successfully removed the entire point of the Heart icon.

It's to avoid romancing characters. Like female Wardens accidentally finding themselves in a romance with Leliana just because they consoled her for killing Marjalone. Or male Shepards who find themselves in a romance with Jack if they simply speak to Jack after her loyalty quest.

It's just clarifying what's already present in these games. Romance dialogue options. They just highlight them now so you know that's what it is. It's no more a 'I win' button than any of the other dialogue options in BioWare games that result in being in a romance.


I disagree. In DAO, you'd have several dialogue choices. Some of the ones you thought were romantic were not reacted to as such, and some of the ones you thought were just friendly turned out to be vaguely flirtatious. So it was a "problem" for some, but it also was a challenge. By changing to the heart icon, what they did was simply make a button that says, "Click here for sex". There was no more thinking, or making decisions.

My suggestion still solves the problem you were talking about, without taking away the thought that's supposed to go into these things.

#6
AdmiralDavidAnderson

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Great ideas. I totally agree there should be MUCH more options for romance dialogue.

#7
Blakes 7

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Or maybe the option could be out of dialogue; so you prove your love to someone by performing some action in the game which then opens up dialogues. But you have to find out what they will really respond to first or you'll mess it up.

#8
SgtElias

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Oh, I really like this idea! I assume it'd take more time/money, with so many more flirt options, but I still really like it. I especially like the idea that I have to watch what I say to someone I'm trying to romance. I'd personally feel like the relationship developed a lot more naturally if I didn't always say the right thing. In reality I don't always say the right thing! It'd be neat if a Dragon Age game did this.

Very cool.

#9
Maria Caliban

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Dear Bioware,

MOAR

Love,
Your Fans

#10
NovaBlastMarketing

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I am all for added romance dialog and the protection from staring unwanted romance simply by being nice,

but seriously what possible reason would it make any sense to make things more complicated an put in options that would sabotage stuff?

you only need 4 main options and they should all be labeled to get the desired effect that you want . paragon nice guy stuff neutral stuff renegade stuff and romance stuff ...

the romances stuff should always lead to ummm romance with out fail .. as you put it "i win" that's the whole point of the system . I  would  find it annoying to be any more  complicated  ...

hense why there are also   levelsof play  from  easy to  hard  ... especially  for people who  like to  play though the story and keep it going with out  complications . perhaps  a compromise would be  if  your suggestion  was some how connected to thelevel of game play you had it set to

Modifié par NovaBlastMarketing, 22 septembre 2012 - 06:12 .


#11
Angelo2027

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Good idea I like it we should have more control in our romances.

#12
satunnainen

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Maybe they should include also those "trap" questions like women sometimes ask and answering wrong might set back any romantic path for a while :)

"Does my rear look big in this?"

#13
Chiramu

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This is a great idea :), the male Anders' romance definitely should've had some of those to choose from if you didn't want to play a homosexual :P.

#14
FINE HERE

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More choices are always good.

#15
Andraste_Reborn

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While more romance dialogue options are always nice (more dialogue options in general, really) I have no desire to return to the days of BG2 where I had to spend hours reloading because I didn't hit the right button to make Anomen like me. I don't see romances as a minigame, I see them as an opportunity for roleplay. One of the best things about the heart icons is not having to guess which dialogue option will eventually result in my character getting laid.

#16
Maclimes

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Andrastee wrote...

While more romance dialogue options are always nice (more dialogue options in general, really) I have no desire to return to the days of BG2 where I had to spend hours reloading because I didn't hit the right button to make Anomen like me. I don't see romances as a minigame, I see them as an opportunity for roleplay. One of the best things about the heart icons is not having to guess which dialogue option will eventually result in my character getting laid.


I agree with that bolded part. However, pressing one button and getting the exact desired result is not roleplaying, nor does forcing you to make the proper decision make it a "minigame". I don't want to get too deep into the "What is roleplay?" thing here, but I will just say that I think the option to fail is necessary for any sort of challenge, which is the entire point of a video game (otherwise, we'd just call them interactive movies).

#17
Dominus

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I will just say that I think the option to fail is necessary for any sort of challenge, which is the entire point of a video game (otherwise, we'd just call them interactive movies).

To a point, I will agree to that. The Love/Don't Love in DA2 was a binary choice, and left no significant challenge from a conversational point of view. I'm not expecting a PS:T style list where we're going into 10 or beyond for options...but it'd nice to have a variety of subtle, yet similar choices when attempting a foreplay roleplay in Dragon Age. The list made at the top of the thread is a solid example of what would work well.

Succinctly put:

MOAR

Love, 
Your Fans 


Modifié par DominusVita, 22 septembre 2012 - 12:41 .


#18
Blackrising

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This is a great idea. That way you would be able to roleplay more effectively, choosing what your character would most likely say. Or, you know, what s/he would most likely say that won't get them their ass kicked.
And it wouldn't be too difficult either, for those who like it easy. Like your example. Anyone who has ever met Isabela knows that she won't respond well to that last option.
Although more options means more expenses for voice acting and what not. But in this case, it's totally worth it.

BIOWARE, ARE YOU LISTENING? TAKE THIS SUGGESTION, THINK ABOUT IT AND MAKE IT SO. kthxbye ;)

#19
Guest_Nyoka_*

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I prefer the current system

#20
fchopin

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Dear Bioware,

LESS
Remove the icons or better put in a toggle.

Love,
Your Fans

#21
Kidd

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While this means more lines to voice...

Yes, it sounds like a great idea. It keeps the icons to help show us how our characters will intend to say their lines, it keeps ninjamancing from happening and on top of that it removes the I-win-button. Pretty genius, I must say =)

#22
Wynne

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OP: I like that idea. And if you say a line like "I love you" it would be nice if you can afterwards make a joke or otherwise tone it down enough to avoid her being turned off completely.

#23
Cutlass Jack

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While I'd never object to more dialogue, it should be pointed out that in DA2 the best romantic dialogue wasn't always gained by playing whack a mole on the heart icon whenever it showed up.

For example, in the scene that leads to sleeping with Izzy the first time, you get better dialogue if you don't hit the heart the first time it appears and stretch the conversation out a bit.

Much in the same way, not all the best sarcasm was on the sarcasm icon. If you had a sarcastic personality set, everything became funnier. Chaining yourself to the icons was simply easy mode.

#24
schalafi

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Cutlass Jack wrote...

While I'd never object to more dialogue, it should be pointed out that in DA2 the best romantic dialogue wasn't always gained by playing whack a mole on the heart icon whenever it showed up.

For example, in the scene that leads to sleeping with Izzy the first time, you get better dialogue if you don't hit the heart the first time it appears and stretch the conversation out a bit.

Much in the same way, not all the best sarcasm was on the sarcasm icon. If you had a sarcastic personality set, everything became funnier. Chaining yourself to the icons was simply easy mode.


I agree, the first time I played I always used the heart option, but then I started trying different approaches, using the information questions, and I found that I gained more influence and highter approval without the heart.

#25
DarkKnightHolmes

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Bioware,

make a game without a single romance

Love,
some random guy.