Fixing the Romance "I win" button
#1
Posté 22 septembre 2012 - 04:32
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
Posté 22 septembre 2012 - 04:34
#3
Posté 22 septembre 2012 - 04:34
#4
Posté 22 septembre 2012 - 04:37
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
Posté 22 septembre 2012 - 04:45
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
Posté 22 septembre 2012 - 04:59
#7
Posté 22 septembre 2012 - 05:27
#8
Posté 22 septembre 2012 - 05:53
Very cool.
#9
Posté 22 septembre 2012 - 05:57
MOAR
Love,
Your Fans
#10
Posté 22 septembre 2012 - 05:58
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
Posté 22 septembre 2012 - 06:23
#12
Posté 22 septembre 2012 - 06:29
"Does my rear look big in this?"
#13
Posté 22 septembre 2012 - 06:29
#14
Posté 22 septembre 2012 - 07:08
#15
Posté 22 septembre 2012 - 07:09
#16
Posté 22 septembre 2012 - 12:29
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
Posté 22 septembre 2012 - 12:40
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 aI 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).
Succinctly put:
MOAR
Love,
Your Fans
Modifié par DominusVita, 22 septembre 2012 - 12:41 .
#18
Posté 22 septembre 2012 - 12:49
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_*
Posté 22 septembre 2012 - 12:55
Guest_Nyoka_*
#20
Posté 22 septembre 2012 - 12:58
LESS
Remove the icons or better put in a toggle.
Love,
Your Fans
#21
Posté 22 septembre 2012 - 02:03
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
Posté 22 septembre 2012 - 02:47
#23
Posté 22 septembre 2012 - 02:50
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
Posté 23 septembre 2012 - 12:00
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
Posté 23 septembre 2012 - 12:05
make a game without a single romance
Love,
some random guy.





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