You couldn't but plenty of other players could. The difference to me seems that you're playing the Warden as "your warden" as opposed to you. DA:O, the Warden was an extension of a chosen roleplaying personality I had picked to adopt as the lead character. With DA2, I created the idea of a personality for Hawke, which guided my influence to get her to make her decisions. I can never be Hawke, but I can be the Grey Warden.HeriocGreyWarden wrote...
I hated the silent PC,i couldn't connect to my charather,i miss Leliana,Alistar,Sten,Zevran,Morrigan and the crew,but i had no connection with my warden while with hawke i do have a connection.
Because the protagonist is voiced. Adding in multiple distinctly grey options with a voiced protagonist is prohibitively expensive. If you've got a voiced protagonist, you get 1-3 options, if you've got a silent protagonist you'll probably get 2-6, and you'll almost certainly never have your character say anything without you choosing it. (Apart from battle cries/taunts/etc)HeriocGreyWarden wrote...
The things I really hated was the 3 options in DA2 where Hawke says something completly diffrent than the thing i wanted him to say,and it actually doesn't matter what he says becouse it's always the same:
Suprisingly optimistic/friendly/calm
Annoyingly sarcastic/joking/trying to be charming
Violent/grumpy/ with no reason
Why can't i have gray options like in origins,Why can't some option be half sarcastic half violent,or some option just neutral,Why can't i have option based on my cunning or intimidation,i hated the wheel.
This has nothing to do with a voiced or silent protagonist. This is entirely about the presentation of the conversation options, and that the left = investigate, right = progress structure of the wheel makes it patently clear when a particular dialogue option will progress a conversation and when it will not. The ability to investigate and then progress the conversation has existed in RPGs with dialogue trees for a long time, it's just that the wheel is a useful tool to explicitly differentiate between the options rather than rely on player interpretation and comprehension of the dialogue options they are provided.HeriocGreyWarden wrote...
THE GREAT THING about the dialouge wheel is the question part and the companion option,amazing improvement from origins when i couldn't ask something without turning the dialouge in a completly different direction
For once, I agree with Sylvius. Yes, I love some of the modern presentation trappings of BioWare's titles, but in other areas they detract from gameplay and player engagement.Sylvius the Mad wrote...
That they care more about presentation than gameplay is not a good thing.ForceXev wrote...
It tells me that they still care about the overall quality of their games that they are not willing to do that. You really can't expect a company that cares about quality to implement a feature in such a half-baked way.
Modifié par AmstradHero, 10 octobre 2012 - 01:07 .




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