Fortlowe wrote…
Ideally I'd see the personality building mechanic become more sophisticated. For instance it could score how often I select a gracious option alongside how often I select a sarcastic tone, so that I develop a selfless and humorous personality, Or a selfless and surly one. Or a Cruel and charming one. Or a selfish and witty one, etc, etc. Perhaps it can keep track of how my PC treats characters individually. For example I can make my character be hard and uncompromising in general, but with one NPC they are gentle and limitlessly understanding and the game takes note of the soft spot.
That's aiming pretty high, I imagine, but a good thing to reach for, I think. All possible with the modification of adding a tone toggle to the wheel. I've read and participated in a few of the threads about how dialogue is handled. Most of the gripes people (gamers and devs) have about the wheel/list seem to center around tone. Some control over it seems, to me, to be a likely solution.
I think the tone toggle is an excellent idea!
I think the dialogue wheel has a lot of potential, but I ran into difficulty with the way it was handled in DA2 because the tone icons were presented in a way that seemed to conflate demeanour and intention with personality – I wasn't always sure, for example, whether I was choosing for my character to respond aggressively to a situation, or to act in a way consistent with being an aggressive person.
Speaking aggressively out of general frustration or impatience is different from speaking aggressively out of personal anger or a desire to intimidate someone – but DA2 usually offered only one "aggressive" option in each conversation.
Certain shades of "aggressive" don't really fit a character who's not aggressive or abrasive by nature, just as certain shades of "diplomatic" don't really fit a character who's not warm and caring by nature; and the paraphrases in DA2 didn't always make it clear whether the particular shade of "aggressive" or "diplomatic" portrayed in the response would fit with the kind of personality Hawke had displayed previously.
The toggle idea seems like it could go a long way to address that, by letting us choose, for example, a "gracious" dialogue option to select how the PC should act, along with a "witty" tone to select the manner in which the PC should be gracious.
Modifié par jillabender, 07 octobre 2012 - 07:32 .





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