brushyourteeth wrote...
I also felt like the rivalry system was confusing, in that some of your choices felt like they'd naturally lead a companion to respect you more than gush over you, and that was great -- but other choices were so ridiculously rude, mean, or contrary to the very core of what those characters stood for that it should have resulted in something like disapproval instead of rivalry. I feel like that was a big part of why people associated rivalry with disapproval, or punishment.
This is an excellent point and a large part of why I felt the rivalry/friend system didn't quite work as it was implemented. It was a good idea, but it needed . . . something else. I do think it really needs to be tied to a secondary system that tracks you just outright being a jerk to them. I suggested having a "corruption" meter that has varying effects for different companions if you choose to do things that are just plainly awful.
There's a problem with this, though--it amounts to reintroducing a good/evil meter into the game.
Now that I think about it, a
much better system would probably be to have the "meter" operate like the DA:O approval/disapproval meter, and Rival/Friend is a
toggle instead of a meter--a toggle that can only be flipped by certain important events. This would allow for much more complex and nuanced behavior triggers. Approval level would determine things like whether or not they're willing to confide their secrets or turn on you, much like in DA:O, whereas rival/friend would determine the [i]content of their response.
In most interactions the rival/friend switch probably wouldn't make that much of a difference, although it'd be cool if there were occasional moments where it did--if you kick a beggar, someone who disapproves of that action and is a rival might yell at you, whereas a friend might just hand the beggar some of your money.
I think this might be a functional way to work it--it would ALLOW for more behavior options without REQUIRING the writers to try and balance multiple variables for EVERY situation.