Fortlowe wrote...
David Gaider wrote...
Maria Caliban wrote...
I'd like more quests with the option to solve them in a non-violent manner. This might be through dialogue, but could also be through using character skills or performing certain actions either during the quest or previously.
Yes, this is actually something we're doing. The use varies-- we don't want the player to unwittingly miss out on a really interesting combat encounter, but so long as the alternative path also has interesting content (or, at least, the player had to do more legwork to get that alternative other than picking a 'skip combat' dialogue option) or the combat isn't important-- and the player is aware that what they're doing will have that result-- it should be possible in some cases. Not everyone considers combat itself a reward, after all.
Have you guys considered mini games as non-violient in game activities? Mass effect included them to a limited extent (probes, pyjack hunting
Did you just call that non "violient"? Blowing up monkeys with a cannon?

I hope you're reincarnated as a Pyjack in your next life.
Seriously though, I wanted to say excatly what Gaider said, the hard part is not making it so non-violence just makes you miss out on a huge chunk of content, so a violent player clocks in 25hours of gameplay and a gentle soul gets 5.
Skipping all the filler combat that plagues all these games would be very much appreciated, but beyond that, it's hard to think of something to give players to do. Traditionaly a challenge of sneaking by undetected is the way to do it, but I dunno if Bioware has finally extended their stealth system beyond the invisible man, or if you can rely on that for all of it.