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Companion selection/pc command acknowledgement bark


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#1
d4eaming

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You know what I mean, when you select another companion and they say something. "Yes?" "Hmm?" "What do you need?" Or when clicking to interact with something, the PC makes a comment "Can I get you a ladder so you can get off my back?"

In Baldur's Gate, when you selected another companion, they would be moved to the front into the party leader position, and they would make a comment, something like "Ha ha! Now I get to lead!"

I miss those. I found them amusing in DAO, and in DA2, it didn't feel quite right to me for them to say nothing when you selected them. I do like how when you select a companion and click on Hawke, you get a comment, and the same with the companions (yes, I click Fenris all the time just to hear "I am yours," my life is sad and pathetic, I know).

These were small touches that I really enjoyed. I can understand they might have been cut from DA2 due to time contraints, and I'd really like to see them come back. I like hearing the companions make comments on everything else, and I love banter, I'd just really like to see it expanded back to how BG and DAO were.

Modifié par d4eaming, 11 décembre 2012 - 08:30 .


#2
Tootles FTW

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I also loved how Hawke was clickable/interactable, and his/her comments changed depending upon their dominant personality.  I approve of your idea!  (...and I'm also totally guilty of multi-clicking on Fenris, hehe)

#3
d4eaming

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I spend far too much time clicking on Fenris. My Hawkes can't resist him, even when I try to send Hawke for someone else, they just gravitate toward the broody elf. I even tried the break up with Fenris/move to Anders, and Anders was just so MEAN to Fenris about it, I had to reload. :pinched:

But, um, anyhoo, glad I'm not the only one that liked the comments!

#4
David Gaider

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d4eaming wrote...
I can understand they might have been cut from DA2 due to time contraints


Not at all. We cut them because they were too repetitive, and there's really no way to make them non-repetitive even if we tripled the number of lines because clicking on companions is simply something you do very frequently throughout the game.

#5
Wulfram

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David Gaider wrote...

d4eaming wrote...
I can understand they might have been cut from DA2 due to time contraints


Not at all. We cut them because they were too repetitive, and there's really no way to make them non-repetitive even if we tripled the number of lines because clicking on companions is simply something you do very frequently throughout the game.


And I thank you for it.

#6
Fawx9

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David Gaider wrote...

d4eaming wrote...
I can understand they might have been cut from DA2 due to time contraints


Not at all. We cut them because they were too repetitive, and there's really no way to make them non-repetitive even if we tripled the number of lines because clicking on companions is simply something you do very frequently throughout the game.


YOU MUST CONSTRUCT ADDITIONAL PYLONS

That's like saying people weren't obessed with clicking on orc peons / many other units in other RTSs / games just to hear all the funny lines, over and over and over and over again.

They may be repetitive but they do add a certain charm to the characters.

#7
Wulfram

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Fawx9 wrote...

YOU MUST CONSTRUCT ADDITIONAL PYLONS

That's like saying people weren't obessed with clicking on orc peons / many other units in other RTSs / games just to hear all the funny lines, over and over and over and over again.

They may be repetitive but they do add a certain charm to the characters.


Well, you have more different units in RTS, generally.

IMO, they're charming the first time you hear them, and nostalgic when you think of the game after not playing it for a while.  But they can easily be incredibly annoying the 50th time you hear it

#8
Guest_krul2k_*

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comes to mind.

I hold my hand up im a poker/clicking/annoying person an i love it so in this case MORE = AWESOME

#9
Swagger7

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David Gaider wrote...

d4eaming wrote...
I can understand they might have been cut from DA2 due to time contraints


Not at all. We cut them because they were too repetitive, and there's really no way to make them non-repetitive even if we tripled the number of lines because clicking on companions is simply something you do very frequently throughout the game.


What if you simply made it where they only occurred 5% of the time?  Then they wouldn't become too repetitive.

#10
Direwolf0294

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I too enjoyed them. I don't care how many times they were repeated, it was nice having some sort of audio go along with changing characters.

#11
Allan Schumacher

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That's like saying people weren't obessed with clicking on orc peons / many other units in other RTSs / games just to hear all the funny lines, over and over and over and over again.


There's a usability case for RTS games to still have the dialogue (audible confirmation that the selection has occurred). This is less vital in a game with RTwP mechanics.

#12
Wulfram

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Allan Schumacher wrote...

There's a usability case for RTS games to still have the dialogue (audible confirmation that the selection has occurred). This is less vital in a game with RTwP mechanics.


If we were controlling a party in MP, I guess the usability case might come back for that?

#13
Dragoonlordz

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David Gaider wrote...

d4eaming wrote...
I can understand they might have been cut from DA2 due to time contraints


Not at all. We cut them because they were too repetitive, and there's really no way to make them non-repetitive even if we tripled the number of lines because clicking on companions is simply something you do very frequently throughout the game.


I have to agree on this in that for me personally it would get very old. very fast. It would become an irritation to constantly hear the same things said even if some (always will be limited) variations in what said whenever click on/switch or give new command to someone (imho).

#14
Allan Schumacher

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If we were controlling a party in MP, I guess the usability case might come back for that?


It'd be valid feedback if we were to have players control full parties in multiplayer, yes.

Basically if we were to provide gameplay elements where pause is not an option, and quick response time is still necessary, that type of feedback becomes more valuable.

#15
d4eaming

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David Gaider wrote...

d4eaming wrote...
I can understand they might have been cut from DA2 due to time contraints


Not at all. We cut them because they were too repetitive, and there's really no way to make them non-repetitive even if we tripled the number of lines because clicking on companions is simply something you do very frequently throughout the game.


Sad :crying: I played around 80-90 hours of DAO and never tired of the comments. Playing DAO again after a year, after several plays of DA2, and hearing them was fun all over again. It makes me feel like the companion is acknowledging the PC telling them to do something without the PC actually having to point and say "go do that."

#16
Guest_Puddi III_*

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I never found that ladder-back comment to be all so annoying as other people on the forum made it out to be. I can take or leave these kind of player acknowledgement comments though, they kind of break immersion but they can be neat and give the npc a little more character.

Modifié par Filament, 11 décembre 2012 - 10:05 .


#17
QueenPurpleScrap

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Swagger7 wrote...

David Gaider wrote...

d4eaming wrote...
I can understand they might have been cut from DA2 due to time contraints


Not at all. We cut them because they were too repetitive, and there's really no way to make them non-repetitive even if we tripled the number of lines because clicking on companions is simply something you do very frequently throughout the game.


What if you simply made it where they only occurred 5% of the time?  Then they wouldn't become too repetitive.


This works for me.

#18
d4eaming

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Filament wrote...

I never found that ladder-back comment to be all so annoying as other people on the forum made it out to be. I can take or leave these kind of player acknowledgement comments though, they kind of break immersion but they can be neat and give the npc a little more character.


A little leaning on the fourth wall, yeah, but I kinda like that about the series.

#19
TheFinalDoctor

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d4eaming wrote...

A little leaning on the fourth wall, yeah, but I kinda like that about the series.


Oh god, The Cheer's references with Varric and Isabella. Those always made me laugh.

#20
AstraDrakkar

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I loved all the DAO clickable comments. The repitition never bothered me.

#21
Brockololly

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I always liked these in Baldur's Gate and Origins. They're little ways to add more charm to the characters and some character to the game. I especially liked how the barks changed in Origins based on what the given follower's approval was. Small detail that's not necessary but its those small details that can make a game memorable.

#22
MilaBanilla

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I loved how it change based on your relationship status. I remember when I switched to Leliana in Lothering, she said "WHAT?" in a very annoyed tone. Then it changed when my PC became close friends with her. The repetiveness didn't bother me at all and sometimes the companions wouldn't say anything when I switched. In DA2, I would always click on Fenris till he says "I am yours" :P It never gets old <3.

#23
devSin

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I always liked the selection sounds. I still have fond memories of most of the soundset lines from BG and BG2.

I'm glad that we were able to at least prompt some comments out of the companions by talking to them while they were in the party, so hopefully they can continue with that if they still don't want to have selection and command sounds for the characters.

Modifié par devSin, 12 décembre 2012 - 04:45 .


#24
Rorschachinstein

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At a selection screen, you don't really need these voices.

#25
CuriousArtemis

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It was very (almost too) meta for me. It was like Alistair knew I had a controller in my hand and was aware when "I" selected him. But I don't know Alistair; I'm a person; he's a video game character. He was friends or lovers with my Warden, not me. So it was odd.