[quote]
1.) Voiced protaganists aside, did you prefer the wheel layout
(investigative lines on the left, conversation furthering options on the
right) or the basic list such as was seen in Origins?
[/quote]
I think both are fine, though both could use some polishing. One thing that I think would be sort of cool is if instead of just three replies (aggressive, snarky, charming) there could be three pages under the headings of the aforementioned. In the sense that if I chose to continue to the aggressive page (with the ability to still go back) I could pick the 'noble' aggressive, where you're doing something violently, but for good reasons, or the aggressive-aggressive, which might immediately start the combat. Same thing with the snarky. You could be aggressively snarky, or diplomatically snarky. There'd be some repeats sure, but it would seem like a lot more choice in the player's hands. Thoughts?
[quote]
2.) Did you like having the different options in the wheel have pictures to
convey their purpose (i.e. charming, sarcastic, aggressive, a heart for
romance, a star for the special lines, etc.) or would you rather have a
less clear-cut dialogue option list that follows no discernable pattern
(as an example, the 'bad' or renegade options wouldn't always be on the
bottom, paragon not always on the top)
[/quote]
I had mixed feelings about this. While the concept of knowig if something you're saying is sarcastic or not is nice, I felt like some of the challenge was taken out. Most of Origins investigative questions were easy to spot, and I liked interpreting the replies as I saw. I also liked knowing exactly what I was saying. The paraphrasing had its merits, but sometimes being snarky Hawke left you faceplaming because Hawke would say something really stupid (i.e. "But you'll let the pretty people in, right?" Guard: ....., or the Viscount's son is dead and, "Look on the bright side!" me: really Hawke???). Mixing it up would require me to really read the different options and contemplate what path I want to take, which is half the fun for me.
[quote]
3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?
3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?
[/quote]
I liked having the strength and cunnning play a supporting role. It made playing as a rogue much more enjoyable for me (I'm more a blast a fireball or smack it with a shield player). Also, it added an element of risk to the game. Maybe your cunning wasn't high enough, and you couldn't save the hostages. Of course, saving the hostages shouldnt depend entirely on cunning, but I digress. Especially when playing for the first time and you have no idea what consequences your actions will have...it's great.
If the magic score replaced the strength in intimidation, I never stumbled across it. I read from someone that rather than magic (which wouldn't be immediately apparent to an average NPC) maybe have willpower instead. I liked this idea. Also someone else said that using magic (like blood magic to control minds) would have a cost the more it was used. Using blood magic to influence a conversation with possible negative impacts later on would be really fun.
[quote]
4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?
[/quote]
I thought this was pretty cool. Although it sometimes felt a bit like the paragon/renegade colored options, which were basically 'i-win' buttons, it added a life to them. Aveline actually became captain of the guard when she intimidated the guard to tell her where the Qunari were. It also made it fun to switch up the party across play throughs and see who could provide the best help. Adding maybe a risk factor of a companion's help to perhaps worsen the situation would be fun. Then again, I play this series not for the combat, but for the characters and story, so having a complex system for diplomacy would be really fun for me.
[quote]
5.) Did you like having certain times for when you could speak to a
companion (with a quest marker appearing), or did you prefer to be able
to initiate a conversation at any time, even if the only available
options were inquisitive ones?
[/quote]
I didn't like how you could only talk to companions once in a while. Perhaps I'd have been happier with it if I could've spoken with them more often, but having 1-2 opportunities to speak with them per chapter outside of quests was a little...weird. There were times when I just wanted to drop by Fenris' mansion and ask "Hey! Tell me about Tevinter," and they did give you an opportunity...once. Some people argue that talking to characters outside of camp could be de-immersive because maybe you're glitching and in the middle of a battle, but I never had such problems. Even if you can't start a conversation in the middle of a quest, you should still be able to have a investigative conversation with them in their homes. How cool would it have been to quiz Anders about the grey warden from Origins? Ask his opinion? Maybe if the Grey Warden had been a mage, you could've spoken with Carver/Bethany and commented on the distant relationship. I don't know. There was a lot of unrealized potential here.
[/quote]