I agree with Fast Jimmy that DA2's dialogue system didn't, in general, offer conversations where the player, in order to obtain a particular outcome from a conversation, needs to think carefully to deduce which option is most likely to lead to the player or player character's desired result.
Of course, whether one sees that as a problem depends on how much one enjoys approaching conversations in a story-based game as a puzzle for the player to solve. Personally, I enjoy conversations in games that challenge me to think carefully about what a given character wants or fears in order to deduce which option will lead to a particular outcome. I love the way Deus X:HR does this, for example.
However, with complete respect to those who want to see conversations in Dragon Age feature a stronger element of unpredictability and challenge, I agree with those who've said it's not entirely fair to characterize DA2's tone and paraphrase system as dramatically less challenging and more given to easy predictability than DA:O's.
I admit that I prefer DA:O's dialogue system to DA2's, for a variety of reasons, and I still play DA:O frequently, but I have to agree with In Exile that DA:O very rarely offered conversations that were truly puzzles and that made it challenging to discern which dialogue choice would lead to a particular result.
Personally, I'm okay with that, because I don't think that risk and unpredictability, in the sense of not knowing as the player which dialogue option will get my character what he or she wants, are necessarily the most important things when it comes to making dialogue a rewarding experience in an RPG. For me personally, most of the reward when choosing dialogue in a BioWare RPG comes from being able to make choices that say something interesting about my character.
All that being said, one of my favourite moments in DA:O is the Landsmeet, and a large part of the tension of that scene when I played it for the first time came from the fact that it wasn't immediately obvious which dialogue choices would convince the nobles to turn against Loghain.
Recognizing the most effective arguments to sway the Landsmeet requires giving some thought to what's most important to the audience of nobles, and which claims the player character has evidence for. And that makes it a rewarding challenge, as well as a meaningful opportunity to portray a character who's astute enough to recognize which arguments will best help his or her case, or one who's unable to do that because he or she is too naïve or hot-headed.
In short, I don't think that offering conversations that are challenging puzzles for the player to solve has ever necessarily been something that BioWare have focused on, but I do agree that it can add a lot of dramatic tension in certain situations when both the player and the character need to think carefully to deduce which choice will lead to "X."
Modifié par jillabender, 04 avril 2013 - 03:47 .





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