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should they use the gift giving system from DAO or DA2


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#26
craigdolphin

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I really liked the DAO system in that it gave immediate feedback and it meant that 'junk' loot wasn't all worthless. It was a sort of a (very limited) minigame in some senses.

The whole 'PersonX' Approves +5 thing became a bit of a personal meme with me and my wife. I once gave her a Christmas card I made based on that idea with pictures of various things she liked, along with approval score adjustments, and then inside I photo-shopped a picture of a DAO Ogre into a photo of our two dogs that makes it look like they're attacking the ogre, and a big disapproval score adjustment. :) So, I'm pretty fond of the DAO system myself and was sad to see it AWOL in DA2.

But, I also get why others liked a more 'personal' gifting experience with conversations etc as was the case in DA2's rather forgettable (IMO) approach. To be fair, DAO did have some particular gifts that did trigger a short conversation etc. I'm thinking of Morrigan's mirror etc. But I did think the illusion of a friendship/rivalry alternative relationship-type system in DA2 was a small step forward from the obvious approval-disapproval axis in DAO.

I'm hoping that whatever the devs come up with in DAI is as memorable as DAO's system, but recognizes a bit more of the complexities in human relationships. In this sense, DAO's system was an obvious one-dimensional axis. DA2 gives an illusion of more than one type of relationship by renaming the axis to indicate a different kind of relationship at the ends of that same scale. I think it would be great if DAI or future games can venture into a multi-dimensional relationship status system.

Where you could say, have an axis for approval or disapproval on actions taken/outcomes achieved in relation to the overall plot. A separate axis whereby actions and attitudes chosen in dialogue by the player tend to fall along something like a D&D alignment system, or a ME paragon-renegade scale. Where friendship/rivalry/romance is an outcome of the player's euclidean distance from the NPC's optimal preference within that n-dimensional matrix. Thus, a player who strives for neutrality could be rewarded for maintaining that stance by neutral NPC's who would be less fond of extremist positions on one side or the other.

For me, the ultimate goal would be to have NPC's who could love the person of the PC, and vice versa, while ending up on opposite sides of a conflict. Or to end up working closely with people that they despise personally because they share a set of core values or goals and objectives. And hopefully to have some happier situations too.

I think of some of the greatest books I've read and the one that stands out to me was the 'Lions of Al Rassan' where there are two incredible men who become incredibly close friends, but are ultimately separated by a religious conflict and end up commanding opposite sides of the inevitable war. The tragedy and waste of that whole messed up situation still resonates with me years later. I would dearly love to see videogames be able to pull off those kinds of experiences.

#27
WillPF363

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FaWa wrote...

DA2 had gifts? Didn't even know that alol


I've never heard a more on-the-nose statement regarding DA2's gift system.:lol:

They are very easy to miss.

Modifié par WillPF363, 18 juin 2013 - 05:28 .


#28
Guest_Morocco Mole_*

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DA2 had a better system for roleplaying. No more having to handhold party members because you'll lose chunks of approval for disagreeing with them.

#29
Bleachrude

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The only problem I have with DA2's system was that it was a lot harder to *find* the unique gifts.

Giving the book of shartan to fenris had a lasting effect since you teach him to read and the game acknowledges that as well, IIRC, he actually starts teaching Orana to read as well...

That's very nice.

However, the Da:O "unique gifts" where placed more appropriately or at the least, much easier to find and if you had talked to the companions beforehand, they had hinted at these things

My perfect system. A melding of DA:O with DA2.

#30
Mykel54

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I prefered the DA2 system by far, specially the fact that most gifts were related to the plot in some way. Ex. Sebastian gets his bow, Varric gets a ring of his family, etc. they were an opportunity to get to know the characters better.

#31
Tarek

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nothing cause it felt kinda cheap to boost approval via gifts, or maybe they should give SOME approval even the good ones

#32
Maclimes

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I prefer DA2's system, but I hated that you had to "root around in random garbage". Fenris's book is a great example.

"Hm, I want to get Fenris a meaningful book. Let me go to the Alienage, at night, during Act II, and root around in the trash. That makes logical sense."

I would prefer a system where a character gives the line of dialogue that opens up the gift, then you go out to a LOGICAL location to obtain the gift.

"Fenris mentioned he never learned to read. Let me find him a book about that. I will go to the book store".

#33
GenericEnemy

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DAO gifts in a nutshell:

leliana: "whythankyousomuchwhythankyousomuchwhythankyousomuchwhythankyousomuch"

i didn't really like either system

#34
Zombie_Alexis

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Maclimes wrote...

I prefer DA2's system, but I hated that you had to "root around in random garbage". Fenris's book is a great example.

"Hm, I want to get Fenris a meaningful book. Let me go to the Alienage, at night, during Act II, and root around in the trash. That makes logical sense."

I would prefer a system where a character gives the line of dialogue that opens up the gift, then you go out to a LOGICAL location to obtain the gift.

"Fenris mentioned he never learned to read. Let me find him a book about that. I will go to the book store".


Exactly! I liked that you had to think about who got the gifts in DAO by their dialogue, but there were too many spam gifts in that game. If they had made the special gifts available in DA2 after a bit of dialogue and then your PC went to a logical area in the game to get it, that  would have been much better.

#35
Black Jimmy

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 Something similar to DA2.

#36
Sir George Parr

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An evolution of what DA2 was doing with its approach to gifts.

#37
Moirin

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Wulfram wrote...

Neither. DA:O gave you too much approval for silly stuff once you knew what gift went where.

DA2 was just annoying because all it really did was force you to root around in random garbage if you didn't want to miss all too rare opportunities to talk to your companions.


This. That said, out of the two I did prefer the DA2 system.

#38
CuriousArtemis

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I like that giving a gift results in a thoughtful and often touching cut scene with the character. And of course some approval points (who doesn't like getting gifts? Aside from rivaled Fenris, of course...).

#39
wright1978

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I personally preferred the DA2 system.

#40
Amycus89

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Both DA2 and DA:O was honestly pretty bad at this, but for different reasons.

DA:O was bad because, as many as already pointed out, it was too easy to bribe your companions into liking you.

DA2 however,was bad becuase of the GIANT ALL-KNOWING QUEST ARROW, telling you that YOU SHOULD GIVE GIFT "X" TO PERSON "Y".

Basically, I would want DA2's system, but without the quest arrow telling me WHO I should give it too (and being able to give it away right where I am. It always felt weird when I had Isabella in my party, found a gift for her...and then had to return to her house to actually give it to her). Actually, it would be rather nice if a certain gift had significance for more than one companion, but you can only give it to one on a single playthorugh, and get the corresponding dialogue. Maybe a certain object gives a reaction from everybody, but one person in particular will appreciate it morfe than the others.

#41
Mr.House

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DA2 system. DAO system was a trainwreak.

*gives Morrigan a dog bone*
Morrigan:Tis cold in my tent alone.

#42
Milan92

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Just remove the entire system all together. The way ME did it was perfect imo. (Although, you can always improve stuff)
You couldn't spam affection with gifts and you only had a certain amount of conversations until you completed the next mission/story arc.

Which made it more flawless and realistic. Normally I'm not one who RP's but having a convo with Morrigan after Lothering where she invites you into her tent for just giving her a dogbone (as Mr. House already stated) is really stupid if you ask me.
Hell even Isabela wasn't that desperate with Hawke and we all know how she is. :lol:

Modifié par Milan92, 18 juin 2013 - 08:25 .


#43
CrazyRah

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The DA2 system was pretty solid in my opinion. Encountering stuff during the game that was meant for someone in your party felt way better than the system in DAO where you could pretty much give right about anything to a person to increase their approval. Mr. House got a good example of how.. off it could be

#44
Fredward

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DA2 was MUCH better at this than DAO. Fewer gifts but they mattered more.

#45
Uccio

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Origins ftw, that´s the way to. Gifts given by pc and companions.

#46
Guest_SilverMoonDragon_*

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CrazyRah wrote...

The DA2 system was pretty solid in my opinion. Encountering stuff during the game that was meant for someone in your party felt way better than the system in DAO where you could pretty much give right about anything to a person to increase their approval. Mr. House got a good example of how.. off it could be


^ While I prefer some of the things you could give people in DAO, the gift giving system in DA2 was better imo; more character interaction, much more personal in some ways. 

#47
Rixatrix

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I'd like a mix of the two. Meaningful gifts with conversations attached, but also minor things like candy, wine, chocolate, etc. for maybe +1 approval or something. Extra cuteness points if the companion goes "Mmm! Yummy!"

#48
Rixatrix

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Zombie_Alexis wrote...

Maclimes wrote...

I prefer DA2's system, but I hated that you had to "root around in random garbage". Fenris's book is a great example.

"Hm, I want to get Fenris a meaningful book. Let me go to the Alienage, at night, during Act II, and root around in the trash. That makes logical sense."

I would prefer a system where a character gives the line of dialogue that opens up the gift, then you go out to a LOGICAL location to obtain the gift.

"Fenris mentioned he never learned to read. Let me find him a book about that. I will go to the book store".


Exactly! I liked that you had to think about who got the gifts in DAO by their dialogue, but there were too many spam gifts in that game. If they had made the special gifts available in DA2 after a bit of dialogue and then your PC went to a logical area in the game to get it, that  would have been much better.


This is a great concept.  While, yes, sometimes we see something that a friend might like, oftentimes it goes the other way - a friend mentions something of interest, and you decide to buy it for them!

#49
devSin

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DA2 was far superior, even though I don't think the two systems really served the same purpose. Origins was just an arbitrary approval juicer, whereas DA2 gifts served to advance character development.

I don't care to ever see the Origins system again. Ideally, they'll have something better than either for DA3, but if I had to pick one, it would be DA2's without question.

Modifié par devSin, 18 juin 2013 - 09:18 .


#50
FKA_Servo

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I don't know what I want. I think I'm hoping they just go back to the drawing board and come up with something new. Overall, I think the friendship/rivalry system is superior to the approval/disapproval system, but they're both pretty gamey and they both have problems.