Cheylus wrote...
Or make your love interest reacts properly to your choices in general. Don't enable Merrill interest in you if your character has proven in front of Merrill that he dislikes elves. Don't make a romance with Fenris possible if you dislike his attitude and if you're a power hungry mage. Most of the times, rivalry romances doesn't convince me.
DA2 romances felt completely cut from the plot to me: by romancing Anders, I kept on disagreeing with the mages I've seen, even killing some in the process. I know you can end the romance in one quest, but why does he loves me or flirts with me if my character strongly disagrees with him? I thought it does not fit his characterization.
In one of my playthroughs, one of my character started by supporting mages, then changes his mind by supporting templars. Well, you can fuel his rivalry bar he's still in love with you.
It has to feel more organic and dynamic than it is, not tied to an "approval" bar of any kind. Not act 1: encounter & flit / act 2: romance / act 3: romance complete (+ achievement).
To have to wait for an act, a dialog or a quest to romance a character was a chore to me (both in ME and DA2). I liked the fact you could romance people approximately anytime during the story of DA:O by really talking with them and understanding them, but it was still far from perfect. If i remember correctly, you were also able to end this romance anytime by dismissing your former LI.
This is getting away from the main issue of the thread, but I wanted to address it anyway. Most of what you write here is a result of the friend/rival system and its flaws. There has been a great deal of discussion about this in other threads, including many where people suggest alternate approval systems.
Ultimately, while it was a good concept, the F/R system was not dynamic enough. It also did not manage to convey why a follower would continue a rival romance because the "agree to disagree" element was lacking. The rivaled follower tends to come across as self-destructive at worst, or pliable to the PC's whims at best. Also, while I can see a rival romance working for a short time (a passionate, dangerous fling), I don't think it works well over the long time span that DA2 takes place.
Morocco Mole wrote...
I'd rather they just ditch approval systems. They discourage roleplaying and encourage hitting the options that give you the maximum approval from your party to make them actually useful
I think that is an extreme measure. If they make the meters hidden I don't think it would be too much of an issue. If there were no points shown in DA2, you would gradually gain Anders rivalry for anti-mage actions and you would see this by the way he reacts to you. If you played the game again on a more pro-mage stance he would react differently. You would observe, as a person, the NPC's reactions to your deeds.
The game can still keep track of things internally so it knows how people are supposed to react, but we as players don't need to see it. It would all be data-mined eventually, with results posted on the DAwiki, along with guides to achieve certain results, but that is to be expected no matter what system they use.
Another issue that DA2 had was that follower plots only triggered if you had a certain level of friendship OR rivalry. If you wavered in the middle you never progressed with the person, leading to frustration. IMO plot events should not be tied to meter levels, regardless of whether they are hidden or not.
Modifié par nightscrawl, 28 juin 2013 - 02:21 .