David Gaider wrote...
Greylycantrope wrote...
Aw, I'll miss the rivalry relationships.
Rivalry not being a bad thing but just a different type of relationship was something that, I think, wasn't easily communicated-- particularly to those having played DAO. So we were faced with either trying to do a better job of explaining it (like with some kind of tutorial) or going back to "friendship good, rivalry bad" ...which, I think, is a bit more intuitive anyhow. So long as rivalry doesn't mean the player is locked out of any interesting content with the follower (and thus chances to regain friendship), I think it still works.
I actually liked it. It felt way more real when you could have a companion that rather than being all best friends respected you for your prowess at arms, etc. yet could disagree with your views.
DAI should imho expand on that mechanic and maybe at a new dimension to it, like a three directional relationship meter.
Say a statistical triable that describes/categorizes companion relationship depending on qualities like dependability/loyalty, respect and sympathy.
The Inquisitor could for example have views a particular companion heavily disagrees with, which would lose sympathy points. Also if the Inquisitor makes some extreme judgements that said companion doesn't agree with, it could drop their rating of respect ("You monster, how could you?!"), however the Inquisitor might still be a loyal character and be dependable when the companion needs help in personal matters/quests.
Alternatively. a companion could rate dependability as something bad so always trying to help would lose sympathies and dependability scores, yet might still instill a sense of respect for those qualities.
And again alternatively, a cut-throat rogue type companion might just live by a brutal everyone for himself code, so dependability is really low in his opinion, but if you come to sell him out to someone during the story, said companion might heavily approve of your ruthless conduct, earning you sympathy and respect.