David Gaider wrote
... DA2 had more content on the plot side, as in the one plot per act (as opposed to DAO, which simply had one short plot per party member), though I think the perception of many people is that those plots were simply quests and not really "part" of the character's interactions.
That was my impression, and part of it came from the fact that character conversations were either appended directly quests (e.g. Fenris in Act 2) as well as the fact that the actual conversations with the characters were quests in the journal.
We sort of hit a middle ground in DAI. There are the random questions you can ask the party member, similar to DAO, and we're down to one plot again (which is part of their development arc). They have the full conversations which are primarily gated by event, as mentioned (though these depend on the player seeking them out, usually-- no more missions demanding you seek the party member out). You still cannot talk to them anywhere in the world (there's not even the option to click on them outside of "safe" areas), but there are certain conversations that can initiate elsewhere, depending on whether they're present.
I'm glad to hear that random questions are back - I felt that the random questioning just adds a lot of personalizing and colour to the relationships that you can build with the party members.
I'm sad to hear we can't click on them outside of safe areas, however. Ambient comentary by party members was really great.





Retour en haut







