KiddDaBeauty wrote...
Just whatever you do, don't go full system critic armed with pen and paper while you're playing until your second playthrough. If you do that on your first, you'll likely take yourself out of the game experience big time.
LOL. Thanks for the warning, but that's unlikely. It took me one year to get around to it for ME3, I don't think it'll take significantly less for DAI. And maybe....just maybe there won't be anything jarring me out of the game in my first two playthroughs, and I might dispense with it altogether.
It is theoretically possible to create paraphrases that work. They would need to be longer, though, than they usually are. Giving me a dominant emotion is not enough.
As for the part about neutral lines being marketing speak for "less control," I'd say it doesn't at all seem to be that. It's seemingly more along the lines of not ruining your own character for you. You mentioned how you wanted to be thankful to Isabela but didn't like how Hawke added the moral quip without you asking her to - with a neutral response, you'd likely get the thanks without the extra flavour.
Oh, I understand the benefit. Neutral lines in general are good, as that example shows. But sometimes I want to say something specific, let's say there's a different situation where I want to give my line a moral angle. Will I be reduced to generic responses everywhere or will we have enough options to be more specific in selected important situations? That's what I meant with neutral lines necessarily having less content.
That action comes with extra flavour is a problem in both DAO and DA2 alike. The difference between the two is that in DAO you can tell what this extra flavour is right away, whereas in DA2 it could possibly surprise you. What I believe DAI is doing is separate said flavour from the decision itself, saving such flavours for reaction wheels and tone wheels instead.
Your inquisitor will say "Make it so" and only when asked later would
you be able to say "I thought it was the right thing to do" / "I did it
for the luls" / "I did it for money."
They haven't shown the reaction wheel yet . Quite possibly that will solve all our problems.... Hopefully we'll get to see it soon.
Ieldra2 wrote...
Indeed. A hover-over you can switch off or on in the gameplay options would satisfy both sides without sacrificing anything.
Focus group testing showed that people think they want that option, but it actually lessens their enjoyment. At least, that's what I remember hearing. I could be wrong.
I can't plausibly reject such a claim without having experienced it. I guess it's possible. What I'm very sure I do want, however, is *complete* information about how my dialogue lines will influence the characterization of my protagonist. If there is no such influence, I'll probably be fine with a short paraphrase, as long as it gives me the gist of what followes. If there is such influence, I want to know all the relevant information in advance.
Modifié par Ieldra2, 06 septembre 2013 - 11:29 .