The Flying Grey Warden wrote...
I would rather only be able to talk to my companions when they had something to say, then talk to them at any time and realize they have nothing to say ever.
Character interaction used to have repeatable options. I would like to see a return of that. Sometimes there's information available from an NPC which I forgot, or just want to hear again to see if I forgot. I also think it's desirable to have some of the time/plot-dependent conversations repeatable. Yes, it may only be exposition, but exposition is important, too, not just personal drama. Not everything has to follow the movie model where you can only have a scene once because it's part of a linear story and repeating things makes no sense because of personal drama inextricably linked to the exposition.
Kingdoms of Amalur did that right, too. They had a dialogue wheel for one-time decisions, but there was also an option list where you could ask about topics the character knew something about. These were all repeatable, and the result was context-sensitive to the plot if necessary.
Also, I feel like the companion interaction was improved in Me3 rather then a step backwards, in that the characters no longer were bound to one set in stone location at all times always, like a bunch of manequins. It felt more like the crew were actual people who would go and do their own things, which was always cool to find out when they interacted with eachother back at the homebase and not just on the road all the time.
That made more in-depth interaction between NPCs possible, and I liked that. It may not be feasible depending on what your home base is, but I'd like to see it in DAI where possible.
Modifié par Ieldra2, 11 décembre 2013 - 01:52 .