Just to spare further argument on this point, I'll elaborate regarding the differences between DAO's and DA2's approach to character interaction.
DAO had cinematic conversations that were gated (and by "gated" I mean the requirements to make the conversation trigger) by approval level and certain plot points (if they were important to the character).
By default (meaning if there were no cinematic conversations waiting) they had an "investigate" conversation--which is essentially the series of questions you could ask about their background. Some of those questions were themselves gated by approval level or plot points, so as time went on you might get a few new ones opening up.
Beyond that, DAO had one short personal plot for the companion, generally with a follow-up cinematic conversation.
In comparison, DA2's content was more on the cinematic conversation side. There was no default investigate conversation at all, and those sorts of questions were interspersed throughout their cinematic conversations. The cinematic conversations were, however, forcibly spread throughout the game since they were gated by Act as well as by approval level and plot point-- the purpose being to have the player come to know the follower gradually.
What DA2 had a
lot more of was on the personal plot side--of which there were three in the game, and each was larger than the single personal plot in DAO. These were designed to give the player a way to get to know the follower outside of simply asking them questions, and their cinematic conversations were designed to largely work in conjunction with these plots (to represent an ongoing narrative). I'm not certain that everyone (who visits the BSN, anyhow) actually looks on these personal plots as follower interaction, however, and instead sees them as plots like any other plot which just happen to feature the follower. Depends on what they were looking for, probably.
As I mentioned, the cinematic conversations and personal plots in DA2 were alerted to the player through a quest--partly due to convenience, but more because the chore of "checking in" with each follower was more burdensome than in DAO because each follower was behind a separate level load (being spread throughout Kirkwall as they were). That's the only real difference with their mechanical function in comparison to DAO--in DAO, unless the follower initiated dialogue with the player, the player was free to ignore them and would never know they had a new dialogue.
Insofar as which game's approach is better, that's debatable. As I mentioned, some of the differences are largely one of perception. A player that was used to DAO's approach might have missed being able to go to a follower in the camp and run through all their dialogues at once, feeling like they "got to know" a follower after an hour of talking to them in the investigate conversation. They may have gotten the initial cinematic conversation, clicked on the follower again and received their "I have nothing else to tell you right now" bark, and thought "is that it?" There's also the perception of agency, such as being told when it was okay to talk to the follower again rather than being left to discover that on one's own. The experience likely varied depending on what you went in expecting.
Ultimately, the content for followers is being re-shuffled once again--the default investigate dialogue is re-appearing, so there is conversation to be had with a follower even when they don't have a big cinematic scene awaiting, and that comes at the expense of the extra personal plots as was in DA2. Also gone are the alerts, in part because we felt the agency comment was fair and in part because it's no longer necessary (for mechanical reasons)...and also because the player will likely be getting more than enough quests anyhow, they don't need more added onto their list just to go talk to someone (who they may not even wish to talk to, for all we know).
The
total amount of content, as in the actual amount of writing that goes into an individual follower and the amount of interaction you have with them over the course of the game, is the same in DAO as in DA2 as it will be in DAI.
Modifié par David Gaider, 26 décembre 2013 - 01:36 .