Zeleen wrote...
Now, some one like this
with a story line to "die" for and epic and fun romance.... yeah... this would be nice
Gimme!!!!
slimgrin wrote...
What made Alistair great is that he wasn't written just for romance.
Han Shot First wrote...
You will have Sandal and only Sandal.
Prepare for Enchantment!
Angrywolves wrote...
uh he is a Therin.
I really don't know what being a Therin means.I hope Gaider explains it in DAI.
Pasquale1234 wrote...
esper wrote...
But in real life I bloody know if I am flirting with someone, so if the computer has decided that this line means that my character is flirting with another character, I as a player need to know that. The writers can decide if the NPC's understand/misunderstand some of my other lines or even the flirt lines, but I as a player need to know that the computer doesn't flag 'I like pretty shoes too' as the PC being interested in the NPC.
You might know when you are flirting IRL, but the object of your desire might not - and vice-versa (they think you're flirting when you're not). I find dialogue without the symbols to be a much better model of real life conversations.
At least, it would be if the player could choose the actual content of what the protag will say...
CybAnt1 wrote...
No it is not. The heart Icon was not an 'i win bottom'. It existed with Aveline and Varric and didn't let you "win" there.
You couldn't 'win' because they were not meant to be romanceable.But in real life I bloody know if I am flirting with someone, so if the computer has decided that this line means that my character is flirting with another character, I as a player need to know that. The writers can decide if the NPC's understand/misunderstand some of my other lines or even the flirt lines, but I as a player need to know that the computer doesn't flag 'I like pretty shoes too' as the PC being interested in the NPC.
It's amazing, people don't want their hands held by the game went it comes to combat, but they sure want their hands held by the game when it comes to social interaction.
Ambiguity's part of life, especially when it comes to romance, this may be the one place where I like least seeing it removed.
What can I say, I will live with the dialogue wheel, just don't ask me to love it.
Zeleen wrote...
I admit I am a HUGE fan of Alistair...he is one of the most rememerable (don't think that's a word) character I have played... and I don't think I am his only fan
I am female and my characters are all female... and since this is a Fantasy game.. it would be nice to have the romance like we had in DA:O ... a character we can really care about .. Alistair was that for me in all the different ways I played him
So I am looking forward to great characters and a great romance as well
Right then. Then I say that when the combat should stop hand-holding me. Sometimes when I pick fire ball in combat, my mage should cast cone of cold, because obviosly pressing the fireball icon on the talent menu shouldn't allow my character to win and cast a fire ball every single time.
Modifié par CybAnt1, 18 janvier 2014 - 06:17 .
CybAnt1 wrote...
But then having anything after that point have to be pointed out to the player as being a romantic overture by that heart assumes players are too stupid to know when flirting is flirting just by reading dialogue, (*) throughout the entire romance.
Modifié par CybAnt1, 18 janvier 2014 - 06:25 .
CybAnt1 wrote...
That's cool. Then change the interface to let me know my body language as well as what I'm saying.
Because, by the way, yes, I agree flirting involves nonverbal aspects of communication, but those too can be misunderstood. Or mis "broadcast".
It's more a matter of, as I keep repeating, the game has reached the point where all you have to do is always pick the right tone-indicated line, and you're "Winning!" at romance.
Think of all the great romance stories in history (within this 'genre') ... Tristan and Iseult, another great one. They suck without obstacles, and the DA2 romance ones had none. This is the core of my problem.
Modifié par CybAnt1, 18 janvier 2014 - 11:33 .
CybAnt1 wrote...
Avelline and random elves are not MEANT to be romance-able in the game -- I'm only talking about the companions that are.
Let me put it this way - the "romances" would feel more real - to me, anyway - if there were three dialogue options - AND FINE, mark all three with hearts so we know they are all attempts at being romantic - but perhaps some options are not well received. Not "we're breaking up" or "go take a hike" poorly received, but more like Joscelyn's "try harder/better" response. Perhaps moving an index of "romantic feelings" in one direction or another, kind of like friendship/rivalry.
My biggest problem is the DA2 romances didn't face any - let alone that specific one.
Rotward wrote...
Nope. Everyone will find the Inquisitor to be socially inept, ugly, and generally undesirable. The Inquisitor dies alone.
Personally, I think that's giving way to much resources to what's basically a side-plot in the game. I'm all for doing romances on the cheap as a yes/no and saving resources on complex conversations for more neutral character developing moments re: their beliefs.
The DA2 romances were specifically designed to have adversity: (i) Merril's singleminded obsession with the mirror and her inability to integrate into Hawke's life; (ii) Isabella's commitment issues and inability, at first, to be honest with Hawke; (iii) Anders being absolutely bonkers; (iv) Fenris being emotionally damaged from all of his abuse...
There were lots of obstacles.There just weren't dialogue obstacles.
Modifié par CybAnt1, 19 janvier 2014 - 01:16 .