I played the walking dead by telltale, and I noticed how they dealt with relationships. It felt fluid and also the decisions you make will always affect the character, and that they will keep reminding you of what you did that either improved or strained your relationship. So I think instead of a bar that tells you if they'r either a friend or a rival; it would be replaced with an invisible scaling system. so that it would make it more believable based on how your actions affects your standing with that character.
Relationships
#1
Posté 07 mars 2014 - 01:20
- Nefla et Bayonet Hipshot aiment ceci
#2
Posté 07 mars 2014 - 01:21
I didn't mind the bar. I wouldn't care if it wasn't in the game either.
#3
Posté 07 mars 2014 - 01:27
Maybe not the bar, but I would want them to change their opinion and that it would have consequences later on. Like what i mean is that they will still remember the times you supported them and the times that you didn't.
#4
Guest_simfamUP_*
Posté 07 mars 2014 - 01:39
Guest_simfamUP_*
Take that beautiful chocolate man off your dp. Too many memories are brought up by just looking at him :-(
Now to answer your question seriously...
The difference is that TWD's main focus *was* relationships. The characters are what you 'tailor' throughout the game, not the story itself. Dragon Age would spread itself thin if it focused too much on one thing instead of the other, that's why BioWare are pretty good at getting the full package.
Remember there are other factors here too that aren't included in TWD.
- Gameplay
- Exploration
- Choices (macrocosm)
- Loot
- Gear
- Vast amount of VAs, not including main characters.
I could go on into more detail for each one, and there'd still be more DA would have to cover than TellTale.
- spirosz aime ceci
#5
Posté 07 mars 2014 - 01:52
yeah I understand what you mean. and I'll change my pic I miss him 2
.
But what I meant was the main quest line only, and not every little side quest that changes the relationship.
#6
Posté 09 mars 2014 - 07:56
I remember when i played kotor and sithlords and thought how wild it was to even have the option. regardless how the mechanics work out , i hope the storylines are driven enough that i cant wait to see what happens next.
#7
Posté 09 mars 2014 - 08:41
I played the walking dead by telltale, and I noticed how they dealt with relationships. It felt fluid and also the decisions you make will always affect the character, and that they will keep reminding you of what you did that either improved or strained your relationship. So I think instead of a bar that tells you if they'r either a friend or a rival; it would be replaced with an invisible scaling system. so that it would make it more believable based on how your actions affects your standing with that character.
Telltale games are an evolved form of point-and-click titles, not RPGs. They are also comparatively shorter with a much bigger focus on character interaction. In a Bioware RPG, who knows how long it'll be before the character - let alone the player between sittings - gets to interact with their companions in a meaningful, non-combat situation? I, for one, would hate it if I forgot what I last said to my love interest six hours prior and, consequently having to ballpark it in the current conversation, unintentionally strained the relationship to a breaking point.
You can't expect players to personally remember how all their social relationships are doing when you also have international diplomacy, a global war, and an interdimensional invasion going on simultaneously. It's an RPG - stat everything, including relationships!
#8
Posté 09 mars 2014 - 08:51
I'd be satisfied if the relationships were more about love and friendship than lust, which is what they are mostly centered on now.
But it does help to have some sort of record of the relationship, or gauge, or something--much as I don't like it from a roleplaying standpoint. What if you were originally romancing one character and forgot when you had to set the game down, only to try to romance someone else? Without a relationship meter, suddenly they both hate you.
- Chagrinned Goat et Nefla aiment ceci
#9
Posté 09 mars 2014 - 08:54
What if you were originally romancing one character and forgot when you had to set the game down, only to try to romance someone else? Without a relationship meter, suddenly they both hate you.
Ha, a reasonable response, really.
"I'm sorry, dear, she's nobody. I just forgot you existed for a moment."
- Kimarous, Ispan et Chagrinned Goat aiment ceci
#10
Posté 09 mars 2014 - 05:19
Ha, a reasonable response, really.
"I'm sorry, dear, she's nobody. I just forgot you existed for a moment."
Your profile pick fits your response perfect. And how this can be even possible. It's like dame what do I do I forget what people I like and what don't. ![]()
#11
Posté 09 mars 2014 - 05:47
I'd be satisfied if the relationships were more about love and friendship than lust, which is what they are mostly centered on now.
I disagree, I mean you could play it like that I suppose, but one of the upsides to DA2 is that the love scene is in the middle of the game, so being with them beyond that, or as some romances, waiting for them, the LIs are more about Friendship and Love than ever, although dont get about Friendship, has there ever been a Bioware game that didn't have friendship with one of the characters?
#12
Posté 09 mars 2014 - 06:24
I disagree, I mean you could play it like that I suppose, but one of the upsides to DA2 is that the love scene is in the middle of the game, so being with them beyond that, or as some romances, waiting for them, the LIs are more about Friendship and Love than ever, although dont get about Friendship, has there ever been a Bioware game that didn't have friendship with one of the characters?
Yes, Bioware's always pretty good at friendships--except in Mass Effect, where certain people are forced into being friends with you even if you hate them or treat them terribly. I tried to be friends with everyone, but I'm not everyone and the people who complain about have a valid complaint indeed.
That said, when every romance in every one of the more recent games culminates in sex, yes, it is more about lust than love. Dragon Age is better in this respect than, say, Mass Effect, where your "reward" for a relationship isn't that it goes anywhere, but that you get to have sex before the final mission. And you also have to start over the relationship in ME3 even if you were just together with your LI in ME2 and you'd think they would have at least written to you in all that time. Do we really need awkward underwear sex to establish that two characters are in love or heading in that direction, even in Dragon Age? I'm not trying to be a prude here. I have no problem with sex scenes in my game.
I'm not even really sure how to handle the lust-vs-love issue in a video game, but I do know that when your character is already practically dragging the other character into bed with words early on, that's not love. And yes, it's normal to flirt with someone you find attractive, I just... don't know if they get to know one another so much as they keep tossing flirty one-liners at one another, if that makes sense. And yet at the same time, in Bioware games you usually don't learn all you can about a character unless you romance that character. And that seems wrong, too, and can hinder efforts to be friends with that character. For instance, Morrigan is a whole lot less prickly toward a male character than she is to a female--I know because I tried playing a male*. And Alistair also acts slightly different to a female character than a male--interestingly enough, though, not as much so as Morrigan.
*Edit: I tried playing a MALE, the original unedited post said I tried playing a female. I played the first couple times or so as a female, as I usually do. These typos? They are going to kill me.
#13
Posté 09 mars 2014 - 06:39
That said, when every romance in every one of the more recent games culminates in sex, yes, it is more about lust than love.
Have you played the Fenris romance? ![]()
#14
Posté 09 mars 2014 - 07:11
Sometimes even the choice of LI your Inquisitor has chosen to pursue could have an impact on other relationships around you. These are the things help make the whole romance not seem like it's a figment of my characters imagination! lol
I would also like, as in DAO, to end a relationship when I want to, not for it to necessarily lock in for life at a certain stage 2/3rds of the way through.
However, what I've been reading on the official game information about changes to relationship mechanics to make it flow more naturally, romantic or not, I'm really excited for how romantic relationships are going to be played out.
#15
Posté 10 mars 2014 - 09:06
I mean the extra knowing about them is part of the love. And the one liners arent what establishes the relationship, it is to show your interest. And from experience, yes having many conversations (and to be fair they very much imply you guys talk when not "in conversation" which would be boring) and flirting and then uh "other stuff" can definitely be love or become it. I mean no one said love couldnt include desire. I mean two characters move in with you. In the original, Alistair will die for you, and Morrigan is distraught over her feelings(as is Zevran) I mean it is obviously not just lust.
A lust relationship would be if you just slept with them and never mentioned it again. I mean on the players side, yeah it is a little empty of "the real thing" as it should be. But from the characters end (who didnt buy feastday gifts) They listened to you, brought you things that made a concerted effort to bring you joy and sometimes directly because they listened to you(without I may add hardly any flirtation dialogue immediately attached, so no character said Hey Merrill you said you missed the Dalish, and I Got you a gift so we need to have sex, were players thinking it? Yes, character, most likely not) and you understand each other to a certain degree on the important things. It makes sense to blossom into love.
i dont think you can have a game with relationships without some of the "lusty bits" it is how the players have to approach it, because real love cannot happen in a game, it would be a weird boring game that may be a terrible game even if it worked. So you approximate. I mean even with no sex, it would be like that because how the players interact is only a vague simulation that will always be hallow next to the real thing. Thats why fighting isnt fighting realistically, or why there is a health bar. As much as I adore the relationship components, in the end of the day, it is still a game.
#16
Posté 11 mars 2014 - 01:15
I'd like the relationships to be a little more like ME (friends and lovers alike). In DA, it seems that you have to pander to the LI more. I didn't always have to do the right thing in ME to keep from losing my LI (or end up as a "rivalmance"....which was interesting, but odd to me). A good relationship is where you're compatible, not clones. How boring is it to *always* be on the same page with someone? And how tedious to always have to agree with them to keep their affection? Blech. Some things should rightfully be deal-breakers. Destroying the Urn of Sacred Ashes should definitely have gotten you in serious trouble with some DA folks. But disagreeing with them over something little? Irritating, sure. But loss of relationship points? Nope. When my LI (and friends) in ME thought I made questionable choices, they may have made comments, but they didn't give up on me. That's what it's all about. Only punish me if I cross the line. Otherwise, I'm still the person they know and love.
Also in ME's favor was the awesome friend talks. Liara and Garrus had some killer supportive and tender moments. On that line (and I have to make time to throw this in to the ME board for the next installment), the LI needs some of those talks. I suppose if you romanced Liara and Garrus, well, there you are. But Kaidan didn't have any of those wonderful moments. He mostly brooded and doubted Shep. The LI should spend time caring about everything that's going on in your life and sharing what's going on in theirs. Garrus telling Shep to get some sleep, Liara writing Shep's name in the stars.....loved it. And I want to keep those moments with companions other than the LI. I just think that the most important person in your life ought to share some of those moments, too.
DA took a step in the right direction with giving Hawke a little love after the whole "Mom" incident, but it wasn't up to par with what we got from Liara and Garrus in ME. I loved my ME companions but I could take or leave most of the DAO companions. DA2 brought me closer to my friends, especially everyone's favorite dwarf (ah, Varric...how I would have loved to have romanced him). But I still wanted a little more depth with them. I love getting to know my companions and flushing out their unique characters and finding out how they relate to mine (which was particularly fun with Sten). I hope in Inquisition we can get those heart-to-heart moments (more than once an Act, hopefully) that really make you care about the people you're fighting with and have following you.
And I hope the epilogue mimics DAO more than DA2. I really liked being able to talk to all of my companions about their future plans after winning. That was the best ending ever. Silly to say for a video game, but it felt like closure. Hearing what happened to everyone is great, but actually seeing them after *finally* reaching your goal was rewarding. I'd like to see something like that again. Um, that is, if everyone doesn't end up dying or being sacrificed or something. Did I mention that I like happy endings? (Not actually a jab at ME3, though the shoe does kinda fit...
)
- Ispan et Darth Krytie aiment ceci
#17
Posté 11 mars 2014 - 02:43
One time I picked a personality for a character in Origins, who would be bisexual, and actually let who agreed with me more be my romance, it was kinda fun. Of course I say that, but I could have began and finished a romance with all of them, which means you can be different to some degree, but definitely in an early or not quite started relationship it can be very easy to cool off, so it makes sense to lose some relationship points. I think it makes them more dynamic.
#18
Posté 11 mars 2014 - 02:55
I had trouble with several companions. Oddly, I'm generally a goody-two-shoes and it was Wynne and Leliana who I had trouble getting to like me. If I took them with me, they liked my choices. In that instance, the "affection-by-choices" worked for me. But I don't like it overall (except for the major moments). Killing Connor, I get it and agree with it. That's a big deal for people and it affects them deeply. But telling a merchant to be fair or letting him charge higher prices.....not so much. And yeah, you had some play with the companions, but I still felt like I had to pander. I don't like that. Small disagreements shouldn't set you back. I would like it to be noticed (an irritated look or disagreeing comment), but not penalized.
#19
Posté 11 mars 2014 - 03:03
The romance isn't believable in Dragon age. What kind of woman finds out her partner is cheating and doesn't chase after them with the nearest blunt/sharp object? That's just plain unrealistic.
#20
Posté 11 mars 2014 - 03:07
The romance isn't believable in Dragon age. What kind of woman finds out her partner is cheating and doesn't chase after them with the nearest blunt/sharp object? That's just plain unrealistic.
The same woman who asks her man to sleep with a witch of the wilds.
- Ispan et 9TailsFox aiment ceci
#21
Posté 11 mars 2014 - 03:41
You did that to save him though. What if he nailed the serving girl for fun? What then?
#22
Posté 12 mars 2014 - 12:36
I was actually helping make your point.





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