I hope that we'll be able to talk with our companions whenever and wherever we want like in DAO. I think it was better than DA2 way.
And I woluld like to see a lot of banters, because who doesn't like them. ![]()
I'm not quite sure where I exactly here I read it, but someone(dev) said that we'd be able to do that in some way
I would prefer to have as little of such a thing as possible.
I hope that we'll be able to talk with our companions whenever and wherever we want like in DAO. I think it was better than DA2 way.
And I woluld like to see a lot of banters, because who doesn't like them.
So long as we can still have the style of conversations we always had with them as well.
It was already confirmed that we'd be able to do that, unless of course we are in an area where idle chatter doesn't make sense.
I would prefer to have as little of such a thing as possible.
You aren't even going to play the game. You have yet to play either DAO or DA2. Saying that something is bad in a game that you have never played (nor will likely ever complete with DAO) doesn't give you a ground to talk from.
A mix of DA: Origins and DA: Awakening would be best imho. You can talk in camp or when you find something interesting on the road.
It was already confirmed that we'd be able to do that, unless of course we are in an area where idle chatter doesn't make sense.
Personally I think this is the best approach. One of the little annoying things I found with Origins, at least on console, was that one might accidentally trigger a conversation with a companion when looting fallen enemies or random chests because their names might show up as they position themselves around you. It's even more annoying when the conversation triggered is not your basic Sowhatchawant-Warden? greetings, but rather a progression in the relationship with the character, like Alistair's conversation about what you think of the companions, or something to that effect. So your Warden might be standing there, covered in blood in a creepy ruin, talking about your relationship status.
I hope that we'll be able to talk with our companions whenever and wherever we want like in DAO. I think it was better than DA2 way.
And I woluld like to see a lot of banters, because who doesn't like them.
I'm not quite sure where I exactly here I read it, but someone(dev) said that we'd be able to do that in some way.
It was already confirmed that we'd be able to do that, unless of course we are in an area where idle chatter doesn't make sense.
David Gaider
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.
David Gaider
It boils down to the amount of hand-holding we engage in. It's always going to be a discussion on our part as to where on the spectrum we should fall--should we allow the player to gorge themselves if they wish, at the expense of pacing and lack of content further down the road, or forcibly gate the content to get better pacing, at the expense of agency? For DAI, we're pulling back the throttle a little to let the player have more content up-front (should they so desire) while still gating things further down the line as it makes sense. Meaning it won't be possible to "blast through" a follower's entire relationship when you first meet them, but neither are you restricted to one short conversation. Ideally this should feel more natural to the player (particularly since there's far more reason to return to the base than just to talk to followers), but that's a balance we'll need to work out over the next year.
A mix of DA: Origins and DA: Awakening would be best imho. You can talk in camp or when you find something interesting on the road.
Modifié par Spectre slayer, 16 mars 2014 - 03:10 .
Personally I think this is the best approach. One of the little annoying things I found with Origins, at least on console, was that one might accidentally trigger a conversation with a companion when looting fallen enemies or random chests because their names might show up as they position themselves around you. It's even more annoying when the conversation triggered is not your basic Sowhatchawant-Warden? greetings, but rather a progression in the relationship with the character, like Alistair's conversation about what you think of the companions, or something to that effect. So your Warden might be standing there, covered in blood in a creepy ruin, talking about your relationship status.
Yeah, that happened to me a few times, not as much as it probably did for people who did the romance stuff tho. What's funny is, that is the one time the blank expression on the Warden suits him/her, like "You.. you wanna discuss our relationship in the Dead Trenches? You crazy?". ![]()
@Specter Slayer, I already know all that. He said safe zones, which can be cities, camps, fortresses etc. It doesn't mean it's limited to something as minuscule as the party camp.
@Specter Slayer, I already know all that. He said safe zones, which can be cities, camps, fortresses etc. It doesn't mean it's limited to something as minuscule as the party camp
I didn't say otherwise, our keeps, fortresses are considered secondary party camps where we can talk to them and do other things, amoung other stuff that doesn't apply to this thread. Not sure if that includes cities or not, it sounds more like they will only initiate conversations after we go or do something specific like the other games otherwise it's probably like DA2.
Also I wasn't just addressing you, it was also for other people to see, and give them more information on how on our companion interactions and how it's going to mainly work with the information we have.
Absolutely. Not every meaningful conversation with companions needs to take place at a safe, cozy environment like 'camp.' In books and movies some of the more interesting conversations take place against the backdrop of a larger event. Safe Camp conversations get real old real fast.
Personally I'm not overly concerned about the mechanics of PC/NPC (be they companions or just random passers-by) interaction. I had no problems with either DAO or DA2 style. I am more interested in the actual content and character development of these interactions.
Some of us find it odd and unimmersive that our companions have little to say to us (other than saying our name when we click on them), until we somehow get in their "base"/"home" and have a giant floaty exclamation point over their head.
It's much more "natural" (IMHO) to be able to talk to companions anywhere while traveling with them. It should not require a "quest" or a specific spot to talk to them. I don't mind conversations started by clicking on objects (which will then start companion dialogue a la DA:A), it's just that it shouldn't be the only method.
I wasn't a huge fan of the way either games did them. I disliked not knowing when my companions had something new to say in Origins, because I'm horrible at pacing conversations and tend to miss stuff when going slowly or blow through romances and friendships so I don't miss stuff.
I also disliked the way DA2 did it. I wanted to talk to my companions more than just once or twice an act. I also disliked that when you had someone in your active party, when to their home basey thing, and clicked on them, you sorta teleport to a different spot in the place, have your convo, teleport back, then they act like the convo totally didn't just happen.
An in-between would be the best IMO.
Guest_darkisis357_*
That it's going back to only one "quest" per companion saddens me a bit. I liked that I had several specific interactions per companion in DA2, things they wanted help with. It was our bonding time, lol. It made sense to me that there were more in DA2 than in DAO since DA2 spanned a longer period of time. It would have been odd if in the 10 years I was friends with someone, they only wanted my help once.
I hope that we'll be able to talk with our companions whenever and wherever we want like in DAO. I think it was better than DA2 way.
And I woluld like to see a lot of banters, because who doesn't like them.
Podcasts
- These podcasts were recorded by Rated NA (Nerd Appropriate) at Pax 2013. You can download these podcasts free here from Itunes. Each source has the approximate time where the topic is discussed.
Making Your Mark on Dragon Age: (Rated NA File 29)
- DA:O had a camp where their party members were all located in one area. DA:I WILL have one central location. [32:00]
- In the podcast, it seemed like this is a confirmed rumor.
- You will also get to talk to your party members beyond them automatically saying hello.
- "Like all great things though, you'll start to loop back. But I know that with some people it's just going to Alistair and going 'kiss him kiss him kiss him kiss him kiss him kiss him kiss him THAT'S ALL I NEED kiss him kiss him kiss him kiss him"
I've covered this topic in my true rumors thread here. It seems confirmed that you will be able to engage your companions in conversation again at your party's 'camp'.
I'm not thrilled with any limitation that's based on the needs of the cinematics. Whatever conversations are available should be available anywhere. I recognise that's not what DAI is doing, but it is the approach I would prefer.
Im hoping this is inspired by actual in-game content

I'm OK with certain conversations having restrictions. I'm not likely to discuss the relationship while my LI's covered in blood spatter or in the middle of the approach to the Broodmother.
Then don't. These are player-triggered conversations. If you don't think it's an appropriate time to have the conversation, don't have it then.
But why force others not to have it?
I think it works well to have some kind of quick response to non-conversation areas, like "Maybe this isn't the best place to have a chat" or "HERE you want to talk?" or something to that effect. If you're in a dank cave swarming with giant spiders or darkspawn or feral hillbillies playing the banjo it might make sense that the companion may refuse to engage in conversation, or at least not have the same kind of conversation you'd have in the party camp, or a village or whatever.
Im hoping this is inspired by actual in-game content
Then don't. These are player-triggered conversations. If you don't think it's an appropriate time to have the conversation, don't have it then.
But why force others not to have it?
But people are forced to converse when they don't want to in DA:O, by a clumsy control system that causes them to accidentally trigger a conversation when they were trying to loot a nearby chest.
I don't particularly care when or conversations happen. I was not the least bit bothered in DA2 about having to visit all my companions separately. And I liked being told when they had something important to discuss.
Frankly, I'm going to metagame the **** out of DA:I anyway, and I'd rather Bioware eased that process as much as possible.
It's confirmed that you can talk to your companions whenever you are in your bases (probably taken keeps etc.). And that's enough for me. I don't need to chat in the middle of nowhere.
Personally I think this is the best approach. One of the little annoying things I found with Origins, at least on console, was that one might accidentally trigger a conversation with a companion when looting fallen enemies or random chests because their names might show up as they position themselves around you. It's even more annoying when the conversation triggered is not your basic Sowhatchawant-Warden? greetings, but rather a progression in the relationship with the character, like Alistair's conversation about what you think of the companions, or something to that effect. So your Warden might be standing there, covered in blood in a creepy ruin, talking about your relationship status.
Yeah, that was pretty annoying. I had to load the game many times, because of that.