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. (1)
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. (2)
Frankly, I'm going to metagame the **** out of DA:I anyway, and I'd rather Bioware eased that process as much as possible.
(1) Then perhaps what needed to be fixed was the control/dialogue initiation system, not limitation of dialogue opportunities.
(2) I do care. What I do care about is wanting to talk to a companion, clicking on them while I'm walking with them, and getting no other response than uttering my name. Most of my friends in the real world talk with me while walking, heck I notice thanks to party banter they talk with each other, but so why won't they converse with me while I'm walking somewhere? That to me seems ... unnatural, and unimmersive.
BTW, I don't mind being signaled when they have something important to say, even if that most important thing in the world requires an arrow over the head and that I only discuss it with them in one spot in Kirkwall (their "home base"). I'd also like to be able to talk to them even when they don't have "important" things to say. For me, that adds to companion interactivity, the one thing Bioware claims their games are supposed to be really well designed for.





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