You didn't seriously report, did you?
Just the sort of thing a maleficar would want to know
You didn't seriously report, did you?
Just the sort of thing a maleficar would want to know
Just the sort of thing a maleficar would want to know
Technically all mages are apostates/maleficarum now since the Circles dissolved.
Bringing the topic back round to interupts....
I liked the interupts in Mass Effect as they added a "flow" to conversations that is missing from the base dialogue. This flow helps conversations feel active and alive as well as providing cool scenes and extra content. I have some issues with them however. The very nature of interupts mean that unless the situation is contextually perfect for the interupt, you really only have a vague idea of what is going to happen. This can be seen as a strength or weakness depending on your viewpoint, but I find it as something that hampers my enjoyment.
Slight spoilers for the Mass Effect Series!
In ME2 the interupts had context problems. You had a general sense of what the interupt would be usually, (I.E. push man out window, shoot robot, hug sad person,) but many times you never really KNEW what your character was going to do.
My biggest example for this is during Miranda's loyalty mission in ME2. In one cutscene you are stopped by a squad of soldiers. The leader of these soldiers approaches you, and starts warning you to back off. In the middle of his sentence, you are given a renegade interupt. Now you do not know what will happen here. I assumed something aggresive would happen, and I assumed my character would probably kill the guy.
I didn't see my character wiping out the entire squad, snapping the leaders neck and blowing up machinery as part of the interupt. That was... Interesting. The event itself was cool, but I was kinda left hanging there with my jaw open. If I had known that as an option normally, I would have been fine with it but that was a very crazy moment!
If Dragon age did this I think they might be able to do it better since they are not tied to the paragon renegade system, but they would still have the context problem. What will happen when that flashing interupt icon appears? What is the intent behind it? Will this interupt make my character do something I don't want to do? will the indecision make me hesitate to choose it, and thus lose out on advantageous content? (Interupts often gave you an advantage in combat, even if just slightly.)
TL;DR
I'm conflicted. I like the flow interupts provide, hate the inherent indecision.
Good point, and I think you're right. If BioWare were to ever implement an interrupt system in Dragon Age, it would probably be best served as something that follows a situation witch which you can reasonably assume what your character is about to do, like if your PC has a blade to the neck of an NPC, and the NPC isn't telling you what you'd like to hear, the interrupt will basically make you slit his/her throat and cut the conversation short. Dragon Age does kind of have the advantage of having a recognizable symbol to represent combat, so that could play a role, but who knows. I suppose the basic dialogue option with "Kill him" in parentheses is pretty reliable.
I didn't see my character wiping out the entire squad, snapping the leaders neck and blowing up machinery as part of the interupt.
Well, not that it was crystal clear to me either, but I seem to remember zoom on the environment with explicit focus on said machinery hanging above the squad. I guess there will always be some room for interpretation, especially when you don't have much time to think about it. But then again, even full text is not always indicative of what your character is going to do or say (thinking of Zevran here). So... Yeah. I don't know.
Well, not that it was crystal clear to me either, but I seem to remember zoom on the environment with explicit focus on said machinery hanging above the squad. I guess there will always be some room for interpretation, especially when you don't have much time to think about it. But then again, even full text is not always indicative of what your character is going to do or say (thinking of Zevran here). So... Yeah. I don't know.
True, although I think I remembered thinking the machinery was going to be a distraction or something. Not that I should have realized a renegade interupt would involve carnage of course.
If there are interrupts, the player needs to know what his character will do before choosing it, and there must be no requirement that they be triggered in real time.
Are you mad? Oh... nevermind. Anyway: the whole point of interrupts is that they're timed responses. Without that there's no need to include them:

Actually, saw the snippits on youtube of Inquisition play through, small bits of it anyways, and it did show Inquisitor able to walk away from a conversation in the middle of it. Not sure if this is the same idea as your wanting, but its able to be broken in mid conversations. These were interrupting with the inquisitor's men, not sure about main character conversation as it didnt really show them.
I completely disagree. The point of interrupts is to allow the PC to be more active and assertive in conversations. That still works if the game pauses and waits for instructions (which might include the player choosing to do nothing).Are you mad? Oh... nevermind. Anyway: the whole point of interrupts is that they're timed responses. Without that there's no need to include them: