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What kind of characters do dialog choices permit?


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4 réponses à ce sujet

#1
Hreterus

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I would really appreciate if some of the people who have finished the game told me what archetypes are facilitated by the dialog choices?

 

Can you be a mage supremacist? Zealous templar? Loyal mage? etc etc

 

I'm having trouble deciding which way I should play the game, so if someone could help me out here, that'd be great! :)



#2
StillBornVillain

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You can say what ever you want, but your reply only really effects the next line or dialogue, or cuts the conversation short, or skips a line of questioning.

 

Sometimes what you say has no effect on what is said in reply what so ever.

 

What it does effect is how companions react to what you say, with approval, or disapproval,

 

Certain Missions dictate that you must reply a certian way or it impacts how successful or poorly the mission is completed. (Spoilers so I wont tell you which Mission)

 

The reasoning behind your actions is not really tracked by the Npc's in the game, at least not that I have noticed. (150 Hours in myself)

 

Now there Are Choices you can make, IE; Take Path A, or Take Path B, Let A die to save B, C, and D. etc etc. one not being more evil than the other, merly choices, there are Popular Choices, Hard Choices. no real Good or Evil Choice.

 

If you want to be the That Mage Supremacist, or the Zealous Templar, or Loyal Mage as you say, that is really something you track and Role Play for yourself.



#3
Sylvius the Mad

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I would really appreciate if some of the people who have finished the game told me what archetypes are facilitated by the dialog choices?

Can you be a mage supremacist? Zealous templar? Loyal mage? etc etc

I'm having trouble deciding which way I should play the game, so if someone could help me out here, that'd be great! :)

Inquisition is much better than DA2 at allowing you to express opinions, and have some idea what those opinions will be as you choose them.

Since you're asking about what sort of character you can play, then how the world reacts doesn't matter.

It seems (though I haven't come close to completing the game) as if the options you mention are broadly permitted.

#4
Maverick827

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From what I've seen so far, there's sadly not much characterization to be had in any of the side quests, which account for 75%+ of the game.  You'll accept a quest like you would in an MMO and then turn it in, with really no chance to comment on the events of the quest or make a choice regarding its outcome.

 

The example that I can't stop thinking of, regarding how far side quests have fallen, was the small quest in Origins that you pick up in the Brecilian Forest called "Lost to the Curse" (Origins spoilers ahead, obviously).

 

The quest starts out simple enough: an elf named Athras tells you that his wife, Danyla, has been turned into a Werewolf.  The leader of their Dalish clan says that Danyla is dead, but he will not permit Athras to see her body.  Thus, Athras believes that Danyla is still alive somewhere in the forest and asks you to find her.

 

This is a pretty simple side quest, but during its course, it gives you quite a few interesting opportunities to characterize your Warden.  When you finally catch up to Danyla, she tells you that she is in pain and asks you to kill her.  You can:

 

1)  Agree to kill her

2)  Refuse to kill her, which causes her to attack you anyway, forcing you to kill her

 

You loot a scarf from her body.  With this scarf, you can:

 

1)  Return to scarf to Athras and tell him that she died of the Werewolf curse

2)  Trade the scarf to a mad hermit in the forest.  In this case, you can choose to tell Athras the truth of what happened to his wife

 

If this quest were to exist in Dragon Age: Inquisition, however, this is how it would play out:

 

You would walk up to Athras, who is marked by an exclamation mark on your mini map.  You would talk to him and the standard non-cinematic dialog camera would appear.  Athras would tell you his story in one or two lines of exposition, and then you would have two dialog options: 1)  I'll look for your wife, and 2) Goodbye.

 

Once you have the quest, a diamond will appear on your zone map.  You go to that location and find a Werewolf enemy in a clearing in the forest; maybe it's even named Danyla, though it's probably just named "Werewolf."  The enemy is hostile so you cannot speak with her, and your only option is to kill her.  After you do so, the quest updates and tells you to go back and speak with Athras.  You go back and speak with Athras and you have two dialog options 1)  I found your wife, and 2) Goodbye.

 

It's pretty disappointing, to be honest.

 

The main quests, which have actual cinematic dialog, offer the "standard" amount of characterization.  I didn't feel like it was exceptional.  It was just the usual amount.


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#5
Kantr

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From what I've seen so far, there's sadly not much characterization to be had in any of the side quests, which account for 75%+ of the game.  You'll accept a quest like you would in an MMO and then turn it in, with really no chance to comment on the events of the quest or make a choice regarding its outcome.

 

The example that I can't stop thinking of, regarding how far side quests have fallen, was the small quest in Origins that you pick up in the Brecilian Forest called "Lost to the Curse" (Origins spoilers ahead, obviously).

 

The quest starts out simple enough: an elf named Athras tells you that his wife, Danyla, has been turned into a Werewolf.  The leader of their Dalish clan says that Danyla is dead, but he will not permit Athras to see her body.  Thus, Athras believes that Danyla is still alive somewhere in the forest and asks you to find her.

 

This is a pretty simple side quest, but during its course, it gives you quite a few interesting opportunities to characterize your Warden.  When you finally catch up to Danyla, she tells you that she is in pain and asks you to kill her.  You can:

 

1)  Agree to kill her

2)  Refuse to kill her, which causes her to attack you anyway, forcing you to kill her

 

You loot a scarf from her body.  With this scarf, you can:

 

1)  Return to scarf to Athras and tell him that she died of the Werewolf curse

2)  Trade the scarf to a mad hermit in the forest.  In this case, you can choose to tell Athras the truth of what happened to his wife

 

If this quest were to exist in Dragon Age: Inquisition, however, this is how it would play out:

 

You would walk up to Athras, who is marked by an exclamation mark on your mini map.  You would talk to him and the standard non-cinematic dialog camera would appear.  Athras would tell you his story in one or two lines of exposition, and then you would have two dialog options: 1)  I'll look for your wife, and 2) Goodbye.

 

Once you have the quest, a diamond will appear on your zone map.  You go to that location and find a Werewolf enemy in a clearing in the forest; maybe it's even named Danyla, though it's probably just named "Werewolf."  The enemy is hostile so you cannot speak with her, and your only option is to kill her.  After you do so, the quest updates and tells you to go back and speak with Athras.  You go back and speak with Athras and you have two dialog options 1)  I found your wife, and 2) Goodbye.

 

It's pretty disappointing, to be honest.

 

The main quests, which have actual cinematic dialog, offer the "standard" amount of characterization.  I didn't feel like it was exceptional.  It was just the usual amount.

You hardly have any better options and it doesnt change the game outcome at all. Maybe in DA:I it would have been elves didnt side with you if you did that