Aller au contenu

Photo

Do you 'feel' like this game has LESS dialogue than DA:O despite of the fact?


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
Linkenski

Linkenski
  • Members
  • 3 452 messages

I'm asking because I personally think maybe Bioware should reconsider how to spend their budget for VO recordings and writing in their games. Having 80.000 lines of spoken dialogue written and recorded for this game might make areas feel a bit more lively than in Origins (despite the fact that NPCs are still static bricks that don't seem to have any real AI to them) but on the flipside I really didn't think this game felt bigger than its predecessors in terms of how talking there was. This was a big problem I had with ME3 as well (which also had a lot more dialogue in total), compared to ME2. I think using so much extra dialogue to expand the background chatter and "static conversations" is a bad idea because it doesn't feel as engaging or as immersive as when you have extra many cinematic dialogues with interactive narrative.

 

Admittedly DA:I is a step up over ME3, and also DA2 when you consider the fact that we could once again talk to our companions in full conversations whenever we like (but I want to see the animations in their face!! Pull up, camera, pull up!!!) but overall I feel like DA:O's design worked far better just because it was simpler and more consistent. Just be consequent and give us some proper dialogues with set camera angles that makes it look cinematic, thus being more digestible to look at, listen to etc. just don't increase the budget and then waste so much of it to make the game feel less engaging by making conversations feel static and boring.

 

Or I should say, don't overdo the writing if your animators can't keep up budget-wise. Balance it better because you have a lot of fans (minority or not) that misses the days when you were just at the verge of rising towards mainstream popularity with Mass Effect 1, DA:O and Mass Effect 2. Those were the days, and you may also recall Mass Effect 2 ended up being one of the most critically acclaimed games of last gen. It might not've had the best story but it did so many things right IMO, particularly its amount of cinematic interactive conversations, and consistency in how those conversations played out.


  • Murloc Knight aime ceci

#2
CronoDragoon

CronoDragoon
  • Members
  • 10 408 messages

There's a crapload of dialogue, but a good chunk of it is done in those "zoom-in" conversations that don't have the cutscene feel to them. Accordingly it may feel less meaningful. But I was actually surprised how much there was, especially for the NPCs around Skyhold.



#3
Bethgael

Bethgael
  • Members
  • 959 messages

I actually liked the scope, but have 2 bummers re: dialogue--but bear in mind I don't have the Party banter bug (yet). While the scope of the conversation is huge, in Skyhold/Haven, when they said party convos would work "like DA:O" I was expecting that I could talk to my party members anywhere, as in initialise actual conversation, not just hope for a banter in which I might be involved. However, given the cutscene-style scope of most of the convos, and the limitations of the engine, I can see that staging those as they did in DA:O would be incredibly problematic, so I can live with it. I can definitely understand anyone with that bug being annoyed, though--your party members are silent bricks otherwise, out in the world. Makes for imagining conversations, I suppose, putting some headcanon into my RPG. ;-)

The other one that genuinely did disappoint though, is the way after end-game party talk in Skyhold is. Once you've had a conversation with each person about the new Divine, everyone is rendered down to a non-responsive one-line when you initialise conversation. Everyone. Some are randomised between 4-5 responses, but there's no 2-way. You even lose (for example) things like the repeatable kiss (or whatever) with your love interest. Means after end-game is genuinely pointless. When they finally fix the KB&M controls and I do my completist run, I will definitely do everything before that last fight, because losing my companions' "real convos" renders the game into simply a fetch and carry once the main story is done.



#4
Lianaar

Lianaar
  • Members
  • 762 messages

It is comparision. If you have x banter for area y, then x+n despite being more then x might appear less for area y+m.

All in all there was more interactions. As a matter of fact the interpersonal relations to me seemed to be way more in depth, the characters more flashed out and you could gain more insight to them. Even the codex entries of the characters were brilliantly made, they gave new information or known information in a new way that shed a different light on the characters. It is also way more evenly distributed throughout the story.



#5
Sombrerototo

Sombrerototo
  • Members
  • 28 messages

I personally feel that the companions are very immersive in their interactions TOGETHER but not with the Inquisitor. Some banter dialogues are very cool but it really feels like the companions have absolutely no impact on the scenario (and the choices you make aswell, sadly) and that is it only about "Approves/Disapproves" hidden meter that could possibly lead them to leave you group (even if honestly I find it hardcore to end to that point, unless you do it very intentionally...).


  • Bethgael aime ceci

#6
Nefla

Nefla
  • Members
  • 7 672 messages

Only because of the missing party banters.