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.





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