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Idea for character evolution in ME4.


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#1
fyz306903

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Here's an idea I had for ME4. What if, as well as simply talking or giving gifts, like in many RPGs. Your character develops allegiances with a particular race, along with 'Friendships' and 'Romances'.

So, for example, say you have a Geth (or Turian/Quarian/Human/anything) companion who you use alot and talk favourably to. This could flag you as 'pro Geth' and make NPCs treat you as such. So pro Geth (and Geth) NPCs may help you out while anti-Geth individuals might distrust you. This Geth companion could become more friendly and trusting of you as you interact in talking but also in combat and exploration. On the flip-side if you don't use a squadmate much, they could begin to distrust you and maybe you need to use a paragon/renegade conversation option/interrupt to get them back on board. (obviously a Geth romance wouldn't work :) but I think you can be 'friends' with a synthetic, and anyway, Joker sort of had a romance with EDI). 

 

Anyway, each companion could have a 'trust' bar, that could eventually lead to deep friendship which could (if you make/accept a pass at/from the character) become a romance. Like this: Strong dislike-Dislike-Neutrality (all companions start on this)-Respect-friendship-strong friendship-romance. 

 

I'd love this idea because it: 1. makes romances a bit more interesting 2. allows your character to really like/like/dislike/be indifferent to an NPC that the actual player is so it would aid immersion. (e.g. I never used with Jack in ME2 and ME3 and she still acted the same) and 3. It would force the player to be careful with who they choose on missions and create realistic repercussions for never using a companion (or using one too much). 

 

Sorry for the essay but what do you guys think of this idea? Keep ME3's influence system with Paragon/renegade but make the 'player allegiance' and companion 'trust bars' separate. 


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#2
InterrogationBear

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Anyway, each companion could have a 'trust' bar, that could eventually lead to deep friendship which could (if you make/accept a pass at/from the character) become a romance. Like this: Strong dislike-Dislike-Neutrality (all companions start on this)-Respect-friendship-strong friendship-romance.

Do you mean like in DA:I? Companions approve or disapprove of your decisions and dialog choices. You can't romance them if they hate you.


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#3
fyz306903

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Do you mean like in DA:I? Companions approve or disapprove of your decisions and dialog choices. You can't romance them if they hate you.

Yeah like that, but fleshed out to take how often you use and talk to the the companions as well. Also, it should work on a species level as well, so you could be 'anti-turian' or 'pro-quarian' etc. 



#4
RoboticWater

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Preferably, Bioware would toss the bars altogether. I find it incredibly annoying that actions like stunning a Blue Suns merc are labeled definitively renegade when you go on to kill every last one of this guy's friends only a few minuets later. I understand that knocking a guy out with a spanner is considered "badass" i.e. Renegade, but why slap an arbitrary point value and a polarizing color onto an action that's morally grey?

 

I'd rather not have all my choices interpreted for me. Maybe I don't want to help my Geth companion because I think he's an a hole. I don't think my enmity towards him should be construed by the game as racism (or partisan bias). Of course, if I publicly humiliate this squadmate in front of a crowd of Geth, then the onlookers should react accordingly, but based on the immediate context, not some integer value associated with my character. The same should go for relationships. Influence doesn't need to be a one dimensional scale; various combinations of actions can add up to entirely different outcomes. 

 

Basically, I'm down with the idea as long as influence isn't boiled down to gamey nonsense and regurgitated as some arbitrary scale.


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#5
Vazgen

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Speaking of which, removing +x Paragon/Renegade indicators should make the game much more immersive. Oh, and make achievements pop out after cutscenes, not during them



#6
L. Han

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That's hardly any more fleshed out. Having some gamey trust bar isn't any better than it sounds. If you really want romances to feel more natural, you will have to let the writers take the helm and trust them to deliver a compelling story. Because right now BioWare protagonists tend to have an identity crisis and often gets his/her way all the time, regardless of their behavior.



#7
Revan Reborn

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BioWare just needs to make better romances and relationships. Making them more game-driven will just make it into the Sims or something else making it entirely ridiculous. Take The Witcher approach by actually having meaningful conversations with these companions on their travels. Don't just make it a "do a mission, go back to the camp, talk to everybody, do another mission, rinse and repeat" until you can romance at the end. That system isn't realistic and they should stop treating romance as if it's a "victory" and actually make it organic and believable.


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