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My impressions on the new and improved conversation system of DA:I


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#1
TurretSyndrome

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I won't spoil anything, no spoiler forum and all that, but I will say that I was pleasantly surprised to see the different kind of dialogue choices in the game and the they were handled. Most people might not agree with me though. I mean, I have been seeing people everywhere talk about how the game has lack of choices and how it forces you to be this hero character who can't say no, but that's not true at all.

 

To begin with, I noticed the system of diplomatic, humorous and straightforward/demanding choices to still be there, but it's more free now without the icons. I like that they are represented by arrows and only lightly tread in the direction of their former DA 2 selves. For example, the bottom-right dialogue option on the wheel is usually the direct one but it doesn't scream "I'M ANGRY AND I HATE YOU" like it did in DA 2. It's just a way to disagree with the conversing character and refute his/her beliefs which of course as usual nets you disapproval from companions.

 

Then there's the increased amount of special(star icon) and class/race related dialogue choices in the game. I felt that these were very few in DA 2. But in Inquisition when I played as a Qunari Mage, I had access to quite a few of those choices during conversations, a lot more than I expected.

 

I also like how the game allows you to access more dialogue choices depending on the perks you invest in. You invest in a perk where you learn about the Fade and the rifts etc and you get access to dialogue choices related to that subject, this is regardless of your class. Though I have yet to really tinker with this and see the full effect of it. I think it was a very smart implementation, but more importantly it felt like a genuine RPG element in the game.

 

Then there are the choices regarding the subject of faith. I admit I was really worried about this before the game's release. I think I read somewhere on the forums where Gaider wrote that you won't be able to say no to belief or something along those lines and it really made me pessimistic regarding the amount of freedom I might have in the game when expressing my views on the subject. But after coming across such conversations, I was very happy to see a good number of responses available to my character, including the race specific ones.

 

Of course the entire thing wasn't perfect. There were times when my character was saying too much without my input and I also missed the humourous option in the emotion wheel(or whatever you call it). But overall, I do think it's a massive improvement from DA 2. Apart from a few wheel lines that felt like they didn't really fit with the spoken ones, the entire conversation system felt like a sequel to DA:O's, but perhaps with more types of choices, voice acting and fancy icons.

 

Again, appreciate it and am looking forward to replaying the game multiple times with different characters to roleplay.


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#2
Vagrant91684

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You're right, I disagree with you.  Pretty much every conversation choice leads to the same result, or very close to it.  The only exception being accept quest or don't accept quests, which is rendered further void by the fact that there's never a reason to refuse a quest.  


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#3
Nefla

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In general I like it, and I like that there are often 6 things to choose from, but there are times when the extreme emotions of DA2 would fit.



#4
Frenrihr

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You're right, I disagree with you.  Pretty much every conversation choice leads to the same result, or very close to it.  The only exception being accept quest or don't accept quests, which is rendered further void by the fact that there's never a reason to refuse a quest.  



#5
TurretSyndrome

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You're right, I disagree with you.  Pretty much every conversation choice leads to the same result, or very close to it.  The only exception being accept quest or don't accept quests, which is rendered further void by the fact that there's never a reason to refuse a quest.  

 

It's not about whether or not a conversation choice had a unique result, but about having the choice at all. And those were plenty in the game which I was glad to see. Comparing DA 2 to DA:I and the number of responses you had to give to the NPC, Inquisition had a whole lot of responses to choose from in the Dialogue Wheel.

 

If you aren't satisfied with the outcomes of your choices, that's a completely different thing. That's not what this topic is about.


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#6
zyntifox

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I still can't get passed that what you choose as an response isn't the same as the actual response. Leads to a lot of reloading for me and creates a disconnect to the character i am trying to roleplay.


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#7
evgenija28

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I still can't get passed that what you choose as an response isn't the same as the actual response. Leads to a lot of reloading for me and creates a disconnect to the character i am trying to roleplay.

I agree with this. You never know what the character is actually going to say, sometimes I don't even understand what certain dialogue choice means and when I select it I'm like "ooohhhh so that's it". It's surrounded by a veil of mystery. 



#8
Bishamonten

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I agree with this. You never know what the character is actually going to say, sometimes I don't even understand what certain dialogue choice means and when I select it I'm like "ooohhhh so that's it". It's surrounded by a veil of mystery. 

I agree that the dialogue system in general, while good, still has room for improvement.  However, I could be mistaken, but I never felt like I ran into this particular issue...

If I ever reloaded because of a dialogue choice, it's not because I didn't understand the general idea of what I was choosing, but because I didn't like my outcome, and I mean REALLY didn't like it, and couldn't read how the npc was going to react.

You guys are going to have to give a couple of examples.



#9
Unlucky 13

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I agree that the dialogue system in general, while good, still has room for improvement.  However, I could be mistaken, but I never felt like I ran into this particular issue...

If I ever reloaded because of a dialogue choice, it's not because I didn't understand the general idea of what I was choosing, but because I didn't like my outcome, and I mean REALLY didn't like it, and couldn't read how the npc was going to react.

You guys are going to have to give a couple of examples.

 

Same here.  I almost never reload.  I look at it as cheating.  I think that I did twice - both times when the option I chose wasn't the idea I wanted to convey and ended up with a very surprising outcome opposite of what I thought it should have.



#10
evgenija28

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Same here.  I almost never reload.  I look at it as cheating.  I think that I did twice - both times when the option I chose wasn't the idea I wanted to convey and ended up with a very surprising outcome opposite of what I thought it should have.

Well it seems to me that you also had the problem of understanding dialogue choices - if you did understand them then you wouldn't have ended with such a surprising outcome it forced you to restart.

In Origins I don't have such an issue, in DA2 as I remember I had some, but it is logical since it is similar to this dialogue wheel. I don't have an example. I will give one when I start playing Inquisition again, right now I play Origins. :)



#11
In Exile

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You're right, I disagree with you. Pretty much every conversation choice leads to the same result, or very close to it. The only exception being accept quest or don't accept quests, which is rendered further void by the fact that there's never a reason to refuse a quest.


That's every side quest in DAO. And DAI has way more reactivity in the main plot so I don't know what you're on about here.
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#12
Nimlowyn

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I've reloaded a few times because it didn't come across in the way I thought it would. I'd give an example but this is a no spoilers forum.



#13
Bishamonten

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Well it seems to me that you also had the problem of understanding dialogue choices - if you did understand them then you wouldn't have ended with such a surprising outcome it forced you to restart.

In Origins I don't have such an issue, in DA2 as I remember I had some, but it is logical since it is similar to this dialogue wheel. I don't have an example. I will give one when I start playing Inquisition again, right now I play Origins. :)

No that's not necessarily true.  You can know what you're saying, and still get a surprising outcome.  Does that not happen in real life?  Otherwise things like asking a person out in your high school days wouldn't be so much of a problem.



#14
DooomCookie

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I'm impressed at how they handled the dialogue wheel.  It was something a lot of us were very worried about, but there are no issues now: a sign of something done right.

 

I think they 'regenade' option is still a tad too aggressive.  Someone would have to be evil/chaotic and stupid in order to choose that option.  I know some people like to play that way, but I think a larger amount of people would appreciate a 'to the point' option that's a bit less... abrupt.



#15
Vagrant91684

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I'm impressed at how they handled the dialogue wheel.  It was something a lot of us were very worried about, but there are no issues now: a sign of something done right.

 

I think they 'regenade' option is still a tad too aggressive.  Someone would have to be evil/chaotic and stupid in order to choose that option.  I know some people like to play that way, but I think a larger amount of people would appreciate a 'to the point' option that's a bit less... abrupt.

That's what to the point is...abrupt.  



#16
Vagrant91684

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It's not about whether or not a conversation choice had a unique result, but about having the choice at all. And those were plenty in the game which I was glad to see. Comparing DA 2 to DA:I and the number of responses you had to give to the NPC, Inquisition had a whole lot of responses to choose from in the Dialogue Wheel.

 

If you aren't satisfied with the outcomes of your choices, that's a completely different thing. That's not what this topic is about.

There are only ever two outcomes, if there are varying outcomes at all...  It doesn't matter if you have multiple lines to choose from if responses come in two flavors. There's no emotion in dialogue options, making the Inquisitor a robot whose only ability is to be talky or not talky.

P.S. Accept quest vs don't accept quest does not count as "choice" in a game that is nothing but accepting quests.  



#17
Guest_Puddi III_*

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I still can't get passed that what you choose as an response isn't the same as the actual response. Leads to a lot of reloading for me and creates a disconnect to the character i am trying to roleplay.


I wish there was at least a one-step-back rewind button for if the actual dialog wasn't what you were expecting. A lot of times, especially with the "what is your religious opinion" choices, there's some nuance in the actual dialog that's unacceptable compared to what I chose which was ostensibly fine.

I'd abuse the hell out of it, but I do that anyway with save states, so it would just integrate my playstyle better with less hassle.
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#18
Jaron Oberyn

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You're right, I disagree with you.  Pretty much every conversation choice leads to the same result, or very close to it.  The only exception being accept quest or don't accept quests, which is rendered further void by the fact that there's never a reason to refuse a quest.  

That is just factually inaccurate. I've done 5 playthroughs with 5 totally unique characters and that's all due to the expansive dialogue choices we have available to us in this game.


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#19
TurretSyndrome

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There are only ever two outcomes, if there are varying outcomes at all...  It doesn't matter if you have multiple lines to choose from if responses come in two flavors. There's no emotion in dialogue options, making the Inquisitor a robot whose only ability is to be talky or not talky.

P.S. Accept quest vs don't accept quest does not count as "choice" in a game that is nothing but accepting quests.  

 

No, it does matter. Maybe not to you, but for me it does. I want more lines to choose from because that allows me to roleplay in the way I like. And I don't know what you're talking about when you say there are only two responses, 90% of the time I received a different response from the character when I choose a certain line. 

 

The Inquisitor sounds like a robot? Now I'm starting to doubt if you actually played the game or not. Maybe you did and just skipped the dialogue rounding it off as boring.

 

That is just factually inaccurate. I've done 5 playthroughs with 5 totally unique characters and that's all due to the expansive dialogue choices we have available to us in this game.

 

Yeah, but it seems some people are so overly bothered by not having enough consequences to the choices and more branching storylines in the game that they don't see it or care about it.
 
There might be other games that provide you with varying degree of effects to your actions but very few if at all offer as many conversation styles as DA:I does. 

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#20
evgenija28

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No that's not necessarily true.  You can know what you're saying, and still get a surprising outcome.  Does that not happen in real life?  Otherwise things like asking a person out in your high school days wouldn't be so much of a problem.

Hmm, perhaps. I never chose an option and wanted to reload because of the surprising outcome, but because the character said something that I didn't expect. My experience, anyway.



#21
bEVEsthda

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How many choices of action it leads to, is really not of overriding importance. Most of the time there are only two natural outcomes anyway.

What the system provides is role-play variance. I was prepared to pour vitriol all over the role-play in DA:I, but it works. Unlike DA2. Unlike jRPGs. Unlike TW2. I do make a mental effort, but I promised I would, not to let prejudice against VO ruin this game for me.

As a compromise, with all those who want a voiced protagonist, I'm delighted that I can live with it.


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#22
Elhanan

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Am enjoying the multiple options, and varied ways in which to respond. Kudos on re-inventing the new Wheel, so to speak!

#23
CronoDragoon

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I agree with the OP. I was amazed at the frequency at which the game prompted me to give my opinion on something, even if it was as simple as "how do you feel about X that just occurred?" In Mass Effect, I can only really remember this happening a few times, and it leads to this disconnect in the relationship between me and the NPC character: I am always asking them about them and caring about what they need, but nobody really seems to give two damns about Shepard. When ME occasionally deviated from this, such as Liara asking me how I was feeling in the Shadow Broker DLC, or the time capsule scene where you can tell her (or notably, not tell her) how you want to be remembered, I still remember it.

 

In DA: I, I can't remember how often this happened, because it happens so damn often. But here's an example for you: the brilliant way that BioWare allows you to make a statement in the Templar mission by raising the flags. There's an impressive amount of character-defining opportunity here, not only by raising the flags, but then by BioWare giving you a dialogue choice afterwards that can further let you elaborate on why you chose what you did. It created an emergent narrative with my Dalish elf who was ever wary of exposing her thoughts to the dirty humans. Therefore, after choosing people above all, she hastily adds that she merely picked at random and no one should read into it.

 

It's this type of stuff that gets me to care about the character I am role-playing, which is pretty important to caring about their role in the story and by extension the story itself.


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#24
Remmirath

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The dialogue and roleplaying opportunities are actually quite good in Inquisition. I was pleasantly surprised, as I've come to expect that the dialogue wheel and voiced PC combination means that both of those things will be rather thin. If things continue to go in this direction, I won't be so bothered by the whole setup. The addition of at least some choice with regards to the voice was very welcome as well.

Definitely an improvement from previous games which used the wheel/voice; possibly better than many games which didn't, although the dialogue is unfortunately still hidden behind the obfuscation of the paraphrase system. All in all, though, I'm happy with the options for roleplaying the character in DA:I.

I still can't get passed that what you choose as an response isn't the same as the actual response. Leads to a lot of reloading for me and creates a disconnect to the character i am trying to roleplay.


Yes. I still don't understand the reasoning behind not showing the full line to begin with, or at least allowing for the option of seeing it (rather that be an interface option or always on mouse-over). I can understand why some people prefer having a voiced character. I can't understand why anybody wouldn't want to know what their character is actually going to say. That's just frustrating guesswork.

#25
Emu8207

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I like this conversation system, might be the best one Bioware has done to date with a Voiced Protagonist. It's still an inferior system to Silent Protagonist, where you have 6 choices and most of them were different.


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