You know - I always liked both ME2 and DA2 for their pure companion focus. It isn't a "BIG BADASS STORY", yeah, but it's fine in it's own little way. And party banter always was a part of creating a charm about every companion. In DA2 it was genius. This. Genius.
Merrill - my fav - being cute:
See? Both naive and cute. And kind. Emotionally engageable. That's the one side that comes with a character.
Another thing: banter was built to be continuous. Characters live their lives in the world, they're not dolls that are only alive when PC is near. They have debates on their own that work over time, things that bother them as if they were live people. It is what makes literature precious!
So banter was both continuous, live, and describing the companions once. And still it isn't everything about banter as it was. Banter was highly dependant on player's choices every when companions discuss situation with a choice.
Developers used to be making jokes about their poor design choices. Ones went into voicing in the very base game, ones came later with a Community feedback:
Most pressing problems of DA2 - repetitive content and level design, and weird Wounded Coast level design - are there. Now go, find ANY pressing problems of DA:I in the banter. Funny, isn't it?
Now I gouess I need to draw a line:
Long, long ago in a far, far away land named DA2 there were characters that acted like live persons. They had their motivations, their own morals, their personal POV on the world and events around them, things that were bothering them along the time passed. They were even engaging discussions about those things, which progressed over time. Their personality was revealed not only in long bla-bla talks in Skyhold, but in daily, mundane situations, too. Called party banter.
How about a magic trick, huh?
*Places DA:I copy on the table*
TADA! It's gone...





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