A lot of the dialogue with companions is just prodding them with investigate options with the lazy "zoom out camera". It feels like they tried to bring back Origins style conversations but in Origins you got actual cutscenes and you could choose different dialogue options to progress the conversation. None of the DAI investigate conversations are anywhere near as enjoyable as asking Leliana about Orlais or Wynne telling you about griffons.
Less useless talk and more meaningful and effective dialogue
#26
Posté 02 février 2015 - 09:18
#27
Posté 02 février 2015 - 09:48
I want more useless talk. I want to be able to get into my companions' heads.
I do miss DAO's dialog system because I think not only can that lead to more dialog lines for the companions as the PC is silent, but because it was easier for me to slip into the role of the character as opposed to watching the character.
It's like the Solas romance. I thoroughly enjoyed watching my inq fall in love with him, but I was detached from the character. I haven't actually felt I was the character since DAO. That doesn't mean I don't enjoy watching the story, but it means that I don't feel the same level of depth and involvement.
But DAO's style isn't coming back. I realize I'm probably in the minority of people who prefer it.
But as far as dialog goes? Give me more.
#28
Posté 03 février 2015 - 12:43
There's a skip button and you're not forced to talk to every squadmate at every single opportunity.
That said, I feel like I'm starting to miss the "goodbye" options mid-conversation like in ME1 and DAO
#29
Posté 03 février 2015 - 03:08
The TC is correct. Games like Alpha Protocol did dialogue options correctly. Each dialogue had an actual impact on the game, whether it be instantly or further down the line. In this game....all I can say is, DA:I isn't an RPG. It's more like....a conversation choice simulator. So to all the people saying tl;dr, not all choices have to be related to the plot....well, that's nice and all but it's WRONG.
Anyone who comes into a topic simply to state tl;dr without listening to what the TC has to say is either a troll of the highest ilk or is unwilling to be open to outside ideas. In either case, that makes them clearly in the wrong. As for the second argument....not all choices have to be related to the plot...that's true but Bioware takes it to the extreme.....HARDLY ANY of the conversation choices have an impact on the plot.
I could make ONE dialogue decision in Alpha Protocol and have it make a HUGE impact on the story in a myriad of ways. In this game? When I'm questioned by Cassandra in the opening of the game, I can choose to either be saddened by the deaths, stoic, or angry. And you know what happens? Leliana says the EXACT SAME THING. Cassandra responds IN THE EXACT SAME MANNER. And this is just one of the many, MANY examples of this kind of nonsense happening throughout the game. It was rampant throughout ME 3 and it reared its ugly head way too much in this game as well.
#30
Posté 03 février 2015 - 03:10
^^
#31
Posté 03 février 2015 - 03:14
I want more useless talk. I want to be able to get into my companions' heads.
I do miss DAO's dialog system because I think not only can that lead to more dialog lines for the companions as the PC is silent, but because it was easier for me to slip into the role of the character as opposed to watching the character.
It's like the Solas romance. I thoroughly enjoyed watching my inq fall in love with him, but I was detached from the character. I haven't actually felt I was the character since DAO. That doesn't mean I don't enjoy watching the story, but it means that I don't feel the same level of depth and involvement.
But DAO's style isn't coming back. I realize I'm probably in the minority of people who prefer it.
But as far as dialog goes? Give me more.
I don't know about the minority part, I'd say a minority of people actually played the likes of DA:O, the slick movie DA2 generation just never experienced that kind of stuff so.. /shrug.
The TC is correct. Games like Alpha Protocol did dialogue options correctly. Each dialogue had an actual impact on the game, whether it be instantly or further down the line. In this game....all I can say is, DA:I isn't an RPG. It's more like....a conversation choice simulator. So to all the people saying tl;dr, not all choices have to be related to the plot....well, that's nice and all but it's WRONG.
That's the second time I've seen this game mentioned so positively today... I think maybe I'll try it out.
#32
Posté 03 février 2015 - 03:16
I don't know about the minority part, I'd say a minority of people actually played the likes of DA:O, the slick movie DA2 generation just never experienced that kind of stuff so.. /shrug.
That's the second time I've seen this game mentioned so positively today... I think maybe I'll try it out.
Vastly underrated gem of a game. The gameplay is very unpolished though. That's really its only downfall. The game, as an RPG with choices that make an impact though? Beats anything from the ME trilogy. Hands. Down. The only reason it didn't score better with the reviewers was that it wasn't a AAA game.
#33
Posté 03 février 2015 - 09:36
The TC is correct. Games like Alpha Protocol did dialogue options correctly. Each dialogue had an actual impact on the game, whether it be instantly or further down the line. In this game....all I can say is, DA:I isn't an RPG. It's more like....a conversation choice simulator. So to all the people saying tl;dr, not all choices have to be related to the plot....well, that's nice and all but it's WRONG.
Anyone who comes into a topic simply to state tl;dr without listening to what the TC has to say is either a troll of the highest ilk or is unwilling to be open to outside ideas. In either case, that makes them clearly in the wrong. As for the second argument....not all choices have to be related to the plot...that's true but Bioware takes it to the extreme.....HARDLY ANY of the conversation choices have an impact on the plot.
I could make ONE dialogue decision in Alpha Protocol and have it make a HUGE impact on the story in a myriad of ways. In this game? When I'm questioned by Cassandra in the opening of the game, I can choose to either be saddened by the deaths, stoic, or angry. And you know what happens? Leliana says the EXACT SAME THING. Cassandra responds IN THE EXACT SAME MANNER. And this is just one of the many, MANY examples of this kind of nonsense happening throughout the game. It was rampant throughout ME 3 and it reared its ugly head way too much in this game as well.
It impacts the characterization of your main character. You know, role playing. Not every single word you say needs to have earth shattering consequences. Sometimes it's just idle conversation. And there's nothing wrong with that.
#34
Posté 03 février 2015 - 03:57
It impacts the characterization of your main character. You know, role playing. Not every single word you say needs to have earth shattering consequences. Sometimes it's just idle conversation. And there's nothing wrong with that.
Characterization means nothing when it exists in a vacuum. I can choose to be stoic in one conversation, then nice and super good in another. So the "characterization" means little when it's just choosing whatever I feel like at the moment without it actually having any impact or rippling effect on the characters or world around me.
#35
Posté 03 février 2015 - 04:05
#37
Posté 03 février 2015 - 04:27
I wonder if people who make this argument believe that everything they say is that important, or something.
lol Okay. It's valid criticism, no need to mock the critics. It might be that the lack of cut scenes during many conversations is contributing to the sense of boredom. Having to just stand there while a companion info dumps is just not very fun.
#38
Posté 03 février 2015 - 04:30
So, no idle talk, no just chatting around in real life?
Gosh, you must be an extremely dull person.
#39
Posté 03 février 2015 - 04:41
I wonder if people who make this argument believe that everything they say is that important, or something.
I'm pretty certain that this comment in no way contributes to your growth as a human being or a productive member of society.
And neither does mine. And no one cares. Life is pain.
- Rinji the Bearded et ThreeF aiment ceci
#40
Posté 03 février 2015 - 05:07
I'm pretty certain that this comment in no way contributes to your growth as a human being or a productive member of society.
And neither does mine. And no one cares. Life is pain.
No way, this is the internet everyone cares about everything. All the time! Someone on the internet is wrong RAWR!
#41
Posté 03 février 2015 - 05:08
lol Okay. It's valid criticism, no need to mock the critics. It might be that the lack of cut scenes during many conversations is contributing to the sense of boredom. Having to just stand there while a companion info dumps is just not very fun.
It's literally no different than it is in a cutscene, you'll be standing there right in there face
#42
Posté 03 février 2015 - 05:08
Characterization means nothing when it exists in a vacuum. I can choose to be stoic in one conversation, then nice and super good in another. So the "characterization" means little when it's just choosing whatever I feel like at the moment without it actually having any impact or rippling effect on the characters or world around me.
Sure, you could do that. Or you could not, and stick to role playing a single personality for your Inquisitor. It's up to you. Other people might want to make different choices in that conversation, that's why they're there. Just because you can pick any of them doesn't mean you have to. Keeping your character consistent is your job, not the game's. The game just gives you choices.
That being said, I'll concede that it might be nice to have other characters notice when you do something out of character for your Inquisitor. But I'm quite impressed by the way the game already tracks things you've said - for instance whether or not your Inquisitor is Andrastian can change options in other conversations, and not even with that special star symbol.
#43
Posté 03 février 2015 - 05:45
That being said, I'll concede that it might be nice to have other characters notice when you do something out of character for your Inquisitor. But I'm quite impressed by the way the game already tracks things you've said - for instance whether or not your Inquisitor is Andrastian can change options in other conversations, and not even with that special star symbol.
...if you don't talk to Leliana much at Haven, she will be "wtf? why so chatty now?" at Skyhold.
Whenever you ask or don't ask Cullen about his past, will affect a line he speaks in his quest.
If you haven't asked Dorian about his relationship with his parents prior talking to Mother Giselle you won't have an option to comment on it.
Cassandra will remember whenever you believe you are the Herald or not.
There are many little things like that that affect and reflect the story, so it's not quite a void.
I'm actually glad that I could have the conversation about Templars with Cullen and his experience, because it's the first time the game actually focuses on some details about Templar order that were not touched in previous games.
I do wish some dialogues would spread out, though, especially with Dorian and Varric, I always find i have nothing to talk about with them after getting to Skyhold.
- Arlee aime ceci
#44
Posté 03 février 2015 - 06:01
I do wish some dialogues would spread out, though, especially with Dorian and Varric, I always find i have nothing to talk about with them after getting to Skyhold.
I'm still in Haven, and Varric, Vivienne, Sera, Blackwall, and Solas are out of dialogue lol I always did that in DAO too >.>
#45
Posté 03 février 2015 - 06:03
I'm still in Haven, and Varric, Vivienne, Sera, Blackwall, and Solas are out of dialogue lol I always did that in DAO too >.>
Solas gets some new bits after certain events, the guy loves to share knowledge ![]()





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