After barely having time to play since the game was released, I'm finally getting the chance to properly play beyond the prologue. I'm quite pleased so far, but since I almost certainly won't have time for multiple playthroughs to verify this, I got curious about one little detail.
In DA2, Hawke's personality would slowly shift according to your choices, so that even "normal", "non-choice" dialogues would sometimes differ according to the baseline personality. Does this also happen with the Inquisitor? So far I've felt quite a bit of coherence in personality from my choices to "normal dialogue", but I might just be lucky. So, for those with multiple playthroughs... does it work in a similar fashion?
Does the Inquisitor's personality change with your dialogue choices?
#1
Posté 06 février 2015 - 06:26
#2
Posté 06 février 2015 - 08:28
The voice is just more consistent generally. Some say it makes the character too bland.
#3
Posté 06 février 2015 - 08:34
No. The dominant personality (that was the name of the mechanic) was cut, as were the tone icons for regular dialogue (but the dialogue does respect thet convention with some exceptions).
The voice is just more consistent generally. Some say it makes the character too bland.
People demanded Bioware cut the dominate personality stuff....not sure what those people were expecting....
- Andrew Lucas, Lord Bolton, baconluigi et 1 autre aiment ceci
#4
Posté 06 février 2015 - 08:47
People demanded Bioware cut the dominate personality stuff....not sure what those people were expecting....
People got what they wanted and now they know how wrong they were to demand it. Sarcastic Hawke was best Hawke
- drummerchick, Lord Bolton, Jewel17 et 1 autre aiment ceci
#5
Posté 06 février 2015 - 10:33
DA:2 used this dominate personality mechanic?
#6
Posté 06 février 2015 - 10:41
People got what they wanted and now they know how wrong they were to demand it. Sarcastic Hawke was best Hawke
The problem is, when people ask for something, they assume Developers can read their minds and provide them exactly what they want.
Audience: I don't like the Mako.
Dev: Fine, here;s the Hammer head with a more responsive....
Audience: NO! that's not what I wanted!!
*****
Audience: DA:O Elves looks too generic.
Dev: Okay, let's try a new look for the elves to make them distinct.
Audience: NO! that's not what I wanted!!
*****
Audience: I want a greater emphasis on exploration.
Dev: ......well.....we can create more open area's with optional content designed to encourage...
Audience: NO! that's not what I wanted!! Why won't you listen to me!!
Dev: *sigh*
- In Exile, Sailfindragon, Dio Demon et 9 autres aiment ceci
#7
Posté 07 février 2015 - 01:13
DA:2 used this dominate personality mechanic?
Yeah, the flavor of your auto-dialogue would be informed by the tone you used the most. Mass Effect 3 had this as well, to a lesser extent.
#8
Guest_Donkson_*
Posté 07 février 2015 - 05:01
Guest_Donkson_*
Umm... no.
#9
Posté 07 février 2015 - 11:24
No and not a single choice matters. The war room s just a glorified menu full off stuff to do that don't impact the outcome of anything and nothing you do except KILL. DEFEAT. PROGRESS. REPEAT.
#10
Posté 08 février 2015 - 04:50
People got what they wanted and now they know how wrong they were to demand it. Sarcastic Hawke was best Hawke
It's probably different people. I for one liked the dominant tone (and had said so back when DA was released) I just thought it needed to be scaled back somewhat, especially sarcastic Hawke during dramatic moments. I'm one of those who thinks the inquisitor is too neutral.
#11
Posté 08 février 2015 - 04:52
The problem is, when people ask for something, they assume Developers can read their minds and provide them exactly what they want.
I don't know about you, but when I ask for something, I practically write a novel as to why I like or dislike it, sometimes with pictures.
#12
Posté 08 février 2015 - 09:54
I don't know about you, but when I ask for something, I practically write a novel as to why I like or dislike it, sometimes with pictures.
Most people don't.
#13
Posté 08 février 2015 - 11:17
I believe it keeps track of whether you said you believe in the maker or not and that does change a line or two... haven't noticed anything else though.
#14
Posté 08 février 2015 - 11:43
No, I don't remember that much auto dialogue anyway. If banter includes the PC you get a pop up (though often with few options). I prefer it that way.
Most people don't have one setting. You react differently depending on context. My PC might land as "aggressive" because they are aggressive to people they are in conflict with or they blunt sometimes but that doesn't mean they should automatically be a total prat to their close friends or family for no reason without player input. Likewise you might joke enough with friends to land on "humorous" but that doesn't mean you want your character to throw out iill timed or insensitive quips in other situations.
#15
Posté 08 février 2015 - 04:37
I found that although the dominant personality mechanic (which I also liked) is gone you actually have fewer instances of auto-dialogue so it kinda evens out in my opinion.





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