I wonder if the plan originally was to have actual DAO style camp dialogue when you set up camp, because it's a huge missed opportunity. You could have unique dialogue about the area you're in, and new character details, comments on side quests maybe, and it'd give you a reason to want to spend more time in these areas and replay.
Instead it doesn't matter who you bring, because outside of companion to companion dialogue, there's zero interaction with your party in the wilderness, and they have almost nothing to say about side quests.
There's just so much more room for great dialogue then there is...
How is it you camp so much in inquisiiton... and there's no camp dialogue or companion dialogue?
#1
Posté 08 mars 2015 - 04:25
#2
Posté 08 mars 2015 - 04:37
I doubt they ever had any plans on camps for companion dialogue like DAO. It is just part of the mechanics for gaining power and influence, and the big part is replenishing pots without long loading screens for new areas. I agree it would have been really cool and a missed opportunity though.
- Lethaya aime ceci
#3
Posté 08 mars 2015 - 04:38
Word budgets are nasty things. I learned last year while watching a GDC panel with David Gaider, there is something called a word budget. Since animation, voice acting and the like are so expensive, the writers are only allowed X number of words for the voiced dialogue. Even though EA is their publisher, BioWare's resources aren't infinite. They've said before that the party banter out on the field is the most they've ever done. Er, for those that haven't suffered from the bug of course.
So, that's pretty much it. I have interacted with my companions before in the wilderness, having a dialogue wheel pop in a banter between Blackwall and Varric. It's rare, but it's out there. I think the devs just wanted the camps to remain purely for player convenience and save their word budget for mainly for things like cutscenes, conversations at Skyhold/Haven, general banter, and romances. <shrug>
#4
Posté 08 mars 2015 - 05:00
Word budgets are nasty things. I learned last year while watching a GDC panel with David Gaider, there is something called a word budget. Since animation, voice acting and the like are so expensive, the writers are only allowed X number of words for the voiced dialogue.
The concept's a bit older that that. I first heard devs talking about wordcount around the time NWN2 was released. SoZ had very small counts for the cohorts relative to the OC and MotB companions.
I can see why you'd want a metric for this sort of work.
- Grieving Natashina aime ceci
#5
Posté 08 mars 2015 - 04:42
Blame it on the Frostbite engine, that seems to be EAware's excuse for everything.
- ThePhoenixKing aime ceci
#6
Guest_Caoimhe_*
Posté 08 mars 2015 - 04:46
Guest_Caoimhe_*
I personally like talking to companions only in Haven/Skyhold. I didn't mind DAO, but sometimes I would click a companion during a quest by mistake and inappropriate cutscenes would happen. One time Alistair gave me a freakin' rose and kissed me mid battle! That was annoying! Lol
#7
Posté 08 mars 2015 - 05:37
Word budgets are nasty things. I learned last year while watching a GDC panel with David Gaider, there is something called a word budget. Since animation, voice acting and the like are so expensive, the writers are only allowed X number of words for the voiced dialogue. Even though EA is their publisher, BioWare's resources aren't infinite. They've said before that the party banter out on the field is the most they've ever done. Er, for those that haven't suffered from the bug of course.
So, that's pretty much it. I have interacted with my companions before in the wilderness, having a dialogue wheel pop in a banter between Blackwall and Varric. It's rare, but it's out there. I think the devs just wanted the camps to remain purely for player convenience and save their word budget for mainly for things like cutscenes, conversations at Skyhold/Haven, general banter, and romances. <shrug>
There's no good reason some of that same banter couldn't be triggered in camp.
#8
Posté 08 mars 2015 - 06:18
I wonder if the plan originally was to have actual DAO style camp dialogue when you set up camp, because it's a huge missed opportunity. You could have unique dialogue about the area you're in, and new character details, comments on side quests maybe, and it'd give you a reason to want to spend more time in these areas and replay.
Instead it doesn't matter who you bring, because outside of companion to companion dialogue, there's zero interaction with your party in the wilderness, and they have almost nothing to say about side quests.
There's just so much more room for great dialogue then there is...
The DAO camp was akin to Skyhold and the cinematic in DAO were scene independent. That's why you could talk anywhere. I suppose in theory there's no reason why you couldn't have the detached camera conversations anywhere. That's presumably a design choice.
#9
Posté 08 mars 2015 - 06:25
The DAO camp was akin to Skyhold and the cinematic in DAO were scene independent. That's why you could talk anywhere. I suppose in theory there's no reason why you couldn't have the detached camera conversations anywhere. That's presumably a design choice.
A bad design choice.
- ThePhoenixKing aime ceci
#10
Posté 08 mars 2015 - 06:36
A bad design choice.
I think there could be UI issues. And gameplay issues. The world doesn't freeze when you're in dialogue. You might get attacked. And that could bork the dialogue tree in who knows what sort of unexpected ways.
#11
Posté 08 mars 2015 - 06:41
I would have loved to have seen this idea - and to be honest, would have happily sacrificed snotty Orlesian nobles moaning about the state of Skyhold etc to see this happen.
- ThePhoenixKing aime ceci
#12
Posté 08 mars 2015 - 06:49
I would have liked to see this implemented, too. Once of my favorite thing about DA:O was the ability to talk to your companions while on the road and during certain missions. I just don't feel as connected to the companions as I've had been in the first game which kind of kills the game atmosphere a bit for me.
- ThePhoenixKing aime ceci
#13
Posté 08 mars 2015 - 06:50
I think there could be UI issues. And gameplay issues. The world doesn't freeze when you're in dialogue. You might get attacked. And that could bork the dialogue tree in who knows what sort of unexpected ways.
Even give that, I don't see the issue with dialogue in camp.
I don't recall being attacked in camp.
#14
Posté 08 mars 2015 - 06:50
I would have liked to see this implemented, too. Once of my favorite thing about DA:O was the ability to talk to your companions while on the road and during certain missions. I just don't feel as connected to the companions as I've had been in the first game which kind of kills the game atmosphere a bit for me.
You have reached your quota of positive votes for the day
#15
Posté 08 mars 2015 - 07:08
Blame it on the Frostbite engine, that seems to be EAware's excuse for everything.
Actually, there might be a grain of truth in this. Most of their previous games (except ME that used the Unreal Engine) were using their own engines specially tailored for party RPGs, and not one-size-not-quite-fits-all engine developed by a third party. I guess that EA has pushed it on Bioware in order to cut the development costs.
- ThePhoenixKing aime ceci
#16
Posté 08 mars 2015 - 07:19
Even give that, I don't see the issue with dialogue in camp.
I don't recall being attacked in camp.
You haven't been to bear valley?
- Grieving Natashina aime ceci
#17
Posté 08 mars 2015 - 07:38
You haven't been to bear valley?
No doubt. The Forest Camp in the Hinterlands is fun, ain't it? ![]()
That being said, I want to point out that I'm fine with the OPs idea. I would have rather had a bit more banter than dealing with things such as the constant whining by NPCs in other areas:
NPC: "I hate waiting to die."
Me: Great, the dialogue doesn't change even if you complete the main questline. Too bad I can't drag a dragon over to fight to shut them up.





Retour en haut







