It's time to re-think what dialogue choices mean to Bioware games. At present, choosing how you go through a conversation has only one tangible benefit: party affection. In previous games this was rewarded with stat improvement. In Inquisition it is potentially punished by losing the companion. As a result, the most effective way to play is to find the dialogue option that nets the greatest approval gain. There are internet guides written about this.
What results, however, is a detriment to a role-playing experience. By choosing whatever option nets the greatest approval gain, not only is the satisfaction of role-playing a distinct personality removed, it provides what could be interpreted as a "correct" answer in a game that is supposed to be morally ambiguous. If you want to view the scattered responses this creates as a kind of role-playing, then all it accomplishes is to project our protagonist as a wimp who caters to his follower's preconceptions.
While I don't think there should ever be a Paragon/Renegade system in Dragon Age, as that binary morality doesn't fit the setting, I would like to see some kind of reward system for dialogue options chosen. In DA:2, only a forceful personality could threaten the dock worker in Act 1 about where the Orlesian cargo was stored, whereas only a witty personality could convince those guarding it to leave their posts. This kind of tangible reward to role-playing a certain personality type makes each dialogue choice you make much more meaningful.
I think our advisors categorized the different tactics best. Diplomacy for Josephine, Subterfuge for Leliana, and Force for Cullen. These three approaches worked marvelously for variety on the war table, as the advisor you picked most would define the Inquisition's reputation in the epilogue. I would like to see a similar approach taken with our dialogue choices, but with gameplay benefits. Doing so would make the role-playing aspect of the game much more meaningful.





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