One of the little touches I really like about some games is more of the 'filler' dialog to give you a chance to add little personal touches to your character whether or not the conversation does anything more from there or is just there to allow another little level of roleplaying for people, and I would really like to see more of it in future titles since I really don't feel like I see a ton of it. What I mean by this is just causal conversations with your companions or other NPCs, usually dialog revolves around a quest or about who you are talking too since understandably you can't really make a conversation revolving around the player character that would fit how everyone plays their character, so I feel just a few more personal touches here and there may help, like for example in DAO when you are talking to Morrigan about her mother and she will ask you about your own or in NWN2 when you do an early side quest to bring some children back to their family depending on how you do so opens up a conversation with one of your companions asking you about if you ever want children. These are little things but things that I do greatly enjoy and I would like to see more of them and hopefully more choices for responses as well to try and cover as many different kinds of characters people will roll. Again it is just a small thing but to me at least small things like this add a lot to my playing experience, and I really don't recall many kinds of conversations like this save for one during DAI. They would be optional of course like most things but on top of adding another little bit of roleplaying it may also help make your companions feel a bit more alive as well.
Giving more personal dialog and choices
#2
Posté 14 avril 2015 - 09:19
Agreed. I really liked the conversation/s with Josie because we got to expand upon our background and motivations. It was nice to have an npc ask about the protagonist, when it's usually us asking all about our companions, when it seems they couldn't care less about getting to know our characters.
- Tayah, In Exile, HuldraDancer et 1 autre aiment ceci
#3
Posté 14 avril 2015 - 09:22
Yes the one(s) with Josephine were the only ones I could really think of that were like that and I would like to see it a bit more often in more companions, not saying they have to constantly ask how the player is doing but a once in a while just causal comment about our thoughts on something not revolving around them or the task at hand would be quite nice.
- Tayah et SnakeCode aiment ceci
#4
Posté 14 avril 2015 - 11:45
Not really meaning to bump my own thread here but was wondering what were some examples people would like to see implemented with this? If more personal bits of dialog were to be added in future titles what kind would you all like to see?
#5
Posté 15 avril 2015 - 12:11
We sorely need anything that can give the protagonist a character. Background information can do that, but so can opinions or quips. I would like companions to sometimes pipe up after a battle and not simply go 'Cassandra greatly disapproves.': They should question the Inquisitor, and I should be able to try to convince and/or rebuke them. Inversely, I should be able to do the same with them! I want ME's (2/3) interrupts back (or something like it), options that I *can* take to influence the course of the debate or action, and thereby flesh out my protagonist's character. I would like to see KoTOR 2's 'influence' again, where you can push companions to develop in a specific direction (as raw as KoTOR 2 was, that system was truly brilliant), or even DA:KW's friend/antagonist scheme. It's extremely shallow and limiting that the only way to 'progress' with a companion is to 'unlock' conversations by getting 'friendship points'.
#6
Posté 16 avril 2015 - 01:36
Thank you.
Oh that is something I didn't think of but yes I would like as well I don't' even remember Origins having a lot of those moments I can only really remember three of them but they only did it with some companions which was quite annoying to me when some would just wait until back at camp to say something even if they were there during. Not sure if I would like the interrupts system though but thats more a matter of personal tastes. More companions pipping up and actually voicing their great displeasure or pleasure with your actions would be better than approve or disapprove popping up, though tbh while that would help make the NPCs feel much more alive that really wasn't the point of my OP though granted my OP was more or less about something a bit useless
Though I may edit my OP to include NPCs pipping up on the spot if they are there for something they feel strongly about since I would like more of that as well along with more options of little causal conversations to add to the role playing experience
#7
Posté 16 avril 2015 - 01:43
Agreed. In Origins, in one instance way can kill a magister, let him go, or let him sacrifice the elves, and get a huge health boost if we want to be evil, and win at all costs.
#8
Posté 16 avril 2015 - 02:45
Certainly those were some reasons to like Josi, but there were so few. I felt it was a missed opportunity to get more involved in Josi's merchant affairs ports and outposts for instance and leading to more quest material and plot.
Electrica, sounds like you enjoy a hacked gone frenzy game.
DAI has had it share of problems, but nothing like ME3's aggro ending (spawn a heavy weapon when dropped on earth). I guess the main difference is that you have a choice to make it aggro.
I had difficulty understanding why the character development took such a back slide until I read an article/vid by one of the authors on using the frostbite development system. In it the writer talks about building the character and it's dialog in-game and with the interaction with NPCs and other developers. Sort of like a coop game with a dialog editor. What I took form it was a learning curve issue on the system, but just think what that could have done given more time.





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