I feel like it would have the same effect in making conversions feel more active and engaging. My only guess is that the conversation system in Mass Effect was more binary in what outcomes you could have (either paragon or renegade)
Was there ever a stated reason why Interruptions (ala Mass Effect) were never added to Dragon Age?
#1
Posté 01 juin 2015 - 04:51
#2
Posté 01 juin 2015 - 06:28
Yeah, the interrupts exist at least in part as a reflection of the Paragon/Renegade system. That would at least offer an idea of what kind of interruption Shepard was going to take - Renegade interrupt tells you 'punch this person!' or something, Paragon interrupt says 'stop someone from firing their gun' and so on. Since Dragon Age has used a dialogue wheel with various symbols, the interrupt system becomes more complex and complicated - is it a quizzical statement of confusion, a sudden kiss, a punch getting thrown, a sudden shout, what?
Honestly, if it means we get a variety of dialogue responses of varying emotional reactions, I can live without interrupts in Dragon Age.
#3
Posté 01 juin 2015 - 10:19
Since Dragon Age has used a dialogue wheel with various symbols, the interrupt system becomes more complex and complicated - is it a quizzical statement of confusion, a sudden kiss, a punch getting thrown, a sudden shout, what?
"Slap me, then kiss me!"
- PC @ Jade Empire ![]()
More seriously, while interrupts were a nice feature in ME, I don't miss them in DA.
- Alex Hawke aime ceci
#4
Posté 01 juin 2015 - 01:36
The interruption system was more like "Press the button, look what happens, reload". This could be implemented as dialogue options with description and without QTE part. Though, it's in the game already.
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#5
Posté 01 juin 2015 - 02:16
Obviously paragon/renegade wouldn't fit, but I do think it'd be funny to add a persistent 4 way interrupt, ie: polite interrupt, forceful interrupt, shut up, walk away
- Lord Bolton aime ceci
#6
Posté 01 juin 2015 - 02:30
Yeah, the interrupts exist at least in part as a reflection of the Paragon/Renegade system. That would at least offer an idea of what kind of interruption Shepard was going to take - Renegade interrupt tells you 'punch this person!' or something, Paragon interrupt says 'stop someone from firing their gun' and so on. Since Dragon Age has used a dialogue wheel with various symbols, the interrupt system becomes more complex and complicated - is it a quizzical statement of confusion, a sudden kiss, a punch getting thrown, a sudden shout, what?
Well, an appropriate symbol could be displayed at the moment of the interrupt. This would potentially give more information to the player than ME does, since there are only two categories available there.
#7
Posté 01 juin 2015 - 02:36
Or they could've followed the classic QTE format of instructions "Press X to do Y", but with the timing of the interupts.
#8
Posté 01 juin 2015 - 02:43
Well considering there aren't that many cutscenes to add them to begin with in DAI...
- blahblahblah et CDR Aedan Cousland aiment ceci
#9
Posté 01 juin 2015 - 02:56
Seriously, interrupts are what drove me away from the Mass Effect franchise. There is no excuse for a system that opaque and hard to use effectively.
I would accept interrupts only if we were allowed to know what they contained before we used them, and if they didn't require a timing-based action fr the player.
So, if we take ME2's interrupts, if we could set up an option to pause the dialogue when an interrupt became available, and then were able to see some sort of preview of what the interrupt was, and only then had to decide whether we were going to activate the interrupt, that would be okay.
But the protagonist's behaviour should never be a surprise to the player, and the protagonist's behaviour should never hinge on whether the player pressed a button quickly enough.
- Ravenfeeder, Elhanan, Pasquale1234 et 4 autres aiment ceci
#10
Posté 01 juin 2015 - 03:37
I was amused when one Paragon interrupt in ME2 resulted in Shepard pistol-whipping a scientist. (In context, it was kinda justified; you pistol-whip him to stop him from doing something terrible, as opposed to letting him because it could possibly benefit you in the future.)
- Grieving Natashina et CDR Aedan Cousland aiment ceci
#11
Posté 01 juin 2015 - 08:40
Because different people make each game and I want a unique gameplay experience rather than just playing a fantasy Mass Effect.
#12
Posté 01 juin 2015 - 11:05
I was amused when one Paragon interrupt in ME2 resulted in Shepard pistol-whipping a scientist. (In context, it was kinda justified; you pistol-whip him to stop him from doing something terrible, as opposed to letting him because it could possibly benefit you in the future.)
Ah, Overlord. Best Paragon interrupt in the series other than the Tali hug.
As far as the topic, they probably just had too many irons in the fire. Between getting the game out on 5 platforms, customizing a new engine as well as going open world, they probably ran out of zots. I have supported this before, so maybe they can do something like this for the next game. They should have more freedom to add and/or change things next game, since they are only working on 3 platforms.
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#13
Posté 01 juin 2015 - 11:08
Imagine , Friend and Rivalry + Paragon/renegade Interrupt =
![]()
- Lord Bolton aime ceci
#14
Posté 02 juin 2015 - 12:21
Yeah, the interrupts exist at least in part as a reflection of the Paragon/Renegade system. That would at least offer an idea of what kind of interruption Shepard was going to take - Renegade interrupt tells you 'punch this person!' or something, Paragon interrupt says 'stop someone from firing their gun' and so on. Since Dragon Age has used a dialogue wheel with various symbols, the interrupt system becomes more complex and complicated - is it a quizzical statement of confusion, a sudden kiss, a punch getting thrown, a sudden shout, what?
Honestly, if it means we get a variety of dialogue responses of varying emotional reactions, I can live without interrupts in Dragon Age.
Except we don't. Shepherd's renegade/paragon system goes way beyond the limits of kindness or cruelty the inquisitor has.
And the interrupt system put new spins on existing dialogue, so you wanted to replay those scenes.
#15
Posté 02 juin 2015 - 12:23
Ah, Overlord. Best Paragon interrupt in the series other than the Tali hug.
As far as the topic, they probably just had too many irons in the fire. Between getting the game out on 5 platforms, customizing a new engine as well as going open world, they probably ran out of zots. I have supported this before, so maybe they can do something like this for the next game. They should have more freedom to add and/or change things next game, since they are only working on 3 platforms.
Nah, shooting morden... that hurt to do. I had no choice though, letting the krogan propagate would only hurt the rest of the universe. Still, I was inwardly rooting for him as he tried to reach the controls.
Sad times indeed.
#16
Posté 02 juin 2015 - 12:36
Because they're awful.
Seriously, interrupts are what drove me away from the Mass Effect franchise. There is no excuse for a system that opaque and hard to use effectively.
I would accept interrupts only if we were allowed to know what they contained before we used them, and if they didn't require a timing-based action fr the player.
So, if we take ME2's interrupts, if we could set up an option to pause the dialogue when an interrupt became available, and then were able to see some sort of preview of what the interrupt was, and only then had to decide whether we were going to activate the interrupt, that would be okay.
But the protagonist's behaviour should never be a surprise to the player, and the protagonist's behaviour should never hinge on whether the player pressed a button quickly enough.
It also augmented the extreme personalities; am not a fan of them or the cut-scenes that last several minutes. While some would play the dialogue and interrupt choices they desired, the mechanics rewarded the extremes; not the RP selections. Much prefer the wide selection of possibilities seen in DAI, and without interrupts and film shorts beyond the MQ.
- Pasquale1234 aime ceci
#17
Posté 02 juin 2015 - 04:16
I think I'm pretty good with the reaction wheel. As much as I loved stabbing a batarian with an electric tool and setting a krogan on fire in the middle of his ranting, it's nice to have a better idea as to what you're actually going to do, and to have multiple options. Interrupts are one action at any given moment.
- CDR Aedan Cousland aime ceci
#18
Posté 02 juin 2015 - 07:59
It also augmented the extreme personalities; am not a fan of them or the cut-scenes that last several minutes. While some would play the dialogue and interrupt choices they desired, the mechanics rewarded the extremes; not the RP selections.
I concur, but to some extent this was a problem with ME2's terrible paragon/renegade implementation rather than interrupts themselves. The incentive to do all the interrupts isn't nearly as powerful in ME3.
#19
Posté 02 juin 2015 - 08:18
Well, we've got the jump in the air and occasionaly moonwalk when trying to talk to someone option. That's pretty interruptive too.
#20
Posté 02 juin 2015 - 05:49
They're just unpredictable QTE. Bioware can easily just have them in a dialogue wheel.
#21
Posté 02 juin 2015 - 05:59
I would accept interrupts only if we were allowed to know what they contained before we used them, and if they didn't require a timing-based action fr the player.
In which case, DA: I already has them.
In ME2, you can hug Tali while she's crying about her father.
In DA: I, you can hug Varric while he's breaking down about Hawke.
One is timing and morality-based, the other is an option from the wheel that tells you exactly what is going to happen.
#22
Posté 02 juin 2015 - 06:00
Because the inquisitor is designed to be a goody two-shoe from the get go.
#23
Posté 02 juin 2015 - 06:02
I concur, but to some extent this was a problem with ME2's terrible paragon/renegade implementation rather than interrupts themselves. The incentive to do all the interrupts isn't nearly as powerful in ME3.
I barely recall ME2; far from my fave Bioware game. I loathed having to police thermal clips after a fight; mired the idea of an imperative quest line, and spoiled any immersion. Only played this title once; a fairly exhaustive Paragon session that sets the markers needed for the sequel.
ME3 was better, but still had interrupts occur at bad points (eg; jumping into the Shuttle with Anderson) that if missed, required watching several minutes of cut-scenes before one could re-load from a prior Save. Lengthy cinematics and interrupts are not the best mechanics for a RPG, IMO; not by a long stretch.
- Pasquale1234 aime ceci
#24
Posté 02 juin 2015 - 06:08
It can't be morality based if we don't know what it is.In which case, DA: I already has them.
In ME2, you can hug Tali while she's crying about her father.
In DA: I, you can hug Varric while he's breaking down about Hawke.
One is timing and morality-based, the other is an option from the wheel that tells you exactly what is going to happen.
Unless we defer our moral judgment to BioWare, but where's the fun in that?
#25
Posté 02 juin 2015 - 06:10
I hated how I could leave a room full of clips behind me, but then when I ran out of ammo in the next room the door behind me had always magically locked so I couldn't go back for the ammo.I barely recall ME2; far from my fave Bioware game. I loathed having to police thermal clips after a fight; mired the idea of an imperative quest line, and spoiled any immersion.





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