Since there are slider options for defining things, it would be nice if romance was closer defined by each character. To think that a character doesn't have preferences (as in DA2) is silly, but it is equally strange that all characters don't have physical preferences. An individual may be friendly and enjoy the company of a variety of people, but for romance they have preferences. That's not to say their base preferences might not be overcome. No one is perfect and a person may overlook attributes that aren't their ideal for other attributes. However, that greatly depends on the person.
I feel that the characters in DA are too open minded. There should be more to them than just their sexual preference. We have sliders that define a variety of things concerning the character. To set ranges of what a character considers attractive wouldn't be difficult. This could further limit what romance options are available on a playthrough, or how much work is involved in establishing a romance. The best work from bioware has restrictions. Moving one way means you lose something else. That's why we replay the games. We want to see those other things. Quick saves that allow us to quickly delve into different romances or various side plots make it too easy. When things are different from far off choices or even character creation, it spurs people to play through with a different character and style of play from beginning to end. The trick is to have enough differences so that the playthroughs aren't drawn out and boring.
But things such as "attractiveness" can separate romance initiation as well. Do a companion have a tendency to flirt with the main character? Does it start because of physical (slider) attraction or perhaps based on how the main character acts? Is the companion considered more shallow and flirtatious or does it seek deeper meaning? Or perhaps the main character must start the flirtation and slowly draw the other out to overcome bias. A lot more depth can be placed into the romance section, but not just romance as in "love", but in the entire interactions between npc and main character. I know this has been done to some extent, but it would be cool to see it improved upon. Even in origins, Alistair drops the whole mage bias pretty quickly when it comes to the main character. In DA2, we saw that bias didn't change as easily. However, the reactions were too cut and dry. If the main character was a mage, s/he basically had to just bash all mages through the entire game if a companion had a bias against mages. It wasn't really possible to use your own actions to slowly change the other party's mind concerning their hard stance against mages; ie, not all mages are bad.
This brings up another issue. Dialog is not the only action a character does in the game. In DA2 I always laughed when I had Leliana pickpocket a reverend mother or a sister of the chantry. Such "orders" should be refused by the character. Witnessing such actions should have an effect on a character. A lot of different quests don't always trigger a reaction, even though the quest shouldn't sit well with a companion. The reason being that the markers would tend to be in dialog choices, not if you just took a quest.
The reason I mention this is because it doesn't actually require a lot of extra dialog (which is costly these days with voice overs and the required variations/animations, etc). It just requires establishing a larger footprint of defining the character's bias, tolerance, etc and applying the necessary information to the actions, people, quests, etc. Character A doesn't like organization B. Doing quests for Organization B should ****** Character A off, perhaps enough not to join in the quest. Character C is devoted to people of category D. Doing anything that is bad for category D people should upset Character C (stealing, killing, quests who's end result would be bad for them even if it's a political effect).





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