I'd like to see a return, however like a few said, city wide alert is pushing it. Perhaps among chain of command, a few criminals, or a few citizens would be ok. Also, whatever Torfan type thing you did in the past, mostly likely would have little to no effect to the races/cities of Andromeda. It'd likely stay around your crew.
Character background stories for Andromeda.
Débuté par
The Elcor Spectre
, mai 11 2016 04:46
#26
Posté 15 mai 2016 - 03:00
- Shechinah aime ceci
#27
Posté 15 mai 2016 - 05:13
It sounds like quite a few people wouldn't mind seeing Andromeda's character backgrounds get DAO's eponymous "origin" treatment. That could be pretty cool. We'd get a variety of playable background/origin stories, and if it held form with DAO, there would be at least some RP Impact throughout the game.
In fact, I'd expect something like this to be more evolved than what we experienced in DAO. Many little improvements turned up in both ME3 and DAI. (I'm specifically thinking of specialization specific interrupts, as we saw in the Omega DLC. Also, the widely varied dialogue options available in DAI, some via upgrades, some via race, and so on.) With further refinement, these ideas could be turned into a really, really good and varied dialogue system. They will have had 5 years to make this game. One can dream that they've worked hard on the dialogue system, too, and not just visuals and flashy stuff. Right?
There is something to be said for less elaborate backgrounds, too. This is definitely true of tabletop RPGs, but I think it's somewhat true of video games, too. With a less elaborate origin story, I get to decide how I'm going to RP my character more gradually. I pretty much decided who my female City Elf Rogue was (my first DAO character) in the first 20 minutes.
In fact, I'd expect something like this to be more evolved than what we experienced in DAO. Many little improvements turned up in both ME3 and DAI. (I'm specifically thinking of specialization specific interrupts, as we saw in the Omega DLC. Also, the widely varied dialogue options available in DAI, some via upgrades, some via race, and so on.) With further refinement, these ideas could be turned into a really, really good and varied dialogue system. They will have had 5 years to make this game. One can dream that they've worked hard on the dialogue system, too, and not just visuals and flashy stuff. Right?
There is something to be said for less elaborate backgrounds, too. This is definitely true of tabletop RPGs, but I think it's somewhat true of video games, too. With a less elaborate origin story, I get to decide how I'm going to RP my character more gradually. I pretty much decided who my female City Elf Rogue was (my first DAO character) in the first 20 minutes.





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