To be fair, all of the game's content is not meant to be experienced in a single playthough. Even with DAO/2 and the way that banter worked, if you have a certain crew you like to take around everywhere, you still have to make a different party setup and walk past all of the banter triggers to hear everything. I know this because I've spent quite a long time going back and forth in the Orzammar commons to hear all of the banter I wanted to hear, and even have a banter triggering route in Kirkwall.
This doesn't mean that the DAI system is great, or anything, but only that I don't think it's accurate to point to the total amount of banter audio time. We don't hear all available dialogue paths in a single playthrough either unless we reload the conversation.
Given the different types of environments and the heavy emphasis on exploration, the dev goal was to make the conversation seem natural; people going along, tromping through the woods, and throwing out a complaint about the weather, or getting their shoes dirty, or bringing forward some bone of contention with a fellow traveler. It just didn't really work out. Part of the reason for this is that I don't think they took into account the way people actually play these games. The same thing applies to randomized schematics in chests and such, causing some players to spend hours upon hours of chest farming, or materials farming that was not fun. It was a miscalculation. Hopefully they will apply the lessons from DAI to DA4.





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