Bratt1204 wrote...
This is what made the personal interactions with your companions so unique and fantastic in Origins; it made the relationships more believable. Most of the dialogue was unexpected until you 'clicked' on the companion and it changed depending on how the relationship progressed. Having an 'illuminated arrow' over a companion seems so canned and scripted. I believe you have taken the personal element out of the game that made Origins so fantastic.
Yeah, the whole plot flag thing was ok for NPCs giving you quests in DAO, but for party members just to speak with you...hmmm...I don't know, lets just say I'm highly skeptical... In the realm of everything DA, its not a huge thing, but its like you said, part of charm and appeal of the dialogue from DA was that there was a certain sense of discovery when talking with the party members instead of just getting a big exclamationpoint over their head when they wanted to talk.
Again comparing the changes to ME2, ME2 got rid of the elevators for loading screens and mission accomplished screens, things that for me ( and alot of other people) just pull them out of the in-game world. The whole illuminated arrow to talk isn't quite the same, but I can see how it might make the interactions with party members feel a bit more mechanical, like "Oh Anders has an arrow over his head, guess I should chat him up to get his quest!" and less of the natural flow and serendipitous nature of chatting up the DAO companions.
Hopefully it works though, as it probably is an easier system for the devs to work with, but I'll just wait and see.
Modifié par Brockololly, 14 mars 2010 - 02:24 .