Mass Fraud wrote...
Were they're people that didn't like the DA:O way? Cause I don't think I have yet to see anybody post a negative response to the conversation method in Origins.David Gaider wrote...
I would object to the idea that "sympathetic identification" requires being able to talk to a character anytime, anywhere, about anything. I understand that some people liked the way the dialogue worked in DAO, but just because you liked the characters does not mean that the way it worked didn't have its down side or that altering one aspect of it (the list of questions when you clicked on a character) suddenly means only the extreme opposite is possible and all characters are rendered personality-less automatons.Morroian wrote...
Yep, I agree with the above and personally think Bioware don't fully understand the ramifications of limiting conversations insofar as it effects our (the players) sympathetic identification with the characters.
Could you click on party members in BG2 and ask them questions? No? Were they without personality or the possibility of "sympathetic identification"?
My observation is that the most effective means of connecting with party members is through banter and dialogues that actually have import -- they relate to something that is actually going on, either in the plot or in their lives. Being able to ask them all sorts of background questions, while pleasant enough, never really added very much -- and while I get that some people automatically imagine that this means they won't get to talk to their favorite characters at all, it just isn't so. Just because something has been changed does not always result in a net negative.
Again, I'd suggest actually trying it out. You can always return here afterwards and complain bitterly about it, along with the lack of [insert favorite character here], the travesty of [insert plot element here] or the injustice of [insert failure to carry forward plot element here].
Actually quite the contrary. The conversations you were able to have with your DA:O companions where one of the best elements in game. Most dialogue options were unexpected and lead to a deeper understanding of your companions. It feels much more natural and less scripted/canned when the PC initiates the conversations and you are surprised by the response from your companion, based on your conversation or actions. Why do people try to fix things that are not broken? DA:O was voted 2009 RPG of the year for a reason, people love the mechanics, relationships and the fantastic storyline. If you take that away, especially the storyline what are you left with? Unhappy people.





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