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New Conversation System is a HUGE step in the right direction.


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#1
Default137

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Just wanted to say this to Bioware, in the hopes they keep with it, and keep making it better,

I've always hated going back to my camp after missions, because it means I would have to get some popcorn, and set myself up for 30-45 minutes of talking to people to make them like me, even if I could care less about them. And in many cases it just felt like a really odd system, that was more of a chore then an actual fun thing to do.

This new conversation system is great, it allows me to ignore the childhood of everyone, and actually learn about them as a character, and it never feels like a chore, in fact I often get a childlike glee seeing a new person that wans't standing there before, or finding an object near them that has the clickable mark over it, because it means I'm going to learn something about the world, and how at least one of my characters view it.

Keep up the good work Bioware, this is a great game!

#2
abadomen

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Why couldn't you ignore people in the camp? I rarely talked to the characters I disliked...only talked to those I liked.



It was a choice..added to the roleplaying aspect...I haven't played Awakening yet...but that sounds like something I may dislike.



From what I'm hearing sounds more like Mass Effect 2...

#3
Robalicious_13

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I have yet to play DA:A, I've seen mixed views on the conversation system.

I didn't like having to chill in camp for that long period of having to talk to people to get to know them better, so I'm able to talk some more to them and know them better'er, just to get to know them a little more better'er'er so maybe I can do a quest for them.

However I think it takes away from what makes a RPG good and a RPG done by Bioware nonetheless. The conversation part is what eats up alot of the playing time ( opinion, some can relate), but it is what makes the game.


I dunno, I'll have to wait and see. I'm sure some people will cry about it and others will be happy they don't have to go from decapitiating a mofo to sitting and talking to a person they only wish they could decapitate ( like the said mofo) so they'ed stop talking.

Oh well, Opinions are like ****holes, everybody has one!

Modifié par Robalicious_13, 17 mars 2010 - 02:28 .


#4
BanksHector

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I did not think I would like it at first, but after playing a few hours I believe its better then it was on Origins.

#5
David Gaider

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Default137 wrote...

Just wanted to say this to Bioware, in the hopes they keep with it, and keep making it better,

I've always hated going back to my camp after missions, because it means I would have to get some popcorn, and set myself up for 30-45 minutes of talking to people to make them like me, even if I could care less about them. And in many cases it just felt like a really odd system, that was more of a chore then an actual fun thing to do.

This new conversation system is great, it allows me to ignore the childhood of everyone, and actually learn about them as a character, and it never feels like a chore, in fact I often get a childlike glee seeing a new person that wans't standing there before, or finding an object near them that has the clickable mark over it, because it means I'm going to learn something about the world, and how at least one of my characters view it.

Keep up the good work Bioware, this is a great game!

Glad you liked it!

I think it could use some refinement, and I imagine some people are going to mistake the volume of dialogue itself (in an expansion) for the system, but overall I think it's a better way to go.

#6
Raiil

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I disagree. Given that the game is fairly limited, you have to hope you pick the right gift or make the correct decisions right off the bat, with little margin for error, in order to get to know your companions. I find it obnoxious and I honestly don't care for any of them anymore; I find myself wishing I had Alistair and Shale back instead of the chumps I'm landed with.

#7
Guest_greenface21_*

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See you don't really have guess who gets the right gift if you had brought them along and initiated points of interest flags, or whatever they are called.



I am not huge fan of the new conversation system but i do like certain aspects of it.

The whole clicking on points of interest that have relevance to your companions seems to flow better and more naturally when it comes to character development, then having to wait until camp and talking to them about it.


#8
Default137

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abadomen wrote...

Why couldn't you ignore people in the camp? I rarely talked to the characters I disliked...only talked to those I liked.

It was a choice..added to the roleplaying aspect...I haven't played Awakening yet...but that sounds like something I may dislike.

From what I'm hearing sounds more like Mass Effect 2...


Well, the way its set up now is like this.

Basically, before you had to go to them in the camp, and go through the correct dialogue options to learn about "x", then you had to tell them how you feel about "x" and then after that, they get a boost, the problem is, after awhile you just gather so much "x" you have to talk to, and often its stuff that has NO connection to the game whatsoever, and is only mildly touching on things.

In Awakening, when you walk around with lets say Anders, he'll notice things, and suddenly say something about them, and you can turn to him and ask him how he feels about these things, its basically the same principle, but it actually makes the world feel more, well, real, hearing about it from another person while at a place like that, and seeing how they view such things, you still get the conversations, they are just split up a bit more, and allow a deeper understanding really.

A minor first example, I left my keep with Anders, and he noticed the statue to Andraste in my courtyard, and said a little bit about how he feels about Andraste, and the Chantry, and I was able to talk to him about it, and learn much more about the Chantry then I ever did from Morrigan and Wynne, however at the same time it was really fun, it didn't feel like he was reading it out of a book, I could feel how he felt about the Chantry, and it was just so much more interesting to see things from that angle.

#9
Jenocide

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David Gaider wrote...

Default137 wrote...

Just wanted to say this to Bioware, in the hopes they keep with it, and keep making it better,

I've always hated going back to my camp after missions, because it means I would have to get some popcorn, and set myself up for 30-45 minutes of talking to people to make them like me, even if I could care less about them. And in many cases it just felt like a really odd system, that was more of a chore then an actual fun thing to do.

This new conversation system is great, it allows me to ignore the childhood of everyone, and actually learn about them as a character, and it never feels like a chore, in fact I often get a childlike glee seeing a new person that wans't standing there before, or finding an object near them that has the clickable mark over it, because it means I'm going to learn something about the world, and how at least one of my characters view it.

Keep up the good work Bioware, this is a great game!

Glad you liked it!

I think it could use some refinement, and I imagine some people are going to mistake the volume of dialogue itself (in an expansion) for the system, but overall I think it's a better way to go.


it add's a bit of realism in my mind when your roaming around the world the connect too the NPC feels natural not fouced, overall gotta agree with OP really a big improvment all we need now is BOO!

Modifié par Jenocide, 17 mars 2010 - 02:30 .


#10
David Gaider

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Default137 wrote...
Well, the way its set up now is like this.

Basically, before you had to go to them in the camp, and go through the correct dialogue options to learn about "x", then you had to tell them how you feel about "x" and then after that, they get a boost, the problem is, after awhile you just gather so much "x" you have to talk to, and often its stuff that has NO connection to the game whatsoever, and is only mildly touching on things.

In Awakening, when you walk around with lets say Anders, he'll notice things, and suddenly say something about them, and you can turn to him and ask him how he feels about these things, its basically the same principle, but it actually makes the world feel more, well, real, hearing about it from another person while at a place like that, and seeing how they view such things, you still get the conversations, they are just split up a bit more, and allow a deeper understanding really.

A minor first example, I left my keep with Anders, and he noticed the statue to Andraste in my courtyard, and said a little bit about how he feels about Andraste, and the Chantry, and I was able to talk to him about it, and learn much more about the Chantry then I ever did from Morrigan and Wynne, however at the same time it was really fun, it didn't feel like he was reading it out of a book, I could feel how he felt about the Chantry, and it was just so much more interesting to see things from that angle.

Excellent example!

The drawback might be viewed as you being unable to go around in camp and chat with every party member, regardless of whether you spend any time adventuring with them. I don't know that this is necessarily a drawback, however, as I think you *should* only be building friendships with the characters in your active party. That and I think a system that doesn't make the player feel like they have to keep "checking in" with a character regularly to see if they have anything new to say is more natural -- saving their interactions for those times when what they have to say is more significant.

There's going to be some people who are going to miss the "laundry list" of questions, because as far as they're concerned any conversation they can have with a character they like is gravy -- it is, let's face it, MOAR! -- but I've always felt that such dialogues are often exposition-filled by necessity, and personally I think a system where a player feels compelled to sit in camp and drain a character of all their dialogue options (in a lengthy process) just to have a "complete" picture of a character isn't ideal.

The approval system itself needs some looking at, but insofar as the dialogues in Awakening go, consider it a work in progress. :)

#11
Kohaku

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I've only started playing it and I miss the camp a smidgen. I'm a bit used to the fire. However, talking to Anders the first time at said statue and listening to him had me in stitches. He's a cheeky little fellow. He fills my Alistair comedy fix nicely.



If there is a game after this and there was a choice between him and Wynne to be my full time healer, I'd take him. I hardly talked to Wynne because she wasn't all that interesting. At least now I can see them comment on something in the environment instead of having to talk to them about what was in the environment after we've gone.

#12
turtlemh31

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I like the new system. I still wish that I could still talk to the members of my party when walking around (not necessarily sitting there for hours asking them questions in camp).



I guess as long as I feel I really get to know the characters I will be happy. Btw love Awakening so far.

#13
DeadlyBlades621

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I was looking to post something similar to this when I got on today. I'm quite intrigued by the new conversation system. If it's a glimpse of things to come, I believe it's a great big step in the right direction.



A lot of people don't like change, and I miss the party camp a little bit, but, I think when the dust settles, we'll have a far more effective way to converse with party members, and further character development. The good news is, the system isn't broken during this change, and it does it's job.

#14
LenaMarie

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I think a mix of the new and old system would be better. Yes, its good to be able to talk with them out in the world to get their views on things. But Its also nice from a immersion stand point to get to know them even better when your back in camp.



Perhaps in the future they'd do a mix of systems for Romances.



Personally I thought you cant talk to your party all the time or back in camp in Awakening because Bioware didnt have enough time to flesh it out.

#15
Jenocide

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David Gaider wrote...

Default137 wrote...
Well, the way its set up now is like this.

Basically, before you had to go to them in the camp, and go through the correct dialogue options to learn about "x", then you had to tell them how you feel about "x" and then after that, they get a boost, the problem is, after awhile you just gather so much "x" you have to talk to, and often its stuff that has NO connection to the game whatsoever, and is only mildly touching on things.

In Awakening, when you walk around with lets say Anders, he'll notice things, and suddenly say something about them, and you can turn to him and ask him how he feels about these things, its basically the same principle, but it actually makes the world feel more, well, real, hearing about it from another person while at a place like that, and seeing how they view such things, you still get the conversations, they are just split up a bit more, and allow a deeper understanding really.

A minor first example, I left my keep with Anders, and he noticed the statue to Andraste in my courtyard, and said a little bit about how he feels about Andraste, and the Chantry, and I was able to talk to him about it, and learn much more about the Chantry then I ever did from Morrigan and Wynne, however at the same time it was really fun, it didn't feel like he was reading it out of a book, I could feel how he felt about the Chantry, and it was just so much more interesting to see things from that angle.

Excellent example!

The drawback might be viewed as you being unable to go around in camp and chat with every party member, regardless of whether you spend any time adventuring with them. I don't know that this is necessarily a drawback, however, as I think you *should* only be building friendships with the characters in your active party. That and I think a system that doesn't make the player feel like they have to keep "checking in" with a character regularly to see if they have anything new to say is more natural -- saving their interactions for those times when what they have to say is more significant.

There's going to be some people who are going to miss the "laundry list" of questions, because as far as they're concerned any conversation they can have with a character they like is gravy -- it is, let's face it, MOAR! -- but I've always felt that such dialogues are often exposition-filled by necessity, and personally I think a system where a player feels compelled to sit in camp and drain a character of all their dialogue options (in a lengthy process) just to have a "complete" picture of a character isn't ideal.

The approval system itself needs some looking at, but insofar as the dialogues in Awakening go, consider it a work in progress. :)


@Bold 

you feel more like your playing a game then having a adventure with that sorta system it doesn't really allow much connection to the people in your party. with the system now its isn't perfect but it feel more natural and more like your part of this epic story and not just playing it.

personal id enjoy to see the approval system have more depth but its all works out in the end. Great game and love your writing David *BG2 is one of the reason i want to become a writer myself* :P

Modifié par Jenocide, 17 mars 2010 - 03:12 .


#16
Grimgor79

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I havent played awakening and as such will reserve my judgement on the new convo system until I see it in action. This could be a good change but I loved Origins so much that hearing about a major change like this is a concern, probably even more so because of the massive changes from ME1 to ME2. I sincerely hope Dragon Age 2 is'nt stripped down as much as ME2, that would be awful.



The 1 thing I know I will miss is the camp, but even that might be ok. It depends on how this "keep" works, basically I just really enjoy having a sweet base of operations. Camp, Keep or even a little 1-room house just outside of some town, any of these are fine as long as my guy has himself a place to call home.A home where all his friends (companions) come to live with him.

#17
Jenocide

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Delete.

Modifié par Jenocide, 17 mars 2010 - 03:11 .


#18
David Gaider

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LenaMarie wrote...
I think a mix of the new and old system would be better. Yes, its good to be able to talk with them out in the world to get their views on things. But Its also nice from a immersion stand point to get to know them even better when your back in camp.

My personal thought on that is, instead of having questions that you can ask a follower, having conversations you can initiate with them in camp in the same fashion that you do out in the world. So maybe there's a keg in camp and you see that clicking on it means "have a drink with Oghren" or similar... maybe even new items appear, such as something taken from a quest and you can ask someone about it without needing to have them in your active party per se.

Somthing to consider in the way of adding more "personal" conversations, perhaps, though that may be a step down a slippery slope. Hard to say.

#19
pivopivobeer

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WRONG.. i totally disagree. The old system was way better because you could get to know your companions and i wouldn't think of it as a "chore" because it was interesting to get to know their unique personality and getting glued into the story. This is a key element of what made DA:O so great. Bioware, why change something in dragon age when it's got you so far?

#20
SeanMurphy2

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In KOTOR or Mass Effect you complete a planet, go back to the ship and click on each companion to see if they have new conversation available.

I think Bioware want it to be more natural and reactive to the world. Thoughts and conversations are prompted by what you encounter during the adventure. Rather than discussed afterwards at the camp.

Modifié par SeanMurphy2, 17 mars 2010 - 03:54 .


#21
Jenocide

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David Gaider wrote...

LenaMarie wrote...
I think a mix of the new and old system would be better. Yes, its good to be able to talk with them out in the world to get their views on things. But Its also nice from a immersion stand point to get to know them even better when your back in camp.

My personal thought on that is, instead of having questions that you can ask a follower, having conversations you can initiate with them in camp in the same fashion that you do out in the world. So maybe there's a keg in camp and you see that clicking on it means "have a drink with Oghren" or similar... maybe even new items appear, such as something taken from a quest and you can ask someone about it without needing to have them in your active party per se.

Somthing to consider in the way of adding more "personal" conversations, perhaps, though that may be a step down a slippery slope. Hard to say.


conversations are the way to go in my own opinion because not only dose it give a better sense of realism within the story but it really allow someone to show the personality they wanna give out in the game. my general issues with simple asking question is there too easy to simple be the good guy or bad bad theres no real middle ground.

#22
NightmarezAbound

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sounds like an expansion of what they did with Sten in Origins, when he would comment about the Chantry and you could ask about something he mentioned... I can't wait to dive in to finish my present run in Origins and start Awakenings.

#23
LenaMarie

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I think some people should put it in perspective. Sure you can chat with your friends when your at the mall or something, but comfortable surroundings like someones house or hangout is more realistic way to get to know someone on a deeper level. You wouldn't 'believe' someone telling you all about their life in the middle of a crowded mall or in Reference to the game a Crowded Marketplace.



It'd be much more believable to have those deep chats with someone in a more quiet and relaxed setting. Thats mostly why I believe perhaps theres a place for both styles. Casual Conversations out in the world, but deeper more meaningful conversations back at your Base. That seems more immersive and realistic to me.

#24
Grimgor79

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LenaMarie wrote...

I think some people should put it in perspective. Sure you can chat with your friends when your at the mall or something, but comfortable surroundings like someones house or hangout is more realistic way to get to know someone on a deeper level. You wouldn't 'believe' someone telling you all about their life in the middle of a crowded mall or in Reference to the game a Crowded Marketplace.

It'd be much more believable to have those deep chats with someone in a more quiet and relaxed setting. Thats mostly why I believe perhaps theres a place for both styles. Casual Conversations out in the world, but deeper more meaningful conversations back at your Base. That seems more immersive and realistic to me.




 This I like, seems to be the best of both worlds. You get cool conversations when you are out and about and still have the camp, keep, condo etc. to have your deeper conversations. Hopefully some hybrid like this will be used in the future.

#25
Jenocide

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LenaMarie wrote...

I think some people should put it in perspective. Sure you can chat with your friends when your at the mall or something, but comfortable surroundings like someones house or hangout is more realistic way to get to know someone on a deeper level. You wouldn't 'believe' someone telling you all about their life in the middle of a crowded mall or in Reference to the game a Crowded Marketplace.

It'd be much more believable to have those deep chats with someone in a more quiet and relaxed setting. Thats mostly why I believe perhaps theres a place for both styles. Casual Conversations out in the world, but deeper more meaningful conversations back at your Base. That seems more immersive and realistic to me.


couldn't agree more.