David Gaider wrote...
That's an interesting idea, though if you were going to ask Alistair about the Templars at the beginning of the Mage Tower segment it would still require you to click on him to see if he had anything relevant to say -- and if he did, would you not be checking every party member at every major location just in case?MrGOH wrote...
But I understand the appeal, to some, of the camp conversation style of DA:O. I do like to ask questions of the companions, especially if my character would want their input into a decision beyond a brief interjection. I think perhaps implementing some sort of conference or palaver segment during certain points of major questlines in which the PC can ask relevant, but perhaps myriad, questions of the companions regarding (again) relevant world building topics and factors that may affect the party's plan. For example, I'd have liked to ask Alistair about the Templars and mages at the beginning of the Mages' Tower segment in DA:O rather than randomly in camp. Then Alistair's stories and reactions could be tied to some sort of in-game event than a random moonlit conversation. Of course, there could always be a companion-initiated romantic conversation by moonlight, should that be required...
Mind you, if Alistair made some comment that amounted to "Huh, I know a lot about Templars" when you entered the area... that might provide a good cue that eliminated the need for for dialogue-trolling, as it were. Though really it's the difference between clicking on an ambient object to start a conversation and clicking on the party member themselves. But it seems that's a real sticking point for some people. I'm not convinced it's a big issue, but it's something to consider.
Another possibility might be spacing out dialogues in-between major plot points. You don't get to ask said character twenty questions right off the bat, no, but maybe after you complete a plot you could click on them in the camp and ask them about the plot point specifically -- and it leads into something related, perhaps at your option. I'd prefer that to exposition on their background (which is to say I'd prefer to reveal character and background while you are talking to them about something else rather than allowing the player to simply say "Tell me all about your background." Despite the fact that some people seem keen on that, I really do think we're the worse for letting them do it.), and if it was restricted to the camp or somewhere neutral (read: with a set stage so the cinematic designers don't tear their hair out) it might not be so bad so long as the expectation was very clear and there were no exceptions. Again, something to consider.
Romances, of course, are another ball of wax completely. But, yes, I knew that.
I imagine that, in the example, Alistair would either float something upon entry or that there'd be a dialogue option in the main quest giver's dialogue amounting to something like "Let me see if my companions have anything to add and I'll get back to you." I think the float method would be ideal, and the easiest to implement. That way major there'd be a single location for these chats with companions to take place in (the main quest giver's location, since the associated dialogue wouldn;t be happening any where else) and they'd be immediately relevant. I also think that perhaps some sort of camp interrupt would be appropriate if the companion has some sort of urgent opinion (Alistair: "You went to the Redcliffe without me? I told you I was raised by the Arl..."), or is generally reacting to something that happened on the last mission.
I'm a fan of the Awakening style dialogues, too; I just think that, for a full sequel, for example, some mixture of observational dialogues and plot or event based dialogues would be nice. And I'm all for spacing relevant dialogues out as you suggest; I don't think massive text dumps from every companion upon recruitment is as fun or interesting as watching them grow and react to the story. Of course, this may make more work for you writers, but that's why I've spent upwards of $100 on your games in the past few months!





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