New Conversation System is a HUGE step in the right direction.
#301
Posté 19 mars 2010 - 05:48
#302
Posté 19 mars 2010 - 06:23
Valentia X wrote...
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.
QFTW!
Would have been a lot better if the conversations were more in depth. As it is, the RP part of the "RPG" has been removed. Not to mention that all conversations and cut scenes were "rushed" to say the least. Some conversations were over so fast I was "WTF?" then reloaded just to see it again.
One thing I did like, as was done in ME2, is the world objects that companions would comment on.
If new characters are going to be thrown at me I would like a little more than "sip from a cup, next!".
#303
Posté 19 mars 2010 - 08:32
David Gaider wrote...
Hmm. I will say that "I like the old conversation system, having long talks with the character let me get an insight into their personality and made me feel really close to them, etc etc." is very understandable. Who doesn't like having long talks with characters you like? It is, however, a lot of writing that is inefficient and, yes, expensive. No, you as fans don't have to worry about how expensive it is. I, however, do, and I do have to think about the sort of behavior a conversation system encourages in players -- even if some players (especially the really hardcore ones) enjoyed the end results despite its flaws (and every system has some).
There's food for thought, here. I'll take it into account when I decide how to proceed in the future, so thank you for those who offered their insight. I do, of course, have to add a grain of salt that this is feedback from the bunch that are *most* likely to be biased in favor of the Origins system by virtue of their presence here... but that's not a bad thing at all. Just realize it's one part of what we need to take into account.
So thank you.
I will start with saying that I did love the conversations in DA:O especially around the camp fire. What else are you going to do while camping?
As for the conversation system: I think the conversations (in DA:O) is what helped me be immersed with the whole story. The RP part of the RPG games that Bioware produces is one of the top reasons why I love Bioware so much and have played all but 1 or 2 games that they have ever produced.
One thing that does bug me a bit about all RPG games is that a player can zip through the all of the dialog available completely and have no more conversations but there is still half the game yet to play.
IMHO I would like to see dialog spread out more. A decent example of this that I can think of is in ME2. You have a short conversation with a companion and get interesting information or feed back about a recent mission (done in ME1). Also you can get feed back on how things are going so far for the over all plot. To further the conversations you need to go do some missions first. If you try to have a conversation, one is quoted as saying: "Already? I don't like to force these conversations" or I am busy doing such and such, come back later.
One of the other things that I like about ME2 conversations is that you have options to ask your companions their opinions at the very moment of a situation. That to me is a little more immersive and real as you have the option of your character of being considerate of the companions feelings. Which could lead to some favor points for that companion.
Just with any person (I know this is a fantasy game) it's takes time and a bit of talking to before becoming friends with anyone (let alone a romance with them). With DA:A I just didn't feel right about 1 or 2 lines spoken and they are all of a sudden my best bud. (or creeped out with Justice going straight to "love"
Another thing I liked in ME1/2 is that companions can pipe in when having conversations with other NPCs/quest givers. This also can move some of the conversation from that camp site and make it feel immersive.
Back to the "camp talk", something to consider is to have a way to notify the player (while in camp) that someone has something new to say. They can be doing some different other than just standing there or maybe have them wave when you walk near them or even have them say "do you have a moment?". The forcing of a conversation when first returning to the camp (or keep) is ok. Just think that method could be tweeked some how.
Another thought is, instead of having to go to the camp after every quest/job/whatever is to have a party member let the player know they have something to talk about "in private" and ask the player to talk to them in camp. It's kind-of there now with DA:O with the forced conversation (like with Alistar and his sister) but, there is still some quessing as to whether it's the case or not.
One of the biggest ways to cut down on the dialog/conversations is not to have so many companions. ME1 had 6 and it was a good number. Probably could have been cut down to 5 but was better than 8 or 12. Though ME1 lacked in downtime dialog (on the ship), the number of companions was not over whelming. That said, ME2 went way over board (though all the companions where awesome). IMHO DA:O had too many companions as well. If you want more immersion and personal connection to the companions less is better in this case. Focus in more on main story companions. I loved all actors/actresses and personalities of the companions. With the exception of one who sounded like she was reading a tech manuel but that is for another forum topic. My choices would have been Alistar, Morrigan, Sten, Shale, Zevron and one more to replace Oghren, Leliana and Wynne. Zevron could be removed or replaced also but I liked having "Antonio" around
I would say that if anything, the biggest change that could be made to help cut down on dialog time, is having less companions and focusing more on the ones that are there.
One last thing about dialog. Don't remove or loose the banter between companions when walking over certian places. That stuff is just funny!
Modifié par LightagainstBlight, 19 mars 2010 - 11:31 .
#304
Posté 19 mars 2010 - 08:41
Modifié par MelodicCure, 19 mars 2010 - 08:42 .
#305
Guest_Gemaphrodite_*
Posté 19 mars 2010 - 08:52
Guest_Gemaphrodite_*
You didn't have to go to camp in DA:O. Infact, on my second run through, I got to know Alistair really well in Denerim. A lot of my conversations took place in Denerim. Admittedly, if they felt the need to talk to you, you would have to go back to camp, but I didn't find this a problem really. If you didn't care for getting to know the characters, then you didn't have to go to camp, or you simply ignored people. But I felt that it was a very important part of the game and the story and it would have been a shame to miss out on that.
I've only been playing DA:A for a little while and right now I'm not sure what to make of it. I like the elements of conversation they have added, but miss those they have taken away. Only time will tell for me. Perhaps if everything had been similar to Origins, we may have felt cheated. I don't know.
In any case, when the sequel comes out in 2011, hopefully the Bioware team will have enough feedback from everyone who's played both to pick on the best parts (and the realistic options!) and incorporate them to make an epic DA 2.
Fingers crossed eh.
Modifié par Gemaphrodite, 19 mars 2010 - 09:07 .
#306
Posté 19 mars 2010 - 09:34
#307
Posté 19 mars 2010 - 09:39
for example, My husband and I are both gamers with our own xboxes. he likes to shoot things while in mutiplayer and I like to play single player RPGs. He gets his interactions and game immersion from the people he playes with online while I get mine by chatting to the NPCs I play with. I don't play dragon age because I want to kill darkspawn I play it because I love the characters and the story and to take anything away from that means it won't be the same game.
I guess I just don't understand why they would want to change what made DA:O so great to begin with and on an expansion. also if it is because of writting and voice actor costs, why does it cost $40
#308
Posté 19 mars 2010 - 09:46
Myusha wrote...
I personally would like a mix. Like you talk at your base, and some objects around you become important, and could raise more topics back at the base. Kinda like Sten's dialogue opening up. Except much easier.
This, mostly. Having to take party members back and forth to locations in hopes of conversing with them is a HUGE pain in the ass, and I much prefer the option to talk to them anytime about most things, with some conversations being brought on by objects or surroundings.
Now, as for Mr. Gaider and the others defending a new system that cuts "unimportant" dialogue:
As far as expense goes in writing and recording, it's a load of crap to think a game this popular doesn't warrant at least as much attention to dialogue in sequels. Look at how many copies have been sold. There is no way Bioware didn't make a decent profit, way more than enough to cover expenses. PC/Party conversations are a relatively big part of what made the game popular, after all. We loved getting to know the characters in more than just a "oh, so why did you come along?" sort of way. Party banter is awesome, but I weigh it equally with the PC developing meaningful friendships/relationships with the party members. Both enhance the experience, and I, for one, enjoyed exploring every conversation and possibility for replies/reactions.
#309
Posté 19 mars 2010 - 11:08
When I feel like playing an immersive RPG, with believable characters and great lore and plot, I go for standalone games like DA:O and even ME2, which I'm still enjoying immensely. It's disconcerting to hear David Gaider refer to the expositions in DA:O as laundry lists that should be done away with to save costs. It is these very expositions that fill me in on the gaps we, the players, have about the lore of the world. When Morrigan went on about how she lived her life as a shapeshifter, observing the townsfolk while disguised as a beast, players get a glimpse into an ordinary day of an ordinary folk, seen from the point of view of someone who is never a part of it. This is but just an example among many that, taken in total, paint a living, breathing, world. It makes the game immersive. It makes the game great.
To have Gaider brush it all away like they're weeds to be cut off is more than a little worrying. Don't the writers value the stuff they write?
Anyway, the developers should be careful who they're trying to please and who they'll be alienating. If DA2 turns out to be more hack and slash and less dialogue to save costs, I too will be doing my own little bit of cost-cutting, by not buying it. Please don't think this is a threat. This is merely rational consumer behavior.
#310
Posté 19 mars 2010 - 11:26
ThePasserby wrote...
The developers should be clear whose feedback they're listening to and whether they're pleasing the right customers. I certainly can't speak for everyone except for myself, but if I'm into hack and slash, I'd play an mmo, where you get to group up with friends while logged into Ventrilo, and have a blast blowing things away. MMOs are notoriously lacking in RPG elements with mostly static worlds and the player character being just one among the many other denizens of the game world. But this is acceptable as you play them for the multiplayer fun.
When I feel like playing an immersive RPG, with believable characters and great lore and plot, I go for standalone games like DA:O and even ME2, which I'm still enjoying immensely. It's disconcerting to hear David Gaider refer to the expositions in DA:O as laundry lists that should be done away with to save costs. It is these very expositions that fill me in on the gaps we, the players, have about the lore of the world. When Morrigan went on about how she lived her life as a shapeshifter, observing the townsfolk while disguised as a beast, players get a glimpse into an ordinary day of an ordinary folk, seen from the point of view of someone who is never a part of it. This is but just an example among many that, taken in total, paint a living, breathing, world. It makes the game immersive. It makes the game great.
To have Gaider brush it all away like they're weeds to be cut off is more than a little worrying. Don't the writers value the stuff they write?
Anyway, the developers should be careful who they're trying to please and who they'll be alienating. If DA2 turns out to be more hack and slash and less dialogue to save costs, I too will be doing my own little bit of cost-cutting, by not buying it. Please don't think this is a threat. This is merely rational consumer behavior.
^
Well said.
#311
Posté 19 mars 2010 - 12:17
And in a fairly short expac like this one, maybe that's all that's needed. In a longer game, I would hope there would be a mix of object-triggered dialogue, NPC-triggered dialogue, and *some* opportunities for the PC to initiate dialogue (if not all the time). Save actual conversation for learning skills, romancing, gaining approval, asking advice, finding out what they like in gifts, etc.
BTW, how unexpected that the conversation trigger for Oghren was a keg ...
Modifié par CybAnt1, 19 mars 2010 - 12:18 .
#312
Posté 19 mars 2010 - 12:18
#313
Posté 19 mars 2010 - 12:19
David Gaider wrote...
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 believe this devise would be awesome. It would act like "Interlude" chapters often do in many novels/stories. The information would not be dumped in a disorganized mass that reveals things out of sequence but in a manner that relates to the development at that particular point in time that is being experienced.
The advantage to the player would be that they could relate to what the NPC is saying at the time the plot-twist is happening. The players don't have to put it in a dossier on that character to go back through at later times as relevant plot twists reveal themselves and use it to "fact check" later for more direction and interrogation.
The advantage to the development team is that they can concentrate or focus dialogue (time and expense) on plot point development, thus reinforcing and complementing the design of such dialogue in the first place.
#314
Posté 19 mars 2010 - 12:25
Oh my God...from an excess to another...
First they cut interaction and romance cause they are expensive...then they realize that sales are going to sink and try to create a dragon age versions of the sims....
What about simply go on with the old dragon age style that a lot of people liked? (more than 3 millions i could say....)
#315
Posté 19 mars 2010 - 12:37
The error of that thinking is... DAO isn't great because it's some revolutionary RPG engine/concept. It really isn't. If I just want a polished RPG with epic cinematic story and great set design, I can go play FF13.
IMO, DAO is so great because it's the Western audience's "palatable" introduction to the Japanese dating sim "lifestyle", with a mature medieval fantasy theme rather than a say, Japanese high school theme. As such, you may think you're "wasting dev money" on "frivolous dialogue" that can better be spent on graphics, physics engine, etc. However, I can tell you that if what I was looking for was graphics, I can go buy 10 other games. And also I think you'll lose more than half of your female players right off the bat, if all the dialogue is about quest-related or epic-storyline-related topics.
As in a dating sim, not all dialogue needs to serve a plot purpose, because it in itself is the purpose. The purpose... is not to kill archdemons or collect achievements. It's to completely addict the player to his/her companions. You've hit upon the dating sim demographic, without them realizing they're playing a dating sim. Was it by accident? Don't lose that.
I've never played a Bioware game before in my life, ever. And I haven't played a RPG for years. The last true RPG I've played was... um... Skies of Arcadia and Grandia 2. So don't dismiss all of us as ranting Bioware fanboys or anti-fans because we're posting in this thread. Thanks.
#316
Posté 19 mars 2010 - 12:38
MoSa09 wrote...
I have given the new and old systems some thoughts what i like/dislike and why as well as what can be done better, and how can it be done better, in my opinion. Be aware, long wall of text incoming.
1. I prefer clicking on characters than objects to intiate a conversation. You can argue it's just on click either way, and i can't argue against that. It just feels strange from a more realistic point of view, if i want to talk to about one's family, to stare at a picture until that one realizes i want to talk about his family. If i want to talk to someone, i start talking to him or her. To me, it feels more natural
2. Especially in the beginning, when you meet new characters and recruit them to your party, it makes the most sense to ask them some personal questions and i think that not be scraped. I mean, i did never meet this guy before, i do not know him, and still he now fight's by my site and is responsible to guard my back. Therefore, i should be able to ask some basic personal question to get a general idea of this one. To shed blood together and save each others life but not being able to talk about some basic personal things would feel really arkward.
3. I like the idea that companions talk about some things they see during a quest and sometimes intiate a conversation. But i don't think clicking on objects to do this is the best way. Apart from that it feels strange to start a rather personal talk by using an object, you always run around pressing "tab" so that you do not miss a dialogue. As someone before already said, it would probably feel more natural if that party member would just make a remark and then you can click on him and ask him what he or she thinks. For example when you first enter Denerim with Morrigan, she makes a remark about the city and it's life. So one way to do it could be that as long as you remain in the area for the first time, you can click on her and ask her what she meant with the comment and what she thinks, maybe intiate a conversation about her previous life in the wilds, that she always wanted to visit the big cities and stuff. To me, that would feel somewhat more natural than clicking objects, and it would spare you running around pressing "tab" to avoid missing a dialogue trigger.
4. I still like to talk in camp, it adds a great extent to the atmosphere and the characters coming alive. I see the point of trying to avoid having peole runnig around talking to everyone to check if they have something new to say. One possible way to avoid is using plot signs above their heads, but i don't like that really, it always reduces them to mere quest giver objects in my very own personal view. I rather like an idea already mentioned here, that they behave differently. For example, Sten is always wandering around in camp., Maybe if they have something important to say, they could behave like him, appearing somewhat restless, and when you're getting close, calling you out like "do you have a moment" or "can we talk". That's a way to check if they have something new to say without needing to talk to them.
5. I am one of those geeks who sometimes stayed one hour in camp just to talk to companions or sneak a kiss from my love, even if they had nothing new to say, it just felt so close to them and enjoyed the feeling of companionship that i would love to have this back. Maybe some kind of middle ground between both would be to be able to click and ask them something like "how do you feel" or "Is everything okay", and they shortly respond based on approval and maybe if they are romanced or not. That way, no need to add huge random conversations, those who don't like that kind of convo don't have to use it while those who like get some talk with their friends. Also, if you implement romances, it's easy to just add a second dialogue tree fo the romance partner that leads to the romance dialogue options. And just on a personal note, i miss that i can't talk to a companion all the time. After we all just suvived fighting a whole bunch of enemies, it is somewhat relaxing and comforting to click on a companion and share some few words. But that's personal feeling and not a well reasoned argument i know, but i wanted to add this nevertheless.
6. I understand the issue that you get to know that companions best that you take along all the time, and to some degree, that is already the case in Origins. You never get to know the depth of a character unless you take him along. But as others pointed out, the ones you take along are also influenced by your own class and the need to have an effective party. So while i agree you may not get to know everything about the ones that stay in camp, you should be able to learn something about them that is more than just "oh hey, we seldomly speak, but here is my personal quest". One way to avoid this might be that you just have your whole party around more often than just always the same three people. I can think of two different ways to do this
6.A. Random encounters on the road. I always wondered, when for example, i travelled from Denerim to the Frostback mountains, i just had the same three people with me, but when i arrived at Frostback and instead of proceeding simply return to camp, everyone was there. Maybe at such randon encounters, as you obviously travel with everyone, all should be present (some kind of battle style like in Denerim where you only control your Warden), that would give the ones that are usually left behind a chance to shine and start a dialogue on their own to get to know them better. Or, if you enter a city where there is no real fight, the party members you do not use could explore that city on their own and than later in camp simply tell you about that dialogue trigger you missed because they weren't part of your party and initiate the conversation that way.
6.B. A second way to do this is to get every companion a job to do. I always pretented my remaining party in camps would nevertheless do important things than simply gaze into the fire and wait for my return. For example, one skilled in herbalism could produce some potions or look for ingredients while you're away and when you return, you see that you have some new health potions while others hunt for food, watch/ guard the camp or check in the local town/tavern for some supplies and gossip. That activity might also be used as a trigger for conversation "while hunting, i found this..." and then they tell you something personal or might lead to some new quests like "while at that inn, i heard an interesting rumor we might want to check out". And moreover, it would give the remaining ones something to do instead of simply wait.
Wow, i apologize for that long posts, i could easily write more but i stop here. I tried to give some thoughts what i think and what and how something can be done. Just my very own personal two cents of course.
On a more personal note, the old dialogue system had a natural feeling of smooth and fluid conversation to me. The new system always feels somewhat contrived and forced
Oh, wow, this is reading everything I wanted to say.
Awesome post.
I think maybe a hybrid of both systems may work. But the system as it is now is definitely lacking. Maybe for Awakening, which is a rather short expansion it works better. I just can't picture this alone in DA2.
In any case, thank you for listening, Bioware!!
Modifié par DLAN_Immortality, 19 mars 2010 - 12:38 .
#317
Guest_RGC_Ines_*
Posté 19 mars 2010 - 12:49
Guest_RGC_Ines_*
#318
Posté 19 mars 2010 - 01:38
Having conversations triggered by objects in the world is a great way to add to the feeling of immersion, and allows conversation options to continue as long as there is more world to discover. I want my companions to react to the world and the immediate situation, rather than having a set of personal questions that can be asked anywhere, anytime. It's much better than accidentally clicking on Wynne while you are looting a corpse and triggering the "You're quite taken with each other," dialogue, which does kind of break immersion.
I also love the idea of not being able to really get to know companions unless you take them around. This really helps with replayability. I love it when PC2 learns something about the world that PC1 missed, and even better when PC5 or PC6 learns something earlier PCs missed.
#319
Posté 19 mars 2010 - 01:52
urvashi wrote...
I'm in love with the new conversation system. The saddest part of DA:O for me was when I'd run out of conversation options with my companions. Even though I'd try to space it out and only talk to one companion on each visit to camp, they'd run out of things to say before the end of the game
Convos can be triggered by plot flags and even counters per area visited.
Eg: I used it in my mod and you have new conversations till the very end of the game.
The old system is not necessarily flawed, they just have to keep account of the main plot events and places you travel to.
#320
Posté 19 mars 2010 - 02:26
DLAN_Immortality wrote...
urvashi wrote...
I'm in love with the new conversation system. The saddest part of DA:O for me was when I'd run out of conversation options with my companions. Even though I'd try to space it out and only talk to one companion on each visit to camp, they'd run out of things to say before the end of the game
Convos can be triggered by plot flags and even counters per area visited.
Eg: I used it in my mod and you have new conversations till the very end of the game.
The old system is not necessarily flawed, they just have to keep account of the main plot events and places you travel to.
I'm playing on Xbox, because playing PC games for extended periods of time causes me pain in my right arm & shoulder. But I must admit mods like this and the ones advertised in your signature make me want to get the PC version.
#321
Guest_Guest12345_*
Posté 19 mars 2010 - 02:42
Guest_Guest12345_*
as for the implementation of the system in Awakening, I really liked it. One similar flaw to returning to squad members is that you can just walk in and out of the keep front door and trigger dialogue cinematics for different squad members. i did this towards the end of my playthrough just to get everyone maxed out and resolved.
i would like to see universal dialogue triggers, something that all characters will contribute to if they are in the party when the trigger is clicked. once the icon is gone the dialogue option is gone and there is no returning or redundancy. these universal areas should be overlooking vistas or in city courtyards. sort of generalized convos where the entire active squad can contribute.
then i'd like to see more of the unique, character-specific triggers. these will be unique to characters and will only trigger once, like what we've already seen in awakening.
basically i think if we get enough naturally occuring dialogue, players will be satiated and not inclined to seek it out.
#322
Posté 19 mars 2010 - 02:56
scyphozoa wrote...
I applaud the underlying premise of the new conversation system. returning to npcs just to make sure there are no new options is extremely redundant. furthermore, while i love all prior bioware games that have used this/similar mechanic (kotor/je) - those games are years in the past and it is up to game developers to continue to develop.
as for the implementation of the system in Awakening, I really liked it. One similar flaw to returning to squad members is that you can just walk in and out of the keep front door and trigger dialogue cinematics for different squad members. i did this towards the end of my playthrough just to get everyone maxed out and resolved.
i would like to see universal dialogue triggers, something that all characters will contribute to if they are in the party when the trigger is clicked. once the icon is gone the dialogue option is gone and there is no returning or redundancy. these universal areas should be overlooking vistas or in city courtyards. sort of generalized convos where the entire active squad can contribute.
then i'd like to see more of the unique, character-specific triggers. these will be unique to characters and will only trigger once, like what we've already seen in awakening.
basically i think if we get enough naturally occuring dialogue, players will be satiated and not inclined to seek it out.
It is clear that for some players, dialogue is just something to "get through", or "maxed out", not enjoyed. It'll be a sad day when game developers cater to these type of players. But I can see it happening already.
#323
Posté 19 mars 2010 - 03:54
This was also so in BG2, and I think the characters were the better for it. They might have been less realistic, or psychologically complex, but that didn't matter, as they had unique, clear-cut personilities, whereas the DA characters all sound strangely similar, and seem to be merely different in their functions and positions. This seems to be partly an effect of the "objective" storytelling, with increased self-awareness and sense of irony of the characters, that is also done in some new TV-shows like BSG. But in BSG they didn't refer to an universal wellspring of self-awareness but kept their characters' subjectivity and privacy intact. That's how I would describe it anyway.
Modifié par Derengard, 19 mars 2010 - 03:58 .
#324
Posté 19 mars 2010 - 04:10
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.
agreed
#325
Posté 19 mars 2010 - 04:27
That said, I like this new system a lot (as I have said earlier on this thread and others) and I prefer it over the original (wich I loved, but was far from perfect). I applaud at the writing team for trying new things instead of getting stuck on a who-knows-how-old system.
The only drawback is that with the limited lenght of the game it feels like you don't get to know your party as much as the old one. And some fans of the original are a bit... uh, too fanatical.





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