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


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#326
Little Vixen

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DLAN_Immortality wrote...

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!!


That is a wonderful post.

I just finished my first play through of the expansion, and I was trying to keep an open mind until I actually finished the game at least once.

I understand this is an expansion, and a separated adventure for the Grey Wardens while we are waiting for DA2 to come out, but I must say I missed the depth of Dragon Age Origins. I loved sitting around in camp talking to my party members in DAO. I could easily do that for an hour, as the above person posted. I so enjoyed hearing Liliana's stories. I cannot tell you how many times I reloaded the game just to hear every dialog choice from every character.

I really did play Dragon Age Origins completely through to the end 6 times. Each time, I selected a different class or race. I played through with both female and male characters. In each play through I took a different mix of characters so that I wouldn't miss out on their banter or conversation. I wanted to drink in every bit of dialog the game had to offer. Varying the well developed characters in my playthroughs made each new game a pleasure, and a different experience. I also enjoyed the little plot variations for each race.

As a female game player, I get so tired of games that are only targeted to young males. I play some of them, but they do not hold my interest like Dragon Age Origins. The first play through of DOA, I exclaimed, "I can't believe a game studio made a game for me!"  I adored the romances in DOA; Alistair swept me off my feet, and Zevran was quite a delight in another play through. I was just so overwhelmed that a game company created a few characters that were written for a female gamer to enjoy. As I stated before, I tried to soak in every bit of conversation. The conversations were funny, intelligent, sometimes touching, well written, and fabulously performed. I actually would welcome more dialog options, not less. I know that the largest game demographic is young males, but please, don't forget the female gamers. We buy games too, and I have recommended DOA to every female gamer I know.

In fact DOA was the reason I went out and bought Mass Effect 1 and Mass Effect 2. So, really, you sold me 4 games including the DA expansion in a short amount of time,  just because I loved the romance, dialog, repeat playability, and story of  Dragon Age Origins. My hubby was equally impressed so he also got a complete set of the 4 Bioware games. Yes, that is 8 games total just because DOA was so well written and excecuted. It is really so rare that we both carry on about the same game. His love was Morrigan and I favored Alistair, but the amazing point here is that we both had characters we could care deeply about because of the dialog, romance, and depth of story.

If some people don't like the romances and the dialog, it seemed pretty easy to tell a character that you were "just friends", or not talk to them at all. Or, if need be, just have an button in the options menu to turn on or off the extra dialog and romance options. But, for those of us that do enjoy the conversation, the romance, and the depth of the character, please don't take it away. It is what sets your games apart from all the others, and has me sold on Bioware as a game company. Unfortunately this depth was sadly lacking in the expansion. Please bring it back in Dragon Age Origins 2. I like caring about the characters enough that I bite my lip fretting about what is going to happen to them. It is what makes the adventure come alive.

#327
Guest_Elps_*

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There is a clear conflict between playing styles. Those people who use dialogue as a means for influencing approval but who are not immersed in role-playing are clearly going to prefer the Awakening style. Perhaps this is a symptom of a flawed approval system rather than a broken conversation system?

Just a thought...

#328
kimmarberry

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I've read all your responces here David and it looks to me like you always say" thanks for the advice i understand you like the way the old converations went but i think its broken and this one is better so you guys can give me suggestions but im not going to listen to them even tho you are paying customers." I don't see why you are so against a combantion of the two conversation styles? it would be great to have it both ways is it because you are too lazy to come up with a way that would make ppl happier? well I now know if this is the way you "listen" to your customers then I will NOT be buying any more of bioware products.

PS some of your posts have a condisending tone. perhaps you should take a remedial class on customer service.

#329
Mlai00

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There seems to be a bit of a misconception that ALL people that enjoy the old system are long-time Bioware gamers who played Baldur's Gate, Planescape, NWN, KotOR, etc etc to death and feel some sort of investment in what was old. That they want nothing new, and therefore are too biased to listen to.
That said, the new system definitely has promise in smoothing out dialogue/exposition pacing, and would do well in the correct mixture with the original (which was flawed in execution, but not broken in concept). I applaud at the writing team for trying new things, but also hope that they don't get too stuck on what they *think* gamers should like for their own good.


Edit: Every single female gamer I know (outside of this forum) play DAO and ME because of the companions.  I've never heard them say one word about "combat mechanics" or "epic medieval fantasy/ epic sci fi" when it comes to praising the games.  Something to keep in mind.

Modifié par Mlai00, 19 mars 2010 - 04:48 .


#330
kimmarberry

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 But, for those of us that do enjoy the conversation, the romance, and the depth of the character, please don't take it away. It is what sets your games apart from all the others, and has me sold on Bioware as a game company. Unfortunately this depth was sadly lacking in the expansion. Please bring it back in Dragon Age Origins 2. I like caring about the characters enough that I bite my lip fretting about what is going to happen to them. It is what makes the adventure come alive.



signed. I totally agree

#331
cachx

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Elps wrote...

There is a clear conflict between playing styles. Those people who use dialogue as a means for influencing approval but who are not immersed in role-playing are clearly going to prefer the Awakening style. Perhaps this is a symptom of a flawed approval system rather than a broken conversation system?
Just a thought...


I was thinking about this as well, using gifts and going trough the "laundry list" can pretty much end a character pretty early in the game wich completely destroys the pacing. That may be one of the reasons of why Bioware considers the old system "broken", not so much as a flawed storytelling device, but more of a game mechanic that is to open to being "exploited".

#332
Gr8rgamer

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More like huge step in wrong direction, character interaction was so much better in old DAO. The new dry dialog system is a step in the direction of every other game, ho hum an average RPG at best, bored now. No thanks, the new DAO is DOA to me.

#333
ThePasserby

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Elps wrote...

There is a clear conflict between playing styles. Those people who use dialogue as a means for influencing approval but who are not immersed in role-playing are clearly going to prefer the Awakening style. Perhaps this is a symptom of a flawed approval system rather than a broken conversation system?
Just a thought...


I have been fiddling with this idea, but it's not fully formed yet. I agree with the two playing styles. On the one hand, we have players who truly appreciate the dialogues, for the way they make the players get immersed in the world.

Then we have the other playing style: I may be over-generalising, but for now, I'll call them the power-gamers, not that these two styles have to be mutually exclusive. The power-gamer just wants to raise the companion approvals as they enhance combat and lead to personal quests that grant rewards which also enhance combat. These players don't care much for the dialogue unless they are essential for the quests they're doing and hence find the dialogues that aren't related to quests to be bothersome.

Based on what David Gaider has said, he seems to want to please the second group more.

Anyway, my suggestion would be to divorce dialogues and the combat-gameplay, for eg. higher approval should not lead to enhanced combat ability. This I think might be one way to let the power-gamers not have to bother with "tedious" dialogues while those who love them can continue to enjoy them for their own sakes, not for combat abilities.

But if the developers want to cut dialogue to save money, then there's really no need to discuss any further. We'll just let our wallets do the talking for us.

#334
Addai

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Mlai00 wrote...

There seems to be a bit of a misconception that ALL people that enjoy the old system are long-time Bioware gamers who played Baldur's Gate, Planescape, NWN, KotOR, etc etc to death and feel some sort of investment in what was old. That they want nothing new, and therefore are too biased to listen to.

Is this really the thinking?  If so, it doesn't apply to me for one.  I'm not much of a gamer at all.  Not video games, anyway- my previous experience of gaming has been mostly text-based RPG.  I hadn't played a Bioware game before this one.  I was starting to think Bioware might make me into a gamer, if they continued in the DA:O vein.  Maybe not.  Mass Effect has not hooked me in the same way.

Edit: Every single female gamer I know (outside of this forum) play DAO and ME because of the companions.  I've never heard them say one word about "combat mechanics" or "epic medieval fantasy/ epic sci fi" when it comes to praising the games.  Something to keep in mind.

I like epic medieval fantasy and sci fi movies and novels, and I can even get into the combat aspects of a game to some degree, but you're right.  I won't pay for a game.  I'll pay for an immersive storytelling experience, though.

Not sure how the economics work out, but it doesn't seem a good idea to my mind to try to sell your game to the same segment of the population that will buy every decent video game that comes out.  You keep yourself competing with all the gaming companies for the same segment of the market.  Why not try to hook an under-served market instead?

Modifié par Addai67, 19 mars 2010 - 05:22 .


#335
ThePasserby

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LightagainstBlight wrote...

^
Well said.


Thanks! Although it remains to be seen whether what's being said here by everyone is being heard and considered ...

#336
Warlock Angel22

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I think you make a good point ThePasserby, but I'm one of those people who don't have a problem with Awakenings dialogue. Also, I don't have a problem with a lot of dialogue but with how it's presented. I don't want to spend an hour playing 20 questions of scripted dialogue in camp. I want the same stories but you get from Leliana and the others but I want it to feel natural. I don't play 20 questions with my friends. And if I wanted to do something like that for an hour, I would actually get out and do it with real people and not video game pixels.



You don't need the camp to havfe the same conversations with all your characters. It just needs to be broken down in a way that it's more realistic and last throughout the game. What's the point in getting to know the character and adventuring with them if you learn everything in the first hour of the game. People shouldn't get stuck with one method of storytelling. Maybe things can be made better. The complaints I've been hearing about many JRPGs is that they have become stagnate and boring. The problem is that most JRPGs have been doing the same story and every game for the past 15 years. I think it is good that Bioware is trying to look at different ways to tell a story.



Your point about cutting dialogue to save money is really good though. Because if that's what it's about then it doesn't matter what we say here. I can understand the cost considering a fps can make a ton of money with very little dialogue, a five hour campaign and a tacked on multiplayer. A company like Bioware that does rpgs may want to cut back on the number of party characters to save on voice actors. Maybe go down to five party members who are really fleshed out and well done as opposed to 9 to 12 charcters who barely say anything.

#337
kimmarberry

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Rixxencaxx wrote...

David Gaider wrote...

Brockololly wrote...
Yeah I get that, I'm not expecting the volume of character development or dialogue that we had in DAO but from everything I've read from Mr. Gaider, it seems like they wanted to tweak the dialogue system in this fashion expansion or not- feel free to correct me if I'm wrong, Gaider

That is indeed so.

For those that are suggesting a "best of both worlds" that would include both the directed dialogues outside of camp as well as being able to click on followers and ask a bunch of questions -- you're missing the point. That would, once again, encourage the player to keep returning to the follower to check to see if they have any new dialogue options available.

Feel free to offer suggestions if you have them, but keep in mind what I'm trying to avoid. Just because someone may have liked the system despite its flaws doesn't mean it didn't have them, or that it couldn't be improved on -- and that goes for the new system as well as the old.


well just my opion
The best thing in dragon age and the one which differentiate it from action rpg is the dept of character interaction.
We have a lot of rpg that give you big monsters beatiful armor and weapons.
To be straigh, many other games are way better  in regard to this elements.
Dragon age become the rpg of the year cause of alistair, morrigan leliana zevran and sten (mainly).
Dragon age for sure contains a lot of action, a lot of killing and looting (well not a lot of looting...)but aldo the possibility, if tired of fights, to stop everywhere and just chat with your favourite character. 
This added a lot of immersion cause like in real life you can simply stop and ask something about him/her.
I really don't understand how you don't understand that THIS part of the game was the soul of dragon age. I'm shocked when you describr such an important part of dragon age "laundry list".
A lot of people said, it has not the best graphics, it has not a lot of armors and weapons but wow the story, the world are so beautiful.
A lot of reviewers mentioned that element as the most important in the game.
Now you decided to strip this element from the game.
Well, i think that the new conversations system is wrong. I don't like it and for sure i'm not ready to buy a game like this. 
Definitely i expected ten years to find a game that can replace bg2 in my hearth of gamer and i found it in dragon age.
I suppose that another ten yeasr will be required to have another game like this.
I know that bioware is in search of customers in the area of " i want better armor, god mode items a lot of blood and no stupid interactions...it's o boring to talk with characters"
Well god luck cause i'm pretty sure that your core customers aren't into this category.





/signed totally agree

#338
kimmarberry

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scrappydoo555 wrote...

I haven't got awakening yet, I was all set to buy it on release day but other things came up and I never got it and after reading alot of these posts I'm quite glad. Anyway I just wanted to touch on what David Gaider wrote in a few of his posts especially what he said about the aimless chatter since thats what I love about dragon age.

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


i totally agree if it costs too much to do the converstions they way it used to be then why are you charging 40 dollars for half a game.

#339
kimmarberry

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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 and i agree

#340
Addai

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ThePasserby wrote...
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?

Aye, this is what baffles me.   I can only assume someone else has said that the good stuff was "weeds."  Be this the suits upstairs at EA, or the caffeine-addled MMO loot junkies, a pox on them!

I've heard that DA:O took years of development.  Obviously, since the two novels came out fairly quickly after the game, it involved a lot of writing.  This painstaking, thorough development shows.  The love put into the voice acting shows.  You can't do a fast-food osso bucco.  It will taste like just what it is.  DA:O is addictive and layered.  The most recent DLC (Return to Ostagar) and the expansion are shallow and feel slapdash, and what is good about them are the few threads they carry from the original.

#341
kimmarberry

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seeing as the last post we got from David Gaider was a day ago. I think he has made his decision and says fooy on us, and is not even reading these posts anymore. as they for the most part do not agree with him.

Modifié par kimmarberry, 19 mars 2010 - 06:06 .


#342
Gr8rgamer

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DAO was great because it wasn't just another hack n slash. To me the lack of characters responding to you when you want to ask them something is a negative. The journey is important to me and I want to stop and take a break when I want to not because the game has decided I am going to have a conversation. This linear style alone is an epic fail to me. If you haven't bought it already here is a warning the dialog in Awakenings is stripped bare and romance is dead, your getting a hack n slash version of DAO. I feel I just wasted $40 and I wont be buying any more DAO content without researching to find out if this trend has continued.

#343
Addai

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kimmarberry wrote...

seeing as the last post we got from David Gaider was a day ago. I think he has made his decision and says fooy on us, and is not even reading these posts anymore. as they for the most part do not agree with him.

His later posts in this thread were slightly more encouraging, that at least the devs are listening to feedback.  I don't think there is a lot more they can say until they make their own business decisions (or carry out ones already made).

#344
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Addai67 wrote...

ThePasserby wrote...
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?

Aye, this is what baffles me.   I can only assume someone else has said that the good stuff was "weeds."  Be this the suits upstairs at EA, or the caffeine-addled MMO loot junkies, a pox on them!

I've heard that DA:O took years of development.  Obviously, since the two novels came out fairly quickly after the game, it involved a lot of writing.  This painstaking, thorough development shows.  The love put into the voice acting shows.  You can't do a fast-food osso bucco.  It will taste like just what it is.  DA:O is addictive and layered.  The most recent DLC (Return to Ostagar) and the expansion are shallow and feel slapdash, and what is good about them are the few threads they carry from the original.


See, I don't care for Awakening's dialogue system but I don't think the overall game was totally shallow or slapdash. Its still a solid, enjoyable game IMO but  I think it just feels like it was spread too thin.

Using the new characters and the dialogue as an example, I'm fine with Bioware trying to continually improve the dialogue system, so long as they don't lose sight of what made it so great in the original.

In DAO I really felt like some of the characters went through genuine character arcs along with my Warden- take Sten or Morrigan for example. Sten won't say a word to you at the beginning and the fact that you can't get him to chat with your PC through player initiated dialogue makes his eventual friendship with the PC that much more rewarding. It wouldn't have been the same if he just spontaneously started chatting with me right  after recruiting him just because I clicked on a rock. There is room for the environmental dialogue but it needs to be in conjunction with the DAO way; take an idea like MoSa posted a couple pages back.

In Awakening, you get 5 new companions yet due to the shorter nature of an expansion pack, I never felt an attachment to them and I think the new conversation system had a part in this. Now, I think the Awakening system might work better if we had it with our DAO companions- that way we already know about their history and backgrounds and getting more contextual dialogue would just build on what we already know about them. Yet with brand new characters, the context sensitive system ends up feeling hollow and empty after a bit since you're limited to your interactions with these new companions by only being able to interact with them via objects.

#345
Derengard

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ThePasserby wrote...

Then we have the other playing style: I may be over-generalising, but for now, I'll call them the power-gamers, not that these two styles have to be mutually exclusive. The power-gamer just wants to raise the companion approvals as they enhance combat and lead to personal quests that grant rewards which also enhance combat. These players don't care much for the dialogue unless they are essential for the quests they're doing and hence find the dialogues that aren't related to quests to be bothersome.


I didn't enjoy the dialogue in DA:O overmuch, but I don't see myself as a powergamer. For example, I enjoy PS:T where the levelsystem feels rather tacked on to the whole bulk of dialogue. But I don't greatly enjoy idle chatter, when there could have been instead some new development, new information, and the idle chatter part or the redundant reiterating of common knowledge could have been kept short and still done its service.
I didn't like the amount of fighting in DA:O but it seemed to have been necessary as a filler simply because the companions where blabbering the day away and there was no time left for interesting developments (for themselves and others).

Modifié par Derengard, 19 mars 2010 - 08:01 .


#346
David Gaider

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kimmarberry wrote...
I've read all your responces here David and it looks to me like you always say" thanks for the advice i understand you like the way the old converations went but i think its broken and this one is better so you guys can give me suggestions but im not going to listen to them even tho you are paying customers." I don't see why you are so against a combantion of the two conversation styles? it would be great to have it both ways is it because you are too lazy to come up with a way that would make ppl happier? well I now know if this is the way you "listen" to your customers then I will NOT be buying any more of bioware products.

PS some of your posts have a condisending tone. perhaps you should take a remedial class on customer service.

Sigh.

I am not here to provide customer service. I am not a customer service provider. I am a developer, and one who thought that some discourse could be had with the fans over this particular element in the game, which is something I specialize in. There is use to be had in that, although yes -- I am not going to listen to every opinion someone offers because they come from a very particular perspective that isn't entirely useful to me as a developer. This is nothing to take personally -- I don't expect you to care about what I need to deal with as a developer, or to make the sorts of distinctions that I do as a designer, I'm looking for your experience as a player. Nothing more.

But it's precisely the above kind of attitude that makes it aggravating to do so. If we didn't do what you wanted it's because we're "too lazy". If we aren't jumping up and nodding our heads saying "yes, we'll do that immediately!" we're being condescending and offering (sic) bad service.

There is a distinction to be made in the experience of the dialogue in Awakening in part because it's a slightly different system for delivery and in part because the volume of dialogue is much less due to it being an expansion. Those are not related, and I recognize that sometimes people are going to mush them together. There's also a distinction between the dialogue that actually offers insight into a character (which I'm not looking to lose) and the laundry list of questions which is mostly exposition (you haven't noticed, for instance, that those questions are almost always "Tell me about X -- this feature of the world  -- that will start a dialogue which offers no real personality on your part and is mostly just information") which never offered the kind of insight that people keep claiming it does.

That's no problem, as it's my job to try and parse any comments that get made. But I do so voluntarily. I can just as easily figure it out for myself without coming anywhere near this forum at all.

So -- thanks to those who did offer some feedback. It was useful, and I will consider it even if some people seem to think I'm only placating you by coming here (as unrequired as that is, except in the minds of the entitled I suppose). But I'm going to bow out of the thread now. Feel free to keep conversing on the topic as much as you like, of  course.

Modifié par David Gaider, 19 mars 2010 - 08:14 .


#347
Kail Ashton

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I'd stick with Condescending personaly, spoiled children are easily fooled

#348
Guest_Elps_*

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kimmarberry wrote...

seeing as the last post we got from David Gaider was a day ago. I think he has made his decision and says fooy on us, and is not even reading these posts anymore. as they for the most part do not agree with him.


I'm impressed that he posted a day ago, and again today. Knowing he was interested in (and reading) our experience of his dialogue system was good enough for me. Personal attacks have no place in software development and quickly make developers run for cover. Your opinion added nothing to the information that a developer could glean from this thread and I don't blame him for deciding enough is enough. 

Awakening has only just come out. So far, this thread has only had input from a few people and over the next few weeks it could have had input from many more. Not much point now the developer has lost interest in reading it. Good job!

#349
tpet2086

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I love the new conversation system,its great not having to shut someone up every time I want to open a cheast or grab a codex entry.

#350
Aribetha

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Can't comment much on the system in Awakening since I've just bought it. I can relate to the more realistic flow with conversations along the way, but some kind of mix is really a must.

Fx I can't imagine flirting with Leliana while the other party members are standing right next to you. At the same time there might be things the character aren't interested for others to hear than just you. In Origins the more trust and friendship you gain with a character, the more they open up and tell about them selves. There are even places where Morrigan don't want to talk with you while in group because she consider it private matters.



So I really hope for some kind of mix in the future, where the more intimate or in depth stories/conversations are still held in some kind of privacy.



Sorry about my bad English.