Derengard wrote...
The problem with the camp conversations in Origins was not really that it was so much, but that in all those hours there was little defining and revelatory. It becomes clear pretty fast that talking to your companions will be of little to no relevance about anything that happens in the gameworld. They don't know anything better than you do and soon you also know everything about them but it hasn't led to anything and still they bore you with their generic feelings. That certainly can be done more effective.
I suppose that is a difference in gaming-style. I enjoy rpg's for characters and personality and not just talk to them cause they provide information i need or they can hand me a quest i need. And i guess my and some other biggest concern is that BW is heading in the exact same direction, reduce the convos to less personal interaction as it has no value besides producing a generic atmosphere and deep attachment and towards only goal driven convos (quests or quest related information).The new dialogue system pretty much felt that way for me. Already, as Liso said so nicely, it's like a scavenger hunt for plot triggers throughout the areas.
That would mean some kind of a switch in the targeted audience. There's nothing wrong with that, most games apply to that segment of the market, but from a perspective of the more nerdy rpg-gamer, it is just sad as Origins was a rare gemstone, and at least i enjoy the so-called pointless convos that simply provide some backside info to the character without any value.
Of course, there is this issue that if you know how, after one or two runs, you know how to max out the dialogue of a character pretty early and they have nothing to say for the rest of the game. But i would suggest simply use plot flags to address this. Some part of the dialogue is only accessable after you completet the first chapter, some more after the second chapter, some only after the personal quest, some more after the third chapter and some only within the final. That way, without making huge adjustments, you can make sure they have something interesting to tell throughout the whole game without having the need to add any more dialogue.
Modifié par MoSa09, 20 mars 2010 - 09:40 .





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