JakePT wrote...
Initiating combat while out in a dungeon or out of camp (or similar places) is unnecessary and unrealistic.
It doesn't make sense that, all of a sudden, you stop in the middle of a dungeon to talk about a party member's childhood.
This makes sense back in camp, or at some other place the party is resting, not while you're out on a quest.
Perhaps having inns or temporary camping spots you can stay at where the party will disperse and you can go and chat to them, instead of a singular camp you always return to, is a potential solution.
Don't let me start a conversation if the character has nothing new to say
Since in Dragon Age (and Mass Effect 2, but not 1*) it's very difficult to tell when a character has something new to say, I ended up wasting a lot of time going up, initiating conversations only to see that there where no new dialog options and I had to wait for them to say "Yes?", me to say "Nothing" and them to say "Ok". Sure it's probably not even a full second if I skip, but it's not so much about the wasted time, as it is about the way it interrupts the flow of the game.
It also negatively affects the role playing, because even though it doesn't affect the way other characters feel about you, you feel like your character looks kind of stupid constantly going up saying "Hello. Nothing. Goodbye" to the other characters.
One simple solution, especially since the DA camp was always nighttime, would be to have the character sleeping. That way it makes more sense from a role playing perspective to go up to a character who isn't asleep and asking them what's keeping them up. This way you have a story and gameplay indicator for when a character has something new to say.
*I have to express how incredibly annoying it was in ME1 that after a certain point any character you weren't in a romance with particularly Garrus, Miranda, Grunt (in my experience) would suddenly either have nothing to talk about, become incredibly busy, or start repeating themselves. In Mass Effect 1 the characters always had something new to say after a main mission, and this would last until the end of the game. Unless you left all your side missions until just before Ilos you'd never feel like the game had 'run out' of dialog for the characters.
Characters need to respond to their surroundings and events
This one wasn't a much of problem in DA, but I think it's important not to forget this. The game needs to know how characters feel about certain issues, and respond to events in the game on their own.
Characters should reference the players choices, express their opinions about them, talk about places you've just been to, or have to go to, talk about important events that have occurred, reference things happening with other characters and not be completely oblivious the the importance of events impacting other characters. This way when a character speaks, it doesn't feel like a canned piece of exposition, but like something the character would actually say in any given situation.
I also think it's important party characters form relationships with each other. If two characters form a bond, something that causes one character to disapprove should cause a character who likes that character to also disapprove.
Also, wouldn't it be interesting if the player's choices could cause a romantic relationship between two other characters to occur, or if they already had a romantic relationship the player character, or even how the character interacts with a fourth character, could influence their relationship. I think it would be a huge deal for video games as a dramatic medium if a game could have have such dynamic relationships between not just two, but three, four, six or, hell, ten, characters.
Unfortunately this would be incredibly difficult because the more the characters respond to the player's actions the more dialog has to be written, and the more reactive the characters get, even more dialog will need to be written that a larger and larger percentage of players will never see. Heavy Rain took a big step in this direction, unfortunately it also meant the game, despite being developed for just as long, or longer than, Mass Effect 2, is considerably shorter.
Party member participation in dialog with other characters needs to be more natural
When a character speaks in a conversation with a villain, NPC, or whatever, other characters need to respond to this better. Particularly in Awakening party member dialog really felt like it exposed the underlying dialog system.
It was just cycling through their dialog, maybe giving the player a couple of things to say, before returning to the conversation subject who would be completely oblivious to anything anyone said.
Once again, the problem with this one is the more reactive characters get, the more work needs to be done for less and less people.
Less exposition
I should learn about characters by how they respond to events, or about how others respond to them, not because I asked them to tell me their life story back at camp.
Obviously you'd need the character to tell you some things about themselves, but these, whether by player or character initiation, should only come at the right time.
Characters should only tell you about their childhood after having forged a relationship through both of your actions during events. You don't build up trust with a character by giving them a snowglobe, you do it through how you treat their opinions on a problem you face, how you face that problem, demonstrating leadership etc. Only after doing that should the characters open up.
Don't waste dialog on expostion
You have a great character, a great voice actor and you've only got a certain about of dialog you can write and record with them. Don't waste a 15 minute conversation on them explaining the politics of their home country or whatever.
When I talk to a character I want to learn about them, and if I want to learn about their culture, it's only because I want to know what made them the way they are.
Obviously many players will be interested in those politics and that culture, and let them ask about it, just don't waste too much time on it. For the really detailed stuff give me another source of info, such as an NPC somewhere of the same race, or a codex entry.
In Mass Effect and Mass Effect 2 one of my least favourite characters is Tali, and the reason is because all of her dialog in ME1 is just exposition on the quarians (who have nothing to do with that game's story!) while only most of her dialog in ME2 (outside the loyalty mission, which is fantastically written) is exposition. Yes, you made a fascinating world and fleshed out all the cultures, and I want to know that stuff, just don't waste a party member's dialog on giving that information. A good example is Garrus. He's a turian, but very little of his dialog is about his race or his culture, it's about him, his motivations, his personality. If I want to learn about the turians I can read the codex and piece together the rest by talking to a whole bunch of other characters who's motivations and personality I'm less interested in.
I'm sure there's more I have to say, I just can't think of it now, this'll do for the moment.
Just wanted to say I agree almost 100% with every point you made here. You pretty much touched on every complaint I have about RPG dialogue systems. I would just like to add that one of the main problems with a camp-based dialogue system for me as a player is pacing. I'm the type of person who will almost always diligently comb each character's dialogue tree until they have nothing new to say. Taking this approach in DA:O, it is fully possible to exhaust 75% of a character's dialogue within the first 25% of the game. At which point, they will take a vow of silence and have nothing new to talk about (aside from the occassional banter/rant) until their personal quest is triggered. The reason for this is that there is no in-game mechanism to break up dialogue and keep each character's development in synch with the main story arc. The end result of this is that towards the middle of the game, almost all of my party members have stopped talking to me and I feel completely disconnected from them. I think that better integrating dialogue into certain plot moments, world objects, and events would allow party members to play a much more central role in the main story, and also ensure that npc/player interactions remain unpredictable and interesting throughout the course of the game for dialogue-addicts like myself. This may require having less party members overall, but that's a sacrifice I'm willing to make.
Under the DA:O 'camp is story time' model, navigating dialogue trees has become something of a mini-game, completely separate from the main plot. IMO, that needs to change. Party dialogue should contribute to the story, not distract from it. In this regard, DA:A was on the right track.
Modifié par --Master of All--, 03 avril 2010 - 02:53 .





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