If it's just about my feeling and I don't try analyze too much nor try find any alternate solution :
- DAO Camp system is very static and not merged to the global gameplay.
- DAA item system during exploring is much better merged to the gameplay.
- DAO Camp system allows very long and deep dialogs with companions.
- DAO Camp system has a mood that fits much better some sort of conversation, mainly very private dialogs about personal past, and romance.
- DAA item system during exploring allows much better short talks and dialogs.
- DAA item system during exploring allows much better various sort of companions talks and dialogs, like comments the area explored, provide some historical background, provide their feeling about a situation or a location, provides some mood elements.
- DAO Camp system lacks of a clear hint to let know there's more dialog available.
- DAA Item system looks often a bit weird when used as often and systematically as it's done in DAA.
- To make it clear I hate all those romance things in CRPG, only Alistair one had some charm but was a bit embarrassing for the male I am when playing a woman character.
- DAA Item system makes your companions much more living throughout the game unlike DAO camp making them living only in camp but deeper dialogs could allow give them more depth particularly for their personal past story.
- Both system merges with companions dialogs a point system and for me it's the worse design choice to make. I look at it just like a weird trick to push some players trigger the dialogs and not let this large part of the game in the void.
- Overall I can see positive and negative in both system but overall I prefer DAA approach because of its better general merging.
Now if I try analyze a bit more:
- The point system is a very bad thing in both games, at least for me because too often it made me scary of dialog choices I could made when only enjoy the dialogs would have setup much better a personality to companions.
- Both systems aren't really competitive if it wasn't a cost problem. They fit different goals. Well written both can setup very well companion personalities. But DAO camp allows build better a past story of the companion and intimate relationship. And DAA items during exploration allow make companions be much more living during the adventure and allow use companion talks for many other purpose like providing more related background information, provide more mood elements and much more.
That leads me to a more general design point, the gameplay merging. Some people complained in DAO of too long dungeons with ton of fights, or some of too long dialogs. That's in fact a DAO general design approach weakness that DAA team seems have tried solve in Awakening. in DAO you have dungeon with series of fights, then you have long talks in camps, then you have many social interaction dialogs in towns. Very bad merging of all those various game elements.
At the opposite DAA tried merge dungeons with a lot of story stuff, they even tried sometimes and not always succeed to build story and fight at same time like the mages to hunt in the town. And they tried merge game exploration with companion dialogs.
It's weird to deny that more living of companions during exploration is bad, I won't argue much as it's clearly good as soon as the CRPG isn't just a fight system generator. But this involve some huge problems:
- When the dialog can occurs.
- How not have it interrupted.
I think those two problems are the cause of the original choice made in DAA, but not a fully satisfying system in practice:
- One problem of this system is to be original, we aren't used of it, it's a convention, and most players will have hard time to find it natural and be used to it. But there are ton of conventions in CRPG like silent and quiet companions if we don't talk to them.
- Much more natural would be talks triggered by companions. But this involve many problems, for example:
- The player isn't in the mood to talk and is in hurry to jump in a fight with monsters he saw further in the road.
- An army of monsters is attacking few after the dialog/talk started.
- The player attention is focused on finding the chest with a ton of jewels and didn't even notice the talk or dialog.
- Many more.
The item system could be not that good but it targets not fully but a lot of those problems. An alternate solution would be dialogs that popup freezing the game, but now AAA game want fake be real time and not many players are anymore ready to a different approach.





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