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


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#76
Rad_Child

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David Gaider wrote...
There's going to be some people who are going to miss the "laundry list" of questions, because as far as they're concerned any conversation they can have with a character they like is gravy -- it is, let's face it, MOAR! -- but I've always felt that such dialogues are often exposition-filled by necessity, and personally I think a system where a player feels compelled to sit in camp and drain a character of all their dialogue options (in a lengthy process) just to have a "complete" picture of a character isn't ideal.

The approval system itself needs some looking at, but insofar as the dialogues in Awakening go, consider it a work in progress. :)

You do realize that there are people out there, like myself, that like the game mainly for the characters in it, right? The Origins system was appealing to me, because I could spend time with the characters I liked and get to know them. You (Bioware) did an amazing job breathing life into them. In fact, I haven't seen more life-like characters in any other game and to me that is the most important aspect of the game, followed by it's story and then gameplay. That means that for me, stripping away the option to talk to them whenever I want (and get to know more) is going to kill the fun for me.

That being said, I haven't tried Awakening yet so all my thoughts are based on what I understood from your post. But I have to admit that characters voicing their opinion right on the spot is an upgrade for the system. What I disapprove is completely removing the 'camp'.

Edit after reading more of your posts: 

Just wanted to clarify that I am aware of the intentions behind the new system and the fact that you want to shift the focus from interrogating your party members to another aspect of the game, but if the most important information about a character is revealed during gameplay, wouldn't that be enough without removing the 'camp' part from DA:O ? The players not interested in more details wouldn't spend their time with them regarding a character, but those that want to will have that option.

Modifié par Rad_Child, 17 mars 2010 - 10:51 .


#77
TheComfyCat

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EccentricSage wrote...

Did I misunderstand?

So, in Awakenings, do you get random conversation coming up in public places when you are out exploring, or is it all religated to objects at their base, which I would figure equates to a much more luxurious alternative to camp?


You get both.

(and yes, the Keep is pretty much just a more luxurious camp-like setting.)

Edit: Oh, and there are still gifts specific to a particular companion that will initiate dialogue, as well as companion specific quests.

Modifié par senorfuzzylips, 17 mars 2010 - 10:41 .


#78
EccentricSage

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senorfuzzylips wrote...

EccentricSage wrote...

Did I misunderstand?

So, in Awakenings, do you get random conversation coming up in public places when you are out exploring, or is it all religated to objects at their base, which I would figure equates to a much more luxurious alternative to camp?


You get both.

(and yes, the Keep is pretty much just a more luxurious camp-like setting.)

Edit: Oh, and there are still gifts specific to a particular companion that will initiate dialogue, as well as companion specific quests.


Ah, ok.  That makes sence. 

I think it would be great, in a future game, if you could ask an NPC to speek in private, or they could ask you to speek in private, and then you go to a private quarter to ether talk about something verry personal that dialogue was triggered for, or have the option of one seducing the other.  The thought of having a keep you return to just sparked that thought process....

So, does the warden get to initiate conversation at all?  Or is it all the NPC starting it now?

#79
Jaymo147

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Now if we could have Origins style camp dialogue with Awakening style awesome dialogue, then DA2 should be amazing!

#80
TheComfyCat

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EccentricSage wrote...

senorfuzzylips wrote...

EccentricSage wrote...

Did I misunderstand?

So, in Awakenings, do you get random conversation coming up in public places when you are out exploring, or is it all religated to objects at their base, which I would figure equates to a much more luxurious alternative to camp?


You get both.

(and yes, the Keep is pretty much just a more luxurious camp-like setting.)

Edit: Oh, and there are still gifts specific to a particular companion that will initiate dialogue, as well as companion specific quests.


Ah, ok.  That makes sence. 

I think it would be great, in a future game, if you could ask an NPC to speek in private, or they could ask you to speek in private, and then you go to a private quarter to ether talk about something verry personal that dialogue was triggered for, or have the option of one seducing the other.  The thought of having a keep you return to just sparked that thought process....

So, does the warden get to initiate conversation at all?  Or is it all the NPC starting it now?


In general, the Warden can't just walk up to party members and initiate dialogue like you could in DA:O. But you still do get a fair amount of dialogue. A few times I've been able to walk up and talk to party members in the Keep when they had one of those "quest" flags above their head, so I knew I'd be able to click on them. Other times, I was able to initiate a dialogue with them after raising their approval. Sometimes entering the Keep triggers dialogue, sometimes an object in the Keep, sometimes things out while you're exploring.

No more "never mind" because you clicked on someone but have no new dialogue. But if Zev was around, I'd still want to hear "I am yours" occasionally, even if we had nothing new to talk about <3

It would definitely be nice to have a private quarters in the Keep... like how in ME2 you can call your love interest from the captain's quarters and invite them up :lol: (of course, for DA it'd be nice to be able to do something similar without having to beat the whole game first)

Modifié par senorfuzzylips, 17 mars 2010 - 11:39 .


#81
KnightofPhoenix

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wwwwwasd wrote...

i think the point is they dont want you "checking in" on companions to see if they have new stuff to say. they just want it to happen candidly while you're exploring or something, so it never feels like a chore to get to know your companions better.


Because it was so difficult before? Because it was boring?
This is an RPG, not an action game. To try to make it less of what it's supposed to be to accomodate the casuals, is going nowhere, they will always take God of War over any action-rpg hybrid.
I hate most of those mutt hybrid games. Just stick to your comparative advantage and specialise in what you do best.

The camp was one of my favorite places in Origins and no I am not exagerrating. Plus, this new system can't possibly accomodate romances in future games. The only way I could talk to my romance is if she was interested in a statue? Really? 
Yes, I have always wanted Morrigan to comment about a statue of Andraste. But to deny me the capability to talk to her at camp whenver I feel like it, sometimes just for a kiss, is bad.
 
The interaction with objects is fine and is a good idea. And it can be merged with casual camp talk. If one wants to learn more about a character, he could talk to him / her at camp and see what he / she has to say about certain objects.

#82
Default137

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galesong1234 wrote...

I must have missed the flags because I haven't been able to talk to anyone since the first initial meeting.

I hate the new dialogue. I don't know crap about them. Bioware could at least give us a chance to talk more to them at base.

No, they stand around like idiots.

Very, very sad indeed.


Off the top of my head in Vigil alone.

Bring Anders near the statue right outside the keep itself, he'll say something about Andraste, and how he always thought she would feel saddened by how the Chantry warped her message, then click on the statue, and talk to him about it.

Bring Nathinel out to the area where you went to grab the medical supplies, he'll meet his old groundskeeper, and ask him what became of the rest of his family, and then give you a sidequest to go visit his sister, this leads to him understand more about his father, and changes his personality quite a bit.

Walk over to the keg by Oghren, and he'll talk to you, he usually has a few conversations, I saw three when I first got the keep, another two later on, and he just seems to keep getting them, the keg beside him seems to be the "camp" dialogue starter if you will.

Click the picture behind Nathinel Howe in Vigils Keep, he'll tell you about his mother, and how she and his father never got along, and will tell you about how he grew up, and the environment he had to live in, which really starts to open him up as a character.

Bring Nathinel into the basement, and click on the various things, he has small conversations about most of them.

Really, just use tab often, it lets you see not only items of interest, but codex entries, boxes you might have missed, possible hidden NPCs, all sorts of stuff.

#83
Brockololly

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See but thats part of my problem with the new system- in DAO if you wanted to learn more about someone you clicked on them, not unlike how in real life if you want to talk to someone you go up to a person and talk.



Its not intuitive for me at least if I want to talk to a companion, oh I'll go click on a statue or a tree or another inanimate object to start a conversation.... really? The character themselves should be the hub of conversation, not some random object.

#84
ThePasserby

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David Gaider wrote...

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.


Perhaps you should take such suggestions as indications that some do want to keep checking the followers on new dialogue options.

I have not played the game and very likely won't unless the price drops. But such a system makes romance awkward. Perhaps the lack of romance in Awakening masks this, but how would the PC engage in personal/romantic conversations with followers if all the talking is done while walking around a busy town or in dungeons?

An idea for an improvement to the laundry-list system: when a follower has something to say in camp, they could beckon, or stand in a different pose. If they are worried and need the PC's help (which would lead to the follower's personal quest), they could pace about; if they are ready to move on to the next stage of their romance, they might sit at a certain location, with a cask of wine next to them.

This way, players can have their laundry list, and for those who dislike having to check everyone every time they're back in camp, they have a quick way to know if there is progress on the romance aspect or a new NPC personal quest is available.

#85
Lasseda

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Rad_Child wrote...

You do realize that there are people,out there, like myself, that like the game mainly for the characters in
it, right? The Origins system was appealing to me, because I could spend time with the characters I liked and get to know them. You (Bioware) did an amazing job breathing life into them. In fact, I haven't seen more life-like characters in any other game and to me that is the most important aspect of the game, followed by it's story and
then gameplay. That means that for me, stripping away the option to talk to them whenever I want (and get to know more) is going to kill the fun for me.


See - I feel the same way. I so enjoyed the option to talk to who I wanted, when I wanted... helped in the immersion for me and made me feel like the character I was playing was actually me. I don't just talk to my friends when THEY say something. I talk to them when I FEEL like saying something as well. I feel distanced from my companions - like I don't give two rats ass about them and that they are there to serve a purpose only. I want to be able to chat with them for no reason.

Usually, once I play an RPG through once, I'm done with it. DA:O has been completely different. I've played
it and completed it countless times. Why? Not only do I love the game, but it offers something that a lot of RPG's don't offer. The romance options, the conversation options, ability to add mods, etc. Take that away and it'll be like any other RPG out there that I play and throw away.

I am only a few hours into the game so I'm going to give a little more time to the new conversation system... but as of right now, I still dislike it.


Daivd Gaider wrote...

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.


With much respect, I really don't see this as a problem. As I said above - it really made the game come to life for me because of it's originality. Take that away and you're killing a lot of the fun for the players. Don't fix something if it isn't broken. If you had masses of people complaining about the conversation system, then I'd understand - but I have yet to see tons of posts on how bad it was. I would spend more time on other more pressing matters - like the load times (although it has gotten MUCH better in Awakenings) or something... I don't really pay much attention to the "OMG I HATE THIS ABOUT DRAGON AGE!" posts :P

Modifié par Lasseda, 17 mars 2010 - 12:12 .


#86
Curlain

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KnightofPhoenix wrote...

wwwwwasd wrote...

i think the point is they dont want you "checking in" on companions to see if they have new stuff to say. they just want it to happen candidly while you're exploring or something, so it never feels like a chore to get to know your companions better.


Because it was so difficult before? Because it was boring?
This is an RPG, not an action game. To try to make it less of what it's supposed to be to accomodate the casuals, is going nowhere, they will always take God of War over any action-rpg hybrid.
I hate most of those mutt hybrid games. Just stick to your comparative advantage and specialise in what you do best.

The camp was one of my favorite places in Origins and no I am not exagerrating. Plus, this new system can't possibly accomodate romances in future games. The only way I could talk to my romance is if she was interested in a statue? Really? 
Yes, I have always wanted Morrigan to comment about a statue of Andraste. But to deny me the capability to talk to her at camp whenver I feel like it, sometimes just for a kiss, is bad.
 
The interaction with objects is fine and is a good idea. And it can be merged with casual camp talk. If one wants to learn more about a character, he could talk to him / her at camp and see what he / she has to say about certain objects.


Pretty much agreed with everything here, having characters react to certain things ingame is great (and there were aspects of this in Origins anyway, though not associated with objects I agree, and not as developed), but I think abandoning the camp conversations is sad to me.  It feels more natural to go up and talk to people, rather then for conversations to only happen around objects, the original system feels more closer to how you interact with people in real life, talk to them about important things in calm situations and learn about them.

I liked a solution suggested above in that if companions had new things to say they could have quest style markers appear above the heads at camp (similar to NPCs when they have new quests to give, but you can still talk to those besides that) so that people who don't want to be bogged down with talking to companions so much can see who they need to talk to, and those who like to talk to companions still can.

I guess I agree with the poster above and others, talking to companions is a major part of RPGs like DA for me, and I don't really understand not talking to your companions when you are coming to a game like this and not looking forward to getting to know your companions, but that's just me.  I also never run through their dialogue in one sitting so I find out more in each camp period and like to alternate between action in quests and downtime in camp.

Anyway, I personally would be sad to see DA go in this direction for the whole series.

Modifié par Curlain, 17 mars 2010 - 12:31 .


#87
MoSa09

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I guess it all comes down to the question if constantly checking the companions to see if they have something new to say is to be avoided or not.

To me, it was no flaw but i liked it. It added to make them feel alive. Like in real life, sometimes your friends have new and interesting things to tell, sometimes they don't. But you always speak with your friends even if they have nothing special to say simply because they are your friends, right?

The biggest plus of Origins was that you're companions really became alive, all of them and became your friends. Speaking to everyone in camp added greatly to that. Even if they had nothing to say, it was like "Hey, just wanted to check if you are alright? - Yes? - Good, glad to hear that my friend".
It seems you at BW saw this as a flaw as if they nothing new to say some kind of waste of time, while i consider it well spent time that never annoyed me at all and therefore no flaw at all. In real life, no one would say i talked to a good friend and he just told me is is fine and well, what a waste of time that was. If he had nothing interesting to say, why can't he just keep his mouth shut.
That free talk in camp, even if no one had anything new to say, greatly added to the general atmosphere that separated DAO from other good RPG and made it special

Modifié par MoSa09, 17 mars 2010 - 01:03 .


#88
Case

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Mr. Gaider,



I guess I don't see what the problem with clicking on the characters to see if they have anything new to say is. Have you never called a friend or relative just to ask something like "so what's new with you?".



They might tell you about this big event that happened at work and you guys might talk about that for a while -or- they might say "oh nothing much". Seems very realistic to me. I think it builds a really good connection with the characters and the new system seems less realistic than the old. You don't only talk to your friends when you drive by some monument and they tell you about how their grandfather served in WW2, you also make small talk.



I guess there are some things that could be tweaked with the old system, but I don't think scrapping it is the way to go. I'm just curious what your problem with the old system was. Was it because you had to go back every once in a while and see if your NPCs had something new to say? Like I said this seems like a realistic system to me, similar to calling to check up on a friend.



Also I just wanted to say I really appreciate you taking the time to check these forums. It's really amazing that you're willing to take the time to do this and take critcism from fans and actually be willing to look and see if there's something to be tweaked. I think it shows how commited and involved in this project and how much you must really love it. Dragon Age is probably the best game I've ever played you are and I hope you don't take comments by some posters personally. If people are willing to take the time to flame on a video game forum then you must be doing something right, and obviously your work effected these people enough for them to post.



Thanks again,

Case

#89
ejoslin

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KnightofPhoenix wrote...

I fail to see what's the problem with that.

The new system doesn't really allow to me converse with the character. It's just me responding to his / her comment. That's it.
That's not saying that those comments are pointless or that they don't  have depth, because they do. But I don't feel like I am actually talking with any of them.

I do not like the fact that it's the game that imposes where and when I should talk to my companions. 
In addition, the new system doesn't allow me to ask them personal questions. I can't ask Oghren how Felsi is doing, how he feels to be a father and why he joined the Wardens.
I can't ask Howe what he was doing in the Free MArches or what he feels about the Couslands.

I really do not see how the origin system is a problem. It could have been improved, but it didn't need to be removed in this fashion. Truly, if it isn't broken, don't fix it. Just add to it. 


This.  With the old system, I really felt like I could get to know the companions.  With the new system, I know from the dialog choices that my character thinks of them as friends and such, but *I* don't get that feeling.

The old system worked quite well.  I got to know my companions, got to care about them, got immersed in the world and cared about their worlds.  I'm actually not sure why, when a game was SO successful with a big part being the of character interaction, it's being viewed as a negative.  It should be viewed as a positive!  Given the success of the game and the attachment people did develop for their characters, I don't get why it's being viewed as a problem.

Modifié par ejoslin, 17 mars 2010 - 12:47 .


#90
Rixxencaxx

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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.

#91
syllogi

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I am still undecided about how I feel about the new system, but I know I liked going back to camp to check in with my companions...it made sense to me, and I don't really see how you can create the same sense of camaraderie by making the player run around with her pinky on the tab button hoping she sees the doohickey that will allow her to finally ask Oghren about his family, or Nathaniel about where he was all this time.

One of my favorite camp interactions was with Leliana, I didn't use her much in my party, but I loved her stories, and the fact that she had them made her character SO much more interesting and real. I would have totally missed out on that, just because she didn't match my party makeup, if this system were already in place then. Other characters, like Zevran, would have also gotten less attention from me, because it was in camp that I started to realize that he wasn't as one dimensional as he appeared in the beginning.

Not being able to initiate conversations takes me out of the story and makes the party members seem less real and interesting. I really hope this isn't the way DA2 is going to handle all conversations.

Modifié par TeenZombie, 17 mars 2010 - 12:48 .


#92
CybAnt1

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The only problem I see with relying on environmental objects to initiate PC-NPC dialogue is

a) you have to know they are there and B) click on them. Which is fine. At some point I'll have the online and/or offline guide and know about them and do it. But meantime I'm sure I just don't know they are there, and because I don't, I'm missing out on dialogue opportunities I used to get simply by coming up and talking to the NPC. I mean, if a statue is required to start a dialogue with NPC X, I have to know where the statue is, know it's clickable (some are some aren't; thankfully the Tab key will reveal which are), bring X to the statue, etc.



About the only advantage I see to the new system; avoids all the "unintended" dialogue initiation I used to get when I clicked on NPCs by mistake (because I really meant to "click to move" but they were in the way of the cursor.)






#93
Liso66

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I am adding my .02 cents as well



The new party conversation system. So far, it feels loney. The lacking of spur of the moment interaction "when I feel like it" And getting to know you stuff is greatly missed.



Overall, this new system feels lonely, cold, impersonal, and heavily scripted. Removing the freedom of random conversation "which is much more natural" created an empty feeling in my game play.



I think a hybrid between the two might work, but this 180 degree switch left me feeling VERY uninterested in caring about my companions.



Regards






#94
Highdragonslayer

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This thread is a pleasant surprise, whenever I go on these boards it's filled of whining and complaining, I was expecting this thread to be about that. Fortunately I was wrong.

#95
Noir201

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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.


Now i don't have awakening yet, so i'm only giving my view from what been said on this thread, and from experience of all your games dating back to kotor, and other rpg's.

I said that i agreed with a tighter system, when it comes to dialogue in a past thread, however what sets bioware rpg's apart is not just it's storys, but of it's chars, and how real they are when you're talking with them. Again just judging at the minute from feed back from players on forum, the system sounds like what is mostly in final fantasy rpg's, which in my view is a step backwards.

Now can't judge the new system till i have the game, but will post about it sometime next week, mass effect 2 dialogue system, was tighter but to the point, it left you feeling cold after talking to a follower, which isn't really how you're ment to feel.

Alot of people ofc want to talk to the followers, engage with them, and like/hate them, the best of both worlds as people have pointed out, means that you have player involvement aswell as writter involvement, without makaing the char's become robotic and lifeless.

I give a more detailed view when i played awakening and give idea's on a system i belive will work next week.

#96
cachx

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I'm about 9 hours in, and enjoying the new system, even if it needs a little refinement. I would recommend that the npcs have more than just the one line during history sequences (this happened in the original DAO, too).

Also, to the people that haven't played Awakenings yet, you also get more frequent party banter, and there are conversations inside the keep (tho they're triggered automatically).

The characters are there, the dialogue is there, and I'm enjoying it thus far. Most people are just hyperventilating because it's presented differently. Also, since Awakening is shorter it obviously not going to be as deep as the core game. I liked party camp back at DAO too, but this doesn't feel like a step down at all.

Sten: What is your wish, kadan?
PC: I want to discuss something you mentioned.
Sten: Very well.
PC: Never mind.
Sten: Then I suggest we move on.
PC: I should go.
...
PC: Well, that was pretty pointless, wasn't it?
Sten: I agree...


#97
Esmerella

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to be honest i am not really all that interested in the parties approval. since you can't romance any of them it makes that part seem unnecessary. As I play along if i spot something i'll look into it if not I am not going to worry about it.

I like the way they introduced Oghren. I was upset that he was the one they chose to continue but they did a good job of making it funny enough that you don't mind. So far the story has been interesting but the class balance is not well thought out. My rogue is amazing and my mage is good but warriors are a real pain so far

#98
Senalda

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Having just completed the expansion my first thought on reading the tittle of this thread was: "what new conversation system?"



But I see you mean the new way of not talking to characters but instead clicking random stuff near them/around the world. I found that very, very unintuitive, especially at the base camp in Vigil's throne room. Why on earth would I want to initiate conversation by clicking a wall when I can just directly talk to the person whos standing right there?

#99
MoSa09

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cachx wrote...
Sten: What is your wish, kadan?
PC: I want to discuss something you mentioned.
Sten: Very well.
PC: Never mind.
Sten: Then I suggest we move on.
PC: I should go.
...
PC: Well, that was pretty pointless, wasn't it?
Sten: I agree...


I am one of the strange ones who enjoyed that. Party camp was a place to rest and check if everyone was okay or something troubling anyone, establish and build friendships with the people you like (and ignore the ones you dislike if you want to). Sometimes the people were willing to talk, sometimes not. Sometimes they had something to say, sometimes they didn't. That's life, and i added a great extent of making them feel alive.

And when Sten finally opens up to you, it feels less like a plot trigger than more like a reward you worked so hard to gain his trust that he is finally willing to share something with you.

Without that, none of the party members would have felt that alive too me like they did. And imo, it's neither the funny party banter nor the combat, it's it unique characters and their developing and interesting relationships you can develop and take into different directions that made Origins oustanding and elevated it above other games.

#100
jenovan

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Hmm, I've only put in 4 hours so far, but I almost immediately missed being able to click on my companions to chat with them.  At first, I thought, "Okay, we're trying to work here, maybe we can talk later," but no... apparently that's not the case. Image IPB 

I can understand the intent of the change, and having environmentally triggered conversations is an interesting gambit, but I'm going to be running around now, worried that I've missed something (I already have!  Didn't catch the thing about the Arlessa's portrait...).  ...not that that didn't happen in Origins, but still. ;D  And I wonder -- how obvious are these environmental cues for console gamers?  On the PC we can hold Tab (thank goodness), but...

I don't hate it, and I may like it more as I get farther in, but I do miss being able to talk to folks on my own terms... as many others have said, that's also a natural kind of interaction, and for someone playing (for example) a Warden who earnestly wants to try to at least make friendly overtures to everyone, not being able to strike up convos is a bit sad. 

(I loved the suggestion further up that a character's animation or pose in "camp" might change if they have something new to talk about, that seems subtle and relatively non-immersion-breaking...)

Modifié par jenovan, 17 mars 2010 - 01:51 .