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THE Morrigan Discussion and Research Thread *Infested with Bugs Yet Again!*


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#13401
TheBlackBaron

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Lord_Anthonior wrote...
There is one thing from my game I didn't liked and wonder if it's a bug, because I DID killed the Architect and the Mother but Nathaniel goes and says the contrary regarding the architect, did anyone saw the same line?.


Yep, that's a bug. It's actually the most confusing one I've run across - apparantly the Finding Nathaniel quest isn't supposed to fire if you killed the Architect, instead you'll get "Fool's Gold" in Act II. 

How did Anders knew about Morrigan? in a dialogue, he mentioned that there were 2 mages in the company of the Warden and said "And one was an apostate!" those small brief references to Morrigan made the dialogues all the more pleasant.


I'd imagine it's a pretty commonly known fact, actually. Anders, as a companion in Awakening, would probably know even more details of the story thanks to actually traveling with the Warden-Commaner for a time. 

#13402
Brockololly

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TheBlackBaron wrote...

Lord_Anthonior wrote...
There is one thing from my game I didn't liked and wonder if it's a bug, because I DID killed the Architect and the Mother but Nathaniel goes and says the contrary regarding the architect, did anyone saw the same line?.


Yep, that's a bug. It's actually the most confusing one I've run across - apparantly the Finding Nathaniel quest isn't supposed to fire if you killed the Architect, instead you'll get "Fool's Gold" in Act II.


Really? I thought you got Nathaniel's quest if he survived, but Fool's Gold if he died or wasn't recruited?

TheBlackBaron wrote...

How did Anders knew about Morrigan? in a dialogue, he mentioned that there were 2 mages in the company of the Warden and said "And one was an apostate!" those small brief references to Morrigan made the dialogues all the more pleasant.


I'd imagine it's a pretty commonly known fact, actually. Anders, as a companion in Awakening, would probably know even more details of the story thanks to actually traveling with the Warden-Commaner for a time.


There is a mod out, and I can't remember the name of it, but its a stand alone module thats supposed to take place immediately after the attack on Denerim (you don't play as the Warden)and one of the scenes is in Denerim with people celebrating and there is a stage with actors dressed up  recreating the Warden killing the Archdemon, with one of the people dressed like Morrigan. Its kind of funny- but point being, I'd imagine that people likely learn of who was with the Warden when he killed the Archdemon and stories were made of it; probably including the fact that a Witch of the Wilds helped out.

#13403
MKDAWUSS

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TheBlackBaron wrote...

Lord_Anthonior wrote...
There is one thing from my game I didn't liked and wonder if it's a bug, because I DID killed the Architect and the Mother but Nathaniel goes and says the contrary regarding the architect, did anyone saw the same line?.


Yep, that's a bug. It's actually the most confusing one I've run across - apparantly the Finding Nathaniel quest isn't supposed to fire if you killed the Architect, instead you'll get "Fool's Gold" in Act II. 


Wonder if it has anything to do with alternate lines either available or missing...

How did Anders knew about Morrigan? in a dialogue, he mentioned that there were 2 mages in the company of the Warden and said "And one was an apostate!" those small brief references to Morrigan made the dialogues all the more pleasant.


I'd imagine it's a pretty commonly known fact, actually. Anders, as a companion in Awakening, would probably know even more details of the story thanks to actually traveling with the Warden-Commaner for a time. 


To some circles I think. Ariane seemed to have no clue as to Morrigan's relation with the Warden - that had to be established by the Warden. But yeah, he did travel with the Warden long enough to know a few things that the average Thedasian doesn't know.

#13404
MKDAWUSS

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Brockololly wrote...

There is a mod out, and I can't remember the name of it, but its a stand alone module thats supposed to take place immediately after the attack on Denerim (you don't play as the Warden)and one of the scenes is in Denerim with people celebrating and there is a stage with actors dressed up  recreating the Warden killing the Archdemon, with one of the people dressed like Morrigan. Its kind of funny- but point being, I'd imagine that people likely learn of who was with the Warden when he killed the Archdemon and stories were made of it; probably including the fact that a Witch of the Wilds helped out.


And I wonder how many of those got exaggerated and distorted over time. I could just imagine seeing someone like Cassandra questioning certain portions of the story.

#13405
Lord_Anthonior

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Brockololly wrote...

TheBlackBaron wrote...

Lord_Anthonior wrote...
There is one thing from my game I didn't liked and wonder if it's a bug, because I DID killed the Architect and the Mother but Nathaniel goes and says the contrary regarding the architect, did anyone saw the same line?.


Yep, that's a bug. It's actually the most confusing one I've run across - apparantly the Finding Nathaniel quest isn't supposed to fire if you killed the Architect, instead you'll get "Fool's Gold" in Act II.


Really? I thought you got Nathaniel's quest if he survived, but Fool's Gold if he died or wasn't recruited?

TheBlackBaron wrote...

How did Anders knew about Morrigan? in a dialogue, he mentioned that there were 2 mages in the company of the Warden and said "And one was an apostate!" those small brief references to Morrigan made the dialogues all the more pleasant.


I'd imagine it's a pretty commonly known fact, actually. Anders, as a companion in Awakening, would probably know even more details of the story thanks to actually traveling with the Warden-Commaner for a time.


There is a mod out, and I can't remember the name of it, but its a stand alone module thats supposed to take place immediately after the attack on Denerim (you don't play as the Warden)and one of the scenes is in Denerim with people celebrating and there is a stage with actors dressed up  recreating the Warden killing the Archdemon, with one of the people dressed like Morrigan. Its kind of funny- but point being, I'd imagine that people likely learn of who was with the Warden when he killed the Archdemon and stories were made of it; probably including the fact that a Witch of the Wilds helped out.


Interesting...now that I remember, I don't think I get the "fool's gold" quest, I don't remember saving any dwarves though I saw that quest in youtube, on the other hand, I did talked with Dalilah Howe and with Nathaniel, ( I did recruited him kinda like "Keep your friends close but your enemies closer") though he turned to become a friend of the Cousland but anyway, I didn't used him much in awakening since I brought Oghren, Sigrun, and Anders/Velanna most of the time in my party.

I just saw in the prima guide that yes, the "fool's gold" quest IT IS only available if Nathaniel dies or wasn't recruited, the bug regarding the architect is still mentioned by Nathaniel...Killing the Architect back then so that by Dragon age 2 this Howe comes and say that the Warden didn't  <_<. Those slandering Howes...

So Morrigan became kinda famous thanks for her help during the Blight and for the Warden, a win-win situation if only she would care about such trivial things. :lol:

Modifié par Lord_Anthonior, 22 mars 2011 - 01:07 .


#13406
MoSa09

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Brockololly wrote...

On the possibility of an expack- I doubt it. Purely my speculation, but I have a feeling that so much of DAO's post release DLC was subpar in part due to having sunk a good chunk of their budget into Awakening. Now, maybe if Awakening sold really well they'd be more apt to do another one. But given how poorly received the DAO DLC was, and how relatively well received the ME2 DLC was (think Shadow Broker), they'll adopt a more ME2 style for DLC- only releasing a handful, all tied to Hawke, that take place during the course of the game, not after like Witch Hunt.


Actually, the best ME 2 dlc so far, the one you quoted, Lair of thr Shadow Broker, played after the events of ME 2. So if they really follow that example, there is a chance there will be post game content as well. I do wonder anyway how they would try to squeeze in dlc into the main plotline.

DA 2 quests are significantly shorter, and there is hardly ever a setting that is big enough to be worth 5 bucks as a dlc pack. And since they recycled all envirinments. And a new companion..they game has quite a few already.

Since DA 2 was told to spawn ten years while the game did only 7, there are 3 years missing where Hawke fled Kirkwall until Varric is captured and his comppanions stay with him/her for some time. I think the dlc could fit in there, story after the fight in Kirkwall, that play in the hills around the city (recycle environment) and could keep your companions around

Terra_Ex wrote...
Yeah, Alistair didn't look too great in his
DA2 incarnation, don't know what happened there. I certainly agree
regarding facial structures. Your Morri CC mockup wasn't too bad though.


actually, i think Bann Teagan looked worse. If Alistair wouldn't have said who he was, i would have never recognized him

Brockololly wrote...

Hahaha- yeah, Darrah saying that DA2
had 12 endings? What a joke- its one ending where they tweak the words
from "Templars" to "Mages." Really, nothing based on player choice in
DA2 seems to make much difference and worth carrying forward unless
another game takes place in Kirkwall or with Hawke as the PC.


He did say that??? :blink: DA 2 is generally one of the most linear games i ever played. Most choices are fake, and things happen anyway with just a little variation. My prime example is Orsino and his outburst in act 3 when you side with the mages, makes zero sense here as there is no but his allies around who just defeated the 1st wave.

I mean, a game has to have fix points, and the story can't go everyhwere, but DA 2 only gives you a bad illusion of choice while almost all important boils down to happening anyway no matter what you do.

Swoo wrote...

Something I've been wondering about, that
army of Morrigan's we saw in the launch trailer (while not made by
Bioware has to be approved by Bioware), but I can't think of a single
thing that even barely begins to mention it?


To make a wild guess, that seems to be the army of apostates to me after the circle broke down and the templars got overwhelmed. But the trailer was exxagerating a lot. It also suggested melee Hawke has access to magic. And BW said the game would spawn 10 years not 7. But well, Gaider said Hawke is captured 3 years after the ending, so 10 years would be right.
So if my grnaddad tells me about World War 2 then, he can claim to speak about 70 years of war - War ended 1945, but as he tells me now, counts as well following his reasoning.

Alex Kershaw wrote...

Just finished DA2... Wow, I'm
actually glad Morrigan didn't make an appearance - maybe we can just
pretend Dragon Age 2 never happened now...

EDIT: Is it just me or was the game only 7 years and not 10? And why does Leliana not look a year older?


No one looks older actually...its not necessary, but would have been cool if people would age, and their experiences in the past few years also shape them visually. Hawke starts with about 20 and is close to 30 when the game ends. That should make for a visible difference.

Modifié par MoSa09, 22 mars 2011 - 01:14 .


#13407
TheBlackBaron

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Brockololly wrote...

TheBlackBaron wrote...

Lord_Anthonior wrote...
There is one thing from my game I didn't liked and wonder if it's a bug, because I DID killed the Architect and the Mother but Nathaniel goes and says the contrary regarding the architect, did anyone saw the same line?.


Yep, that's a bug. It's actually the most confusing one I've run across - apparantly the Finding Nathaniel quest isn't supposed to fire if you killed the Architect, instead you'll get "Fool's Gold" in Act II.


Really? I thought you got Nathaniel's quest if he survived, but Fool's Gold if he died or wasn't recruited?


I don't know, maybe, wouldn't be surprised if those flags are also checked; it may have been bugged on my own (had to let the importer finish Awakening for me - new comp and all that so I had to play it again and didn't finish it before DA2 came out) so I don't have anything to check it against. That's just what I've most commonly heard. 

At least with the Merrill bugs it's obvious what shouldn't be happening. 

#13408
Curlain

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I have a question, has anyone else played through DA2 with a Dalish Warden Origins save where the Warden didn't go through the Eluvian with Morrigan in Witch's Hunt? I ask because I played through DA2 with my canon save (male Dalish Warden who does go through the Eluvian) and at one point in a conversation Hawke has with Merrill concerning her work with her Eluvian and things in general, she mentions she though she saw the Dalish Warden, and wondered if she was going crazy.

And I wondered if this was possibly because Merrill can sense things from the Eluvian and possibly did 'see' my Warden due to her connection to the Mirror, or if she does just imagine it. So I'm wondering if anyone has played DA2 through with a Dalish Origins save where the Warden does not go through the Eluvian with Morrigan, does Merrill think she saw the Warden still?

#13409
TheBlackBaron

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Curlain wrote...

I have a question, has anyone else played through DA2 with a Dalish Warden Origins save where the Warden didn't go through the Eluvian with Morrigan in Witch's Hunt? I ask because I played through DA2 with my canon save (male Dalish Warden who does go through the Eluvian) and at one point in a conversation Hawke has with Merrill concerning her work with her Eluvian and things in general, she mentions she though she saw the Dalish Warden, and wondered if she was going crazy.

And I wondered if this was possibly because Merrill can sense things from the Eluvian and possibly did 'see' my Warden due to her connection to the Mirror, or if she does just imagine it. So I'm wondering if anyone has played DA2 through with a Dalish Origins save where the Warden does not go through the Eluvian with Morrigan, does Merrill think she saw the Warden still?


Couldn't tell you for sure, but I believe that bit plays if you import a save with a Dalish Warden, no matter what his/her ultimate fate is. 

I plan on using the Martyr preset for one of my DA2 games, so I'll get back to you on that eventually. :P

#13410
Alex Kershaw

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I ran a thread asking for people's top 5 characters and Morrigan won by an absolute mile:

http://social.biowar...1/index/6697658

#13411
Alex Kershaw

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Curlain wrote...

I have a question, has anyone else played through DA2 with a Dalish Warden Origins save where the Warden didn't go through the Eluvian with Morrigan in Witch's Hunt? I ask because I played through DA2 with my canon save (male Dalish Warden who does go through the Eluvian) and at one point in a conversation Hawke has with Merrill concerning her work with her Eluvian and things in general, she mentions she though she saw the Dalish Warden, and wondered if she was going crazy.

And I wondered if this was possibly because Merrill can sense things from the Eluvian and possibly did 'see' my Warden due to her connection to the Mirror, or if she does just imagine it. So I'm wondering if anyone has played DA2 through with a Dalish Origins save where the Warden does not go through the Eluvian with Morrigan, does Merrill think she saw the Warden still?


Merill mentioned Tamlen for me, so I assume they just change it if you played a part as the Warden in that story. I doubt it is to do with the Eluvian.

#13412
Kats_RK

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Alex Kershaw wrote...

I ran a thread asking for people's top 5 characters and Morrigan won by an absolute mile:

http://social.biowar...1/index/6697658


That doesn't surprise me :whistle:

#13413
Master Shiori

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Brockololly wrote...

Yeah, maybe half way into Act 2 I pretty much stopped reading the paraphrases and just went with the icons. Honestly, my 1st Hawke went with the diplomatic response most of the time, not because I necessarily wanted to but since its the safe choice where you know Hawke won't say something totally stupid or offensive.

And whats more irritating is how essentially the diplomatic response is your instant friendship button about 85% of the time and the red response is your rivalry button. I like the idea of the friendship/rivalry system, but as it exists in DA2 is just not very good.


Not quite.

Depending on who you're talking to, sarcastic/funny response will net you more friendship or rivalry points than diplomatic or aggresive. Isabela and Varric will appreaciate you more if you can crack jokes than play a diplomat all the time.

Also, there is really no downside to being a rival with somebody as opposed to being friends. It serves more as a reflection of whether or not you agree with that persons views. You can be a rival and still threat that person fairly or even help them out.

I recently decided to be a rival with Merrill over her use of blood magic, and after you reach about 50% rivalry, you can choose any type of reply you want but you will still disagree with her. It simply going to be a difference between a friendly disagreement or an outright fight.

Brockololly wrote...

Haha- same thing happened with me. I find it funny how so many people moan about the Warden being passive when arguably Hawke is just a if not even more passive as a PC. Not only in stuff like you mentioned but the lack of player skills. So now Hawke can't persuade or intimidate anyone, so what does he have to do? He has to defer to the companions.

But I think its safe to say the romances were easily BioWare's weakest in a long time. At least the female ones don't even come close to Leliana or Morrigan, IMO. 


Yes, you can persuade people. It's just that this time you won't see a "persuade" or "intimidate" being written in from of you sentence. Heck, you can even have someone like Aveline intimidate them for you or have Varric persuade them or lie.

And Hawke won't react in the case you mentioned until you actualy tell him how to react. You have the option of telling Isabela that you don't want her to have sex with Zevran and she'll say "Fine. But I expect you to make it up to me later".

The romances themselves weren't weak imo. True, Morrigan romance was better than anything in DA2, but Isabela and Merrill also had great romances. Isabela in particualr was fun for me. It's nice to see her deal with her feelings in the game itself and not after she runs away only to reappear for 2-3 minutes in a DLC and admit to loving my Hawke.

Brockololly wrote...

I think the only thing thats supposed to happen after Merrill's Act 3 quest is that you have one last convo with her back at her home. But the bug I had was that that last conversation was actually the first one that triggered in Act 3. But yeah, its odd how since you can't freely speak to the companions, once you do their personal quests they just totally clam up. 


It's bugged. The scene actualy plays out before you get the quest to go to Sindermont. It0s the one where Merrill cries in front of the mirror and says "She's gone".


Brockololly wrote...

I don't think so- considering that the end of the game with the static cutscene has Cassandra saying the Warden is "gone" no matter what. But apparently DA2 doesn't read any flags from Witch Hunt, so I've got to think that Alistair reference is a continuity oversight on BioWare's part. It just doesn't make sense for the Warden to have come back in year 7 for a bit then disappear again at the end?


I always took that line as Alisatir believing that the Warden will come back. He probably doesn't even know that you found Morrigan and followed her through the Eluvian.

No doubt he was in for quite a shock once he got back to Denerim.

Brockololly wrote...

If anything, combined with your limited interactions with the companions, the time jumps made the romances feel even more forced and odd. It just creates a huge disconnect from the player and PC. Like you mentioned, Isabela disappears for supposedly a couple years, yet as the player you've seen her not 5 minutes ago. The framed narrative really did not add anything to the game and if anything made the whole thing more disjointed than it needed to be. There really is no reason it couldn't have taken place over maybe 3 years and not lost anything in the process.


I honestly fail to see the problem here. She, and every other companion, have their own lives and don't constantly follow you around. Sure, she could have gone on a rant about whatever it was she did during that time, but would that have made it any better?
How would you pull off the "companion disappaers for 2 years" thing? Have an entire year where the player can't interact with her or use her in his group just so you can nail home the idea she's off doing Maker knows what?
And considering you never had a chance to properly talk to her about what happened with the Qunari, it's only logical that this would be your first topic of conversation.

Also, 3 years would be really rushing it. You'd finish the expedition and suddenly be a well standing citizen in his family mansion what, 2 days later? Then as soon as you deal with the Qunari invasion you're standing in Lowtown arguing about mages and templars?

Brockololly wrote...

Its very linear and quite frankly boring, having to interact with the companions only when they give you the ok and guessing what Hawke is going to say based on the wheel. I find it funny how so many people are liking Hawke with a voice and yet in the next breath they bemoan the lack of more companion interaction and so forth. Maybe its not entirely responsible, but certainly having a voiced PC is going to eat into your budget a good deal and add in the cinematic cutscene everything mentality and it you can forget having the supposedly terrible "talking heads" conversations. I don't know about you, but generally when I'm talking with someone, I'm not having an out of body experience with annoying camera angles and shaky cam- I'm probably just looking at the person! What a novel concept! So instead of wasting time and money trying to make goofy cinema, why not make the facial animations and teh characters higher fidelity so that you can read more complex expressions and body language, so you don't need to keep people interested in a scene by changing camera angles but by making better characters?


Maybe it's me, but I found Hawke's facial animations to be a hell of a lot better than Shepard's. And believe it or not there wasn't a "lack of companion interaction". In DA:O you could basicaly hear 50% or more of their dialogue the first time you talked to them in camp, provided you raised their approval properly and had enough gifts at hand. After that you're stuck with nothing to talk about for more than half the game.

In DA2 you can only have a limited amount of conversations in each act and this helps spread it all evenly across the game. And it also helps when your companions actualy talk about something interesting, rather than rant about pointless crap, like Oghren would in Origins.
So, yes. Maybe there is less conversation overall, but I feel the quality was much better than it was in Origins.

Brockololly wrote...
Absolutely.

Act 2 was the highpoint of the game, it was all downhill from there.


I agree on Act 2 being excellent. Act 3 was also good, but some things felt forced like Anders blowing up the Chantry with or without your help and having to choose a side rather than stay neutral.


Brockololly wrote...

Right- and having every interaction some big cinematic cutscene just seems like a tremendous waste. I think there was one scene with Merrill which amounted to Hawke going in saying hello, sitting down at a table, the camera swirls around a bit, Merrill says he's a good friend and thats it. Was all that necessary? Did I really need that to go down as a quest in my journal? Couldn't we have just done that when I was travelling on the road with Merrill? Having every interaction a acutscene just cheapens the impact of a cutscene when they're actually called for. And it just adds another layer of disconnect between the player and the PC and the NPC.


That scene was about you helping her feel accepted and showing she isn't all alone in Kirkwall. It was more about understanding How Merrill feels suddenly being forced to leave behind everything she knew and having to live in a strange city filled with people who'd hate her for being an elf and a mage. Sure, it didn't add new info but it did allow you to understand how Merrill feels.

Brockololly wrote...

Right- I mean, why would Fenris and Anders or Merrill ever go hang out? Its a reach. In Origins everyone was brought together by the Blight whereas having some of the companions stay friends with Hawke over the years doesn't even make much sense.


Because they want to make friends like everyone else? Honestly, that's like saying why would anyone ever go out or visit their friends at home. You, as Hawke, help them out and they do the same for you. Why would Merrill suddenly decide to move on from you when she doesn't even know the world outside the Dalish camp? Or why would Fenris run off when he's got a much better chance of fending off the slavers with you at his side?

In Origins the Warden and his companions had a grand mission you need to fulfill. That's why you didn't see any of them have their own place to live, because they were constantly travelling around the country with you.
In DA2 these people aren't all going to suddenly move into you home and turn it into a barracks. They have their own homes and their own lives. Some may end up as rivals, others as friends, but they all have their own unique relationships with each other.

If anything it felt a lot more real and believeable to me than have everyone stand around a campfire like golems waiting to be activated.

This feature of everyone being their own person is something I'd love to see in future games.

Brockololly wrote...

DA3 will probably take place in Antiva or something. But they'll toss Flemeth in there just because.


I won't even bother to guess where DA3 will take place. For all we know it might be in the Fade...

#13414
Esbatty

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I currently have a Merrill rivalry running and never got the Act 3 bug, but I'm only like 50 percent Rivalry with her since I withheld the tool from her after being epic nice to her through Act 1 and most of Act 2.

As for the Eluvian talk with a Dalish Import, yeah Merrill talks up my Dalish Warden like crazy, and I do believe she mentions seeing him from the corner her eye or something through the Eluvian. Since he did go through the Mirror with Morrigan.

From replaying DA2 3 times now, I get the feeling that the Warden is needed for something Darkspawn related and the Champion is needed for this Mage Uprising. With such an emphasis on necromancy and blood magic in DA2, a US Warden is not going to be as prohibitive as people think. I think Morrigan or Flemeth or even some Magister might pull a Pet Semetary and take a US warden's corpse somewhere where the Veil is thin and resurrect their ass if it comes to it. I'd be down for that over playing with an Orlesian Warden.

#13415
Terra_Ex

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Esbatty wrote...

I currently have a Merrill rivalry running and never got the Act 3 bug, but I'm only like 50 percent Rivalry with her since I withheld the tool from her after being epic nice to her through Act 1 and most of Act 2.

I'm thinking I got a different bug or maybe a subset of the Act 3 Merrill bug - the last scene never triggered and it definitely didn't trigger before it was meant to either<_<. Regardless I've no great desire to play the game through again anytime soon though.

Esbatty wrote...
As for the Eluvian talk with a Dalish Import, yeah Merrill talks up my Dalish Warden like crazy, and I do believe she mentions seeing him from the corner her eye or something through the Eluvian. Since he did go through the Mirror with Morrigan.

From replaying DA2 3 times now, I get the feeling that the Warden is needed for something Darkspawn related and the Champion is needed for this Mage Uprising. With such an emphasis on necromancy and blood magic in DA2, a US Warden is not going to be as prohibitive as people think. I think Morrigan or Flemeth or even some Magister might pull a Pet Semetary and take a US warden's corpse somewhere where the Veil is thin and resurrect their ass if it comes to it. I'd be down for that over playing with an Orlesian Warden.

Hmm, that's interesting, though whether that's a product of simply importing a Dalish warden or actually the WH choice I'm not sure.

I'll hopefully be able to respond to Brock & Shiori's posts later today, what fun that'll be. I think you posed the US resurrection idea before Esbatty, and it would certainly be an area of interest to explore in the future.

Modifié par Terra_Ex, 23 mars 2011 - 06:51 .


#13416
Giggles_Manically

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I imported a US warden, and it seems that they will be left dead.
The NPC talk about the new Warden Commander of Fereldan a lot.

Seems like that person could replace the warden then.
Not that I want to see my canon warden with the new Elf Fubar face.

#13417
Terra_Ex

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Time to catch up on all this, a nice wall of text for you all.


[quote]Brockololly wrote...
Yeah, maybe half way into Act 2 I pretty much stopped reading the paraphrases and just went with the icons. Honestly, my 1st Hawke went with the diplomatic response most of the time, not because I necessarily wanted to but since its the safe choice where you know Hawke won't say something totally stupid or offensive.
[/quote]
Yeah, I just prefer the way its handled in DA:O or Fallout, you're restricted to whatever tone the writers intended but it's still a little ambiguous, in that you can put your own spin on it within limits. I found all too often that none of the tones really fit what I wanted to say and it was all a guessing game regardless so you stop caring after a point regardless.

[quote]Brockololly wrote...
But I think its safe to say the romances were easily BioWare's weakest in a long time. At least the female ones don't even come close to Leliana or Morrigan, IMO.
[/quote]
I expected as much but I didn't think the disparity would be quite as great as it is (at least in my mind.) I suppose they're fitting with the rest of the game, in that they're all within the average-good range, with occasional moments that shine.


[quote]Brockololly wrote...
I think the only thing thats supposed to happen after Merrill's Act 3 quest is that you have one last convo with her back at her home. But the bug I had was that that last conversation was actually the first one that triggered in Act 3. But yeah, its odd how since you can't freely speak to the companions, once you do their personal quests they just totally clam up.
[/quote]
Companion lockdown is pretty damning in my eyes, and that especially underlines part of the reason why the companions are weaker - the throwaway one line responses when clicked just permeates the idea that any relationship building is useless outside of cutscenes. I think even ME2 did it better than DA2 when interacting with companions in home base. The DA2 companions were the equivalents of Zaeed/Kasumi when it came to interaction, in fact they probably had more ambient comments to make overall. [smilie]http://social.bioware.com/images/forum/emoticons/angry.png[/smilie]


[quote]Brockololly wrote...
I don't think so- considering that the end of the game with the static cutscene has Cassandra saying the Warden is "gone" no matter what. But apparently DA2 doesn't read any flags from Witch Hunt, so I've got to think that Alistair reference is a continuity oversight on BioWare's part. It just doesn't make sense for the Warden to have come back in year 7 for a bit then disappear again at the end?
[/quote]
Yeah, I'm thinking it's an oversight, it's also a nice way to indirectly anger Morri-fans without actually doing anything with the romance flags :)


[quote]Brockololly wrote...
If anything, combined with your limited interactions with the companions, the time jumps made the romances feel even more forced and odd. It just creates a huge disconnect from the player and PC. Like you mentioned, Isabela disappears for supposedly a couple years, yet as the player you've seen her not 5 minutes ago. The framed narrative really did not add anything to the game and if anything made the whole thing more disjointed than it needed to be. There really is no reason it couldn't have taken place over maybe 3 years and not lost anything in the process.
[/quote]
I agree completely. Look at how Aveline's romance progresses while Hawke's is in apparent stasis during these gap year periods. It felt to me that the framed narrative was a handy device to enable BW to crank out DA2 in record time, ranging from asset reuse to the supposed additional depth it was supposed to bring to the table. On a side note though, at least they didn't overuse the exaggerated narrative component, it was only used well once though - Varric's one man siege. Events like revisiting the fade look to me like they were scaled back from what was originally envisioned, I remember Gaider talked about how the Fade would look different this time, what we got looked pretty damn generic.


[quote]Brockololly wrote...
Its very linear and quite frankly boring, having to interact with the companions only when they give you the ok and guessing what Hawke is going to say based on the wheel. I find it funny how so many people are liking Hawke with a voice and yet in the next breath they bemoan the lack of more companion interaction and so forth. Maybe its not entirely responsible, but certainly having a voiced PC is going to eat into your budget a good deal and add in the cinematic cutscene everything mentality and it you can forget having the supposedly terrible "talking heads" conversations. I don't know about you, but generally when I'm talking with someone, I'm not having an out of body experience with annoying camera angles and shaky cam- I'm probably just looking at the person!
[/quote]
I think the PC VO likely held back how much companion dialogue was possible to include when you consider the possible tones for each selectable option and also the dialogue Hawke initiates on his/her own. Sacrificing that gives much more freedom for companion interactions. I think I noted about three single events / one-liners where I felt the voiced PC really added to the experience (and they were good moments) but to think of the possible content that was never to be because of this approach I don't think it was worth it. I vastly prefer the approaches of New Vegas and DA:O, allowing you to project yourself into the role; you're the badass and it's "you" interacting with the characters.


[quote]Brockololly wrote...
Or even if you had any discussion with any of the Wardens you ran across, they could have dropped a quick line on how the Hero of Ferelden had been rumored to have disppeared with some Apostate witch. So many opportunities to do something with that and nothing- much like Awakening.
[/quote]
^This. The other LI candidates were all acknowledged but inexplicably there's not even a tiny overheard conversation / line detailing the possible whereabouts of Morrigan romancing wardens.


[quote]Brockololly wrote...
Right- and having every interaction some big cinematic cutscene just seems like a tremendous waste. I think there was one scene with Merrill which amounted to Hawke going in saying hello, sitting down at a table, the camera swirls around a bit, Merrill says he's a good friend and thats it. Was all that necessary? Did I really need that to go down as a quest in my journal? Couldn't we have just done that when I was travelling on the road with Merrill? Having every interaction a cutscene just cheapens the impact of a cutscene when they're actually called for. And it just adds another layer of disconnect between the player and the PC and the NPC.
[/quote]
It is a waste and a direct copy and paste from Mass Effect with regards to companion interaction, a game which was notably worse than Origins in that regard. Quite why they decided to further reduce these scenes into "quests" baffles me, you switch off from the whole thing after a while as it becomes Fable 3-esque follow the golden trail to win. It's taking the "we don't want to make content x% won't see" way too far by taking the player's hand and dragging them to every possible event and then when you reach the event, your reward is to sit and there and watch a cutscene play out that you barely have any involvement in.

[quote]Brockololly wrote...
DA3 will probably take place in Antiva or something. But they'll toss Flemeth in there just because.
[/quote]
Yep, and the Morri thread called it first.


[quote]Brockololly wrote...
Yeah, I think its in part because Aveline and Varric seem to actually respond and react to Hawke as a friend and person. Most of the other companions seem to only deal with Hawke and lecture Hawke on ideology or they just end up talking at Hawke but not really reacting to what Hawke is saying or doing. And the romances feel terribly tacked on, unlike Origins where they would color your future interactions with that companion. I wonder if making every LI, bisexual sort of sapped away resources in that sense to make them one size fits all regardless of gender.[/quote]

I think part of it is the wheel and its intent icons, it's like a neon sign "Zomg, click here 4 teh romance", whereas before they were nestled away in conversations, you had to work for them and your progression towards them was natural. Varric and Aveline are better in that regard as romance isn't a possibility and you don't feel you're "playing a game" as much as you do with the LI companions, things like the heart icon (and maybe even the friendship/approval values) should be hidden away, however doing that presents new challenges if you have paraphrases and everyone's bisexual. Anyway, as you say, those two don't have an agenda like say Anders, who seems intent on convincing you (and every other party member) that templars/Circle etc need to be taken down at every opportunity.  Regardless, the two LIs that I saw didn't particularly add a great deal to the game, there was a nice tie in with Isabela/Qunari but I don't feel that was capitalised upon.


[quote]Brockololly wrote...
I think it just goes deeper into characterization of the companions overall, as you can't interact with them freely, you can't have any more mundane chats to discover their backstory, you can't find out little quirks in their personality via gifts, and so on. Really, I missed the gifts- I mean, you have the couple gifts to give, but again, they turn into cutscene quests and it spoonfeeds who you need to give the gift to. Whereas it was nice to discover Morrigan's affection for shiny baubles via talking to her and getting the golden mirror story. None of the characters in DA2 really had that sort of extra dimension that the Origins companions did.
[/quote]
I wasn't a fan of the gifts (except plot related items) as they boosted approval too much. I liked the idea of them, just the gain to approval wasn't well thought out. I do dislike how the gift giving in DA2 has now been amalgamated into a cutscene though, another freedom removed as I see it. They've removed too much as I see it and it's interesting that many even outside the BSN have noted the very same issue.


[quote]Brockololly wrote...
I'd agree- I liked ME2. Its a great game. The issue is that it seems, at least from the outside looking in, that ME is BioWare's SacredCow and well, damn, since ME did it why not do that in DA or TOR? And that mentality of making DA into Mass Effect: Fantasy Edition is so incredibly stupid. They can say they're not doing it all they want- the usual remarks from devs that "Oh, DA2 isn't like ME- its not a third person cover based shooter! *chuckle chuckle*" make me want to facepalm hard.
[/quote]
Precisely, the evidence is right in front of us now and they've borrowed heavily from ME, especially in terms of presentation and critically at least, the results are an inferior experience.


[quote]Brockololly wrote...
But it would be nice if they kept their franchises unique. Have ME be your cinematic Baby's FIrst Action RPG, catered to the consoles. [/quote]
^This. Why is it so difficult to grasp the long term successes such an approach would provide. ME serves as an entry point to lite-RPG for newcomers to the genre. Over time, the inclusion of rpg elements in that game and even your supposed RPGs like COD condition gamers to become more adept and used to the systems and conventions, ultimately seeking a more complex, deeper experience, at which point they transition to the more traditional titles. Evidently EA's marketing knows better.


[quote]Brockololly wrote...

[quote]Terra_Ex wrote...
But anyway, you can't force people to like rpgs anyway so who knows what they're aimng for with all the streamlining, it's reached the point where it insults the intelligence of the existing and potential playerbase and it's good to note that many reviews have criticised some of the design decisions.[/quote]

I was just reading one review of the PC version that said almost that exact thing. From Worth Playing (they gave it a 60/100 for PC):
[quote]
It isn't so much consolitis that consigned the sequel to the pit of  disappointment for me, nor is it crying over PC-flavored milk because it doesn't try to harness what the platform is capable of doing. Instead,  the wholesale changes reflect a deeper problem in assuming that your  audience isn't as smart as it was to enjoy the first game. It
makes the  only answer that of dumbing down the sharp edges in an effort to appeal  to a wider audience.


Change by itself isn't a bad thing, but there is a thin line between streamlining a game to make it more playable —  e.g., the interface, improvements to inventory handling, party  management or sharpening the underlying technology —
and in making  changes that simply insult your audience's intelligence. This is the  same audience — on both consoles and PCs — that relished learning how Origin's combat system worked, pored over each skill tree in planning their  characters, and replayed it over and over again. It wasn't perfect, but  at the same time, it didn't scare enough people away to make it seem  like a tragic mistake.[/quote]
[/quote]

Well there you go. Take a look at what happened with the Wii (which I maintain, the primary focus was to usher in a new stream of gamers, to hook the proverbial masses so they could branch out later) - sadly, the hardcore gamers who chose Nintendo's platform got pretty p***ed off with the stream of casual titles and complete lack of traditional games and they end up going elsewhere for their fix. Likewise, if you annoy a chunk of your audience making changes, expect a backlash especially if the offended segment's predictions turn out to be well-founded.


[quote]Brockololly wrote...
Some other good reviews/critiques that bring up good points on DA2:
Worth Playing- console review
Game Informer's PC review
Rock, Paper, Shotgun's Review of the 1st 8 hours
CHUD's critique of DA2's "Bizarre design decisions"
Richard Cobbett's look at the lack of internal consistency in DA2's world

I really like the last article -- seriously, BG2 had the Cowled Wizards enforcing the no magic laws in Athkatla. So why can you rain firey death from above anywhere, in broad daylight, in front of Templars, in Kirkwall with no consequences? Ugh.
[/quote]
I read that a few days back and definitely agree with the issues raised. When Imoen is taken away immediately after Irenicus's dungeon you're wondering whether these same spellcasting restrictions would be applied to you. (Although back then we had gloriously large instruction manuals detailing every aspect of the game) Pleasingly it was, as soon as you start casting in an open environment your pals from the Cowled Wizards teleport in. A great game mechanic, particularly effective in the first playthrough (I played a sorceror) and it acheived exactly what it set out to do. I look at the previews/reviews for DA2 who all push how Kirkwall is supposed to be very harsh on the mages yet any sense of believability is quashed when Hawke uses the Firestorm spell... [smilie]http://social.bioware.com/images/forum/emoticons/pinched.png[/smilie] Had they implemented say a decent crowd scattering system, where any violence caused the non-essential NPCs to bolt to the nearest exit, with templars surging in from all sides it'd be far more believable. The game is so combat-focused I'm surprised they didn't do it.


[quote]Brockololly wrote...
Just this recycled, dismissive line that irritates me everytime I hear it:

[quote]
And so, as a team that I am quite frankly honored to work alongside turned their sights to Dragon Age II, one thing stood out to us: we didn't want to make the sequel everyone expected. Jokingly, we used to pitch that sequel as "two archdemons stapled together to lead a super Blight!" Perhaps you can see why we wanted something different. [/quote]
Now I'm fine with them wanting to do something different, so long as its good. The story of DA2 just isn't very good.
The whole shtick of not wanting to do what people expected is stupid IMO. Some of the best sequels are when the series goes in exactly the direction you thought it should/could, but even then, exceeds your expectations. DA2 seems intent on being different for the sake of being different and thats just as bad as doing the same old, same old.
[/quote]
Oh, that one. Yeah, the idea of a sequel is it's meant to be an improvement, in all aspects. DA2 unfortunately stumbles and falls in several key areas. And of course, often it is a sound move to actually make the sequel everyone expected as opposed to one that scores lower across the board because you know, it enriches and strengthens the franchise rather than permeating an internet wide disapproval of many of the sequel's revisions. It could, and most likely is, PR spin to explain away the restructuring of the franchise to suit rapid iterative sequels laden with DLC, that's my take on it anyway.

On a related topic, I've heard mention on the DA2 boards that Laidlaw apparently didn't want an import feature in DA2, apparently to distance it from Origins but I've not been able to source a quote of anything to that effect. Not sure as to the validity of this statement, does it have any grounding/have you seen anything to this effect or has someone been twisting his words?


[quote]Esbatty wrote...

To me just like ME1 plays rather differently than ME2, DAO plays different from DA2. I loved ME1, awesome story - it felt very epic but my Shepards felt very generic. ME2 is loved for different reasons, awesome characters - not as Epic as ME1 but my Shepards were more animated and had personality.
[/quote]
In terms of Shepard, ME1 & 2 felt mostly identical to me with the exception of the interrupt system, I didn't notice any great departure in how Shepard interacted with the world around him/her.


[quote]Esbatty wrote...
And I find it very similar with how I digested the Dragon Age games. Origins, a single epic story and a couple of awesome characters, but my Wardens felt kind of static. DA2, a handful of cool stories and most of the characters are fantastic, and my Hawkes were defintely more animated.
[/quote]
That's going to depend on the player, to me, watching a defined PC act something out in a particular tone based on a loose selection I made isn't roleplaying and it simply distances me from the player character, and I say this having played a huge number of Wrpgs + Jrpgs. ME & DA2 let me watch a story rather than be a true part of it and that is
it's key failing in my eyes. I think this problem is magnified for me because DA2 is substituting in a different system than what engaged me in DA:O in the first place.

It depends on how able/willing you are to project yourself into the role of the silent PC really, you have to be willing and able to give something of yourself to game for want of a better term. If what you're looking for is the game to spell out everything for you visually on screen, ie: a passive experience, then a more defined PC will fit the bill. Both are perfectly acceptable depending on the game in question yet the enduring classics imo require the player to make the effort to immerse themself.

[quote]Esbatty wrote...
Dragon Age 2 gives me a non-epic story made up of multiple different stories that are loosely interconnected with a new set of interesting characters that really grow on me. Thats why I dig DA2. Its new, it further explores parts of Thedas I hadn't seen before, and has small ties to the original game. I may not have my Wardens back but I realize I wasn't as attached to them as I thought I was. Who I am attached to were my warden's companions.

Seeing Zevran again being, well... himself, was great. I know I wasn't playing my Warden but seeing him being cunning and smarmy and flirty and dirty was alot of fun if it was just one mission. Seeing Leliana be the Chantry's Emma Peel was very cool, she took her bardic skills and is using them to help change the world, I felt proud of her. Flemeth making cracks about Morrigan just made me miss Morrigan more, while seeing Alistair as both the sarcastic King and
Drunken Traitor was kind of heartbreaking 'cause he wasn't doing what he loved (Never could figure out how to keep him as a Warden).

And Morri and Alistair were the ones I dug the most from DAO. Here in Dragon Age 2, just like Alistair and Morrigan I automatically took to Varric and Aveline. I couldn't romance them with any of my Hawkes but they didn't need it for me to get wrapped up in their shenanigans. In fact I could get up in ALL MY COMPANIONS SHENANIGANS without any kind of flirting or sexy good times. This, and I think this alone, helps (at least for me) balance out the lack of an entirely cohesive narrative.

All I can say now is, I'm not afraid to see Morrigan come back. She is not my character. Whatever they do to her is their choice, I just want to see what they have planned for her. She is the entire reason I even decided to pick up Dragon Age Origins to begin with (quick story: saw a more than risque picture on a website, said "thats hot", found DA was made by the makers of the ME series, picked it with a quickness followedby Awakening a couple weeks later, then all the available DLC a month after that.)

To me Morrigan is Dragon Age, her story is the most important to me, I don't need my Warden to be attached to hip (although that'd be a sexy sexy idea) for her story to continue. And now I am rambling...
[/quote]
Regarding cameos, recurring characters, etc - BioWare was the one claiming "no-canon, your choices matter." If a few throwaway dialogue references qualify as sufficient continuity then I'm sure Dragon Age won't disappoint (Not saying you're that kind of gamer, Esbatty, just a general comment on the issue). I personally like strong duos, like the warden/morri pair and seeing that kind of reactivity across the games is infinitely more satisfying than, "the Warden is off shopping atm" or a similar connotation. To me, Morrigan's story was elevated because her story, romance, friendship and goals all entwine with DA:O'score plot and a larger plotline involving the GWs, Morrigan, Flemeth & the Blight. To conclude it to the exclusion of the PC that was so heavily involved in these events (who has possibly commited to travelling with her) cannot fail to disappoint. Though Avernus's letters in DA2 and Gaider's scattered comments about the net regarding the GWs in general and the playable warden in particular leads me to believe there's more to come on that thread, which just happens to be tied to Morrigan/Flemeth anew via the WH warning.


[quote]Master Shiori wrote...
Yes, you can persuade people. It's just that this time you won't see a "persuade" or "intimidate" being written in from of you sentence. Heck, you can even have someone like Aveline intimidate them for you or have Varric persuade them or lie.
[/quote]
Not really, there's no real measure of Hawke's ability to influence, outside of Hawke being able to influence companions via the friend/rival mechanic, the coercion skills from DA:O are gone and thus Hawke doesn't have the same flexibility to handle situations as we did before. As Brock stated, the coercion mechanic has simply become the "defer to companion"  option.


[quote]Master Shiori wrote...
And Hawke won't react in the case you mentioned until you actualy tell him how to react. You have the option of telling Isabela that you don't want her to have sex with Zevran and she'll say "Fine. But I expect you to make it up to me later".[/quote]
Maybe you did Shiori, the option sure as hell didn't come up when I played. Could be a bug I suppose (since I definitely had full friendship, gave her both gifts & triggered all conversations that came up). Since they've locked down the dialogues on an act by act basis, there should be more room for variations in the scenes they speak in, using identical dialogue for that scene after she's supposed be undergoing some sort of shift/revaluation from her final romance dialogue is still lazy imo.


[quote]Master Shiori wrote...
The romances themselves weren't weak imo. True, Morrigan romance was better than anything in DA2, but Isabela and Merrill also had great romances. Isabela in particualr was fun for me. It's nice to see her deal with her feelings in the game itself and not after she runs away only to reappear for 2-3 minutes in a DLC and admit to loving my Hawke.
[/quote]
Really Shiori, Morrigan doesn't say/do that so don't misrepresent what's there. Anyway, I disagree here, neither Isabela's nor Merrill's did anything for me or had a flicker of the depth we saw in the Origins companions. And I'm not sure the 2-3 minute resolution is any worse than, 'oh hawke, I think I love you, be back in five when I'm done f***ing Zevran' level of reactivity. Considering this takes place within the very same act and in my case immediately after the final Isabela romance conversation, it was poorly handled if they were striving for a developing character with Isabela.

Like Aveline's romance - there was logical consistency there as it actually developed over the years, when standing that up against others like Isabela's they fall flat. It literally seems like the writers decided to write her out for that period and then bring her back. About the only reference I got to some progression there was an offhand comment in the estate referencing some mystery adventure they supposedly went on. The point being, considering Hawke is with these LI's for such an extended period, their relationship should progress and be much deeper than what it is.

Additionally, this also actually kinda contradicts a point you're making later regarding events/development occurring off-screen over a period of time. Morrigan is more successful than Isabela in this regard as (while she's off pursuing her own agenda) we see a reflection of her feelings in DA:O's epilogue, there's scope for possible romantic inference when you tell Ariane that "you feel her sometimes", which ties in with Morrigan's comment regarding the ring when you meet her again.

So again, Morrigan's acceptance of the warden in WH is indicative of development/personal reflection over a period of time whilst still being true to her facade of not betraying her true feelings unless pressed, Isabela didn't seem to have undergone much change during her periods of absence and compared with Morrigan there was a lack of depth when broaching many topics.



[quote]Master Shiori wrote...
I always took that line as Alisatir believing that the Warden will come back. He probably doesn't even know that you found Morrigan and followed her through the Eluvian.[/quote]
I don't think the line reads like that at all tbh, going by the tone it was delivered in it sounds like Alistair knows exactly where the warden is and when he/she will be returning. Act 3 took place some time after the events of WH so I'm sure Alistair should have been made aware of what happened in WH by that time.



[quote]Master Shiori wrote...
I honestly fail to see the problem here. She, and every other companion, have their own lives and don't constantly follow you around. Sure, she could have gone on a rant about whatever it was she did during that time, but would that have made it any better?[/quote]
The onus isn't on the player to postulate the best method for handling this, BioWare made a big thing about the story happening over a decade, made lofty claims as to how the romances develop more realistically over a lengthier period yet, as a number of people have pointed out, it could probably have been condensed into a much smaller period. The city doesn't change, the companions don't progress as much as I'd have liked, what function did it really serve apart from to artificially propel the player into the next plot point?


[quote]Master Shiori wrote...
Maybe it's me, but I found Hawke's facial animations to be a hell of a lot better than Shepard's. And believe it or not there wasn't a "lack of companion interaction". In DA:O you could basicaly hear 50% or more of their dialogue the first time you talked to them in camp, provided you raised their approval properly and had enough gifts at hand. After that you're stuck with nothing to talk about for more than half the game.[/quote]
Well for me, and apparently others as well it certainly felt like there was a lack of interaction, or at least the way it was presented was less fulfilling than what we had before. Granted, the ability to exhaust dialogue quickly in Origins was certainly an issue (and limiting dialogue on an overall game progression basis is a good thing), a game design issue tbh and one that could have been easily remedied by anchoring the dialogue to major plot quest completion. As it stands, an intelligent player will quickly notice this failing and should seek to balance out their interactions over the course of the game. Personally I spaced out my interactions between quests and the whole thing worked perfectly fine. In Origins, there were many nuances to the dialogue and responses, I felt you really got to dig down into the companion's history, motivations, etc. In my eyes, this is sorely lacking in DA2.

As Brock touched upon earlier,  making "quests" out of companion interactions is destroying any notion of emergent gameplay that the spur of the moment companion interactions in Origins afforded you. No longer can you steal a kiss from your LI in a quiet corner of the city, no longer can you ask Leliana what she knows about the location you're exploring - the freedom to interact freely has been stripped and what little is there in the cutscenes feels incredible scripted due to its presentation. There's no opportunity for even the little details like companion interjection when kissing a LI outside of camp anymore since they're essentially bots until you hit the next scripted event. It's a shadow of its former self.

Just as with Shepard- I barely felt there was a connection between him and his crew as he merely pops in to their quarters for a quick chat (which involved him leaning against a wall, etc) and outside of those scripted sequences there was little to no accounting for the relationships Shepard had made with his team. The same is true of DA2 (not to the same extent as ME, but it is still apparent), and is underlined by the Awakening style pop up conversations while out and about alongside the issues I noted above.

On gifts: I personally disliked DA:O's gift system, aside from the plot related gifts and think it should have been refined/removed since it can skew the approval levels far too early, but that's a game design issue.

[quote]Master Shiori wrote...
And it also helps when your companions actualy talk about something interesting, rather than rant about pointless crap, like Oghren would in Origins.

So, yes. Maybe there is less conversation overall, but I feel the quality was much better than it was in Origins.
[/quote]
I thought the dialogue in DA2 was overall less consistent in its quality in this outing, maybe the increase in the writing team's size has produced differing styles, I don't know... The notion that you can only talk about "interesting things" as you put it merely reinforces the point Brock made earlier regarding why Aveline & Varric are successful as companions yet the rest spout ideologies and don't really interact with Hawke as well as the aforementioned pair, it's the small, less obvious things as well as the big stuff that makes something special and I think that's been forgotten when BioWare attempted to distil the "essence" of Dragon Age for DA2's departure. Weaker companions has been quite a common criticism of DA2 based on what I've seen across the net and discussions with friends so I wouldn't agree that the quality was better by any measure.


[quote]Master Shiori wrote...
That scene was about you helping her feel accepted and showing she isn't all alone in Kirkwall. It was more about understanding How Merrill feels suddenly being forced to leave behind everything she knew and having to live in a strange city filled with people who'd hate her for being an elf and a mage. Sure, it didn't add new info but it did allow you to understand how Merrill feels.
[/quote]
The point being made though was that all the bells and whistles are there to make up for a lack of content/strong dialogue. Having every interaction so deeply entrenched in animation-heavy presentation (Hawke enters, moves to chair, sits, waits to speak, rinse repeat) ends up making me roll my eyes - it becomes like Metal Gear Solid all over again where every few steps initiates an over-long cutscene, which also touches on the question of whether BioWare really wants to make games or movies. As I stated earlier, the sense of freedom is removed from the player at a very basic level as soon as a new companion interaction is marked in the journal and map as a big shiny arrow - it underlines that you're playing a game and you're being railroaded/ushered from event to event. Contrast with say, Morrigan's discussions about leaving the Wilds, all completely optional and can be triggered at your discretion, they feel far less forced on you (and thereby more player-driven) due to lack of a quest market and play to the notion of player discovery.



[quote]Master Shiori wrote...
If anything it felt a lot more real and believeable to me than have everyone stand around a campfire like golems waiting to be activated.
[/quote]
Funny, that's exactly how the companions in DA2 feel to me outside of cutscenes, their random comments akin to a teddy bear squeaker. It'd be perfectly justified to slate Origins if Dragon Age 2 did it any better yet it doesn't. Companions merely sit in the designated positions in Kirkwall doing... nothing (that LIs can live with you is interesting though, lack of interaction notwithstanding). There's no realisation of the companions having lives, they don't have full cycles of actions to perform/locations to visit each day like in titles such as Fallout/Radiata Stories, they just sit there. Had they included mechanics such as a dynamic day / night system with maybe Aveline patrolling at night rather than sitting in the guardhouse all day would have helped strengthen the idea of a living, breathing city, as it stands though, the whole thing is far from believable. The problems begin with the lack of believability of the city itself as noted in the excellent articles Brock linked previously, and that's even before we consider the failings of the companions. Origins neatly sidesteps this potential landmine as far as companions are concerned simply through its use of the campsite.


[quote]Master Shiori wrote...
This feature of everyone being their own person is something I'd love to see in future games.
[/quote]
Other games have already done it far more effectively.

Modifié par Terra_Ex, 24 mars 2011 - 05:39 .


#13418
Master Shiori

Master Shiori
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[quote]Terra_Ex wrote...

Not really, there's no real measure of Hawke's ability to influence, outside of Hawke being able to influence companions via the friend/rival mechanic, the coercion skills from DA:O are gone and thus Hawke doesn't have the same flexibility to handle situations as we did before. As Brock stated, the coercion mechanic has simply become the "defer to companion"  option.
[/quote]

Sorry, but no. You can still persuade, charm or intimidate people as Hawke. The difference is that the option is now available depending on your personality.

Example:

When you arrive in Kirkwall and talk to the guard captain in the Gallows, during the conversation you'll see the option to charm, persuade or intimidate him displayed in the lower left corner of the wheel. The catch is that you only get one option based on your dominant personality up to that point. So, if you were using mostly diplomatic replies you'll get the persuade option (branch), sarcasm/humour will give you charm option (diamond), agressive personality gets intimidate option (red fist).

So your coercion skill isn't gone, it's just included in your dialogue with an appropriate icon. Now you can not only use it yourself, but you can also have your companions use their skill to help out. So, agressive Hawke can intimidate people, but can also have Varric charm them when the situation calls for it.

Just because you no longer have a skill tree where you put points into doesn't mean that the skill itself doesn't exist.

[quote]Terra_Ex wrote...

Maybe you did Shiori, the option sure as hell didn't come up when I played. Could be a bug I suppose (since I definitely had full friendship, gave her both gifts & triggered all conversations that came up). Since they've locked down the dialogues on an act by act basis, there should be more room for variations in the scenes they speak in, using identical dialogue for that scene after she's supposed be undergoing some sort of shift/revaluation from her final romance dialogue is still lazy imo.
[/quote]

Must be a bug because the option to do so isn't tied to your personality and thus should be available to anyone (it's the choice icon showing 3 arrows in a wheel).

If I remember corectly it should come up after Isabela says to Zevran "You're leaving? What about sex?!".
You have 3 options then:
1) What about me?
2) Don't do this
3) This is disgusting

The second one talks her out of it without an approval loss. All 3 must be available since they're normal choices and not personality tied replies or skills.

[quote]Terra_Ex wrote...

Really Shiori, Morrigan doesn't say/do that so don't misrepresent what's there. Anyway, I disagree here, neither Isabela's nor Merrill's did anything for me or had a flicker of the depth we saw in the Origins companions. And I'm not sure the 2-3 minute resolution is any worse than, 'oh hawke, I think I love you, be back in five when I'm done f***ing Zevran' level of reactivity. Considering this takes place within the very same act and in my case immediately after the final Isabela romance conversation, it was poorly handled if they were striving for a developing character with Isabela.
[/quote]

Morrigan is conflicted over her feelings just as Isabela is. The difference is that Morrigan admits her feelings practicaly at the end of the game and then leaves, without you having a choice in the matter, only to reappear in Witch Hunt after her inner conflicts about love and the Warden are resolved.
Isabela romance is very similar, except for Isabela being a lot more open and easy going character than Morrigan. They both approach sex casualy and have a problem with commited relationships due to either their upbringing (Morrigan) or bad experience (Isabela). The point I was trying to make is that Isabela's conflicts are all resolved in the game itself, rather than a DLC like the case was with Morrigan. This doesn't make her romance better, but simply removes the frustration of being left in the dark without a proper resolution, as was the case with Morrigan leaving in DA:O.

The whole "Isabela wants to bed Zevran" thing really shouldn't be a surprise to you. She's believes in an open relationship just as Zevran or hardened Leliana did in Origins. If you agree with her she'll insist for you to join them, and if you don't she won't sleep with him. But expecting Isabela to suddenly change from who she was is like expecting Morrigan to marry the Warden and settle down in some cottage. The fact that she not only stays with you no matter what, but also follows you into the conflict between mages and templars instead of simply leaving Kirkwall like she normaly would should speak more loudly about her feelings than any fling.

[quote]Terra_Ex wrote...

Like Aveline's romance - there was logical consistency there as it actually developed over the years, when standing that up against others like Isabela's they fall flat. It literally seems like the writers decided to write her out for that period and then bring her back. About the only reference I got to some progression there was an offhand comment in the estate referencing some mystery adventure they supposedly went on. The point being, considering Hawke is with these LI's for such an extended period, their relationship should progress and be much deeper than what it is.

Additionally, this also actually kinda contradicts a point you're making later regarding events/development occurring off-screen over a period of time. Morrigan is more successful than Isabela in this regard as (while she's off pursuing her own agenda) we see a reflection of her feelings in DA:O's epilogue, there's scope for possible romantic inference when you tell Ariane that "you feel her sometimes", which ties in with Morrigan's comment regarding the ring when you meet her again.

So again, Morrigan's acceptance of the warden in WH is indicative of development/personal reflection over a period of time whilst still being true to her facade of not betraying her true feelings unless pressed, Isabela didn't seem to have undergone much change during her periods of absence and compared with Morrigan there was a lack of depth when broaching many topics.
[/quote]

There is development for Isabela, but she's different from Morrigan. To Morrigan, the very idea of a relationship or feelings was a foreign concept and something that went against her nature and beliefs. Isabela is different because she has been in a relationship before and even in love, but unlike Morrigan she isn't afraid of being hurt, but rather of hurting her partner. Both Isabela and Morrigan, however, require the player to accept them as they are without trying to change them into something they're not. For Isabela that means accepting the fact that she's a free spirited hedonist who can love you but will require an open relationship. She changes over time. First when you duel the Arishok to save her and she admits to having feelings for Hawke. Second when you get her Castillon's ship (or you kill him) and she remains at your side despite being free to leave. Lastly and most important is her decision to help you against templars or mages, basicaly putting herself in danger for you. That's different from Morrigan's development but it's no less valid.

[quote]Terra_Ex wrote...

I don't think the line reads like that at all tbh, going by the tone it was delivered in it sounds like Alistair knows exactly where the warden is and when he/she will be returning. Act 3 took place some time after the events of WH so I'm sure Alistair should have been made aware of what happened in WH by that time.
[/quote]

I didn't get impression from the way he delivered the line in question. You could be right, but I find it hard to believe the Warden would suddenly go back to Denerim and leave Morrigan behind when the very point of Witch Hunt, for a Morri romancing Warden, was to be reunited with her and remain together.


[quote]Terra_Ex wrote...

The onus isn't on the player to postulate the best method for handling this, BioWare made a big thing about the story happening over a decade, made lofty claims as to how the romances develop more realistically over a lengthier period yet, as a number of people have pointed out, it could probably have been condensed into a much smaller period. The city doesn't change, the companions don't progress as much as I'd have liked, what function did it really serve apart from to artificially propel the player into the next plot point?
[/quote]

The city does change. Not visualy ofc, but if you pay attention to the people within you can see how their lives change for better or worse. You can see the recruits in the Gallows rise through the ranks as the years go by, you can see the sisters in the chantry change, you see a monument to your victory over the Qunari in the Docks, etc.

As for companion progress I felt that depends on companion in question. Aveline has a pretty obvious progress through acts 1, 2 and 3. Fenris keeps mostly to himself and is practicaly a "ghost". Therefore his progress isn't as obvious. Merrill works on her mirror. Isabela pulls all sorts of pranks or drags you on small adventures. Varric simply runs the family business.

The point is that most of these changes aren't really relevant to Hawke or his personal story so they aren't as important as say, Morrigan's change from DA:O to WH.

[quote]Terra_Ex wrote...

Well for me, and apparently others as well it certainly felt like there was a lack of interaction, or at least the way it was presented was less fulfilling than what we had before. Granted, the ability to exhaust dialogue quickly in Origins was certainly an issue (and limiting dialogue on an overall game progression basis is a good thing), a game design issue tbh and one that could have been easily remedied by anchoring the dialogue to major plot quest completion. As it stands, an intelligent player will quickly notice this failing and should seek to balance out their interactions over the course of the game. Personally I spaced out my interactions between quests and the whole thing worked perfectly fine. In Origins, there were many nuances to the dialogue and responses, I felt you really got to dig down into the companion's history, motivations, etc. In my eyes, this is sorely lacking in DA2.

As Brock touched upon earlier,  making "quests" out of companion interactions is destroying any notion of emergent gameplay that the spur of the moment companion interactions in Origins afforded you. No longer can you steal a kiss from your LI in a quiet corner of the city, no longer can you ask Leliana what she knows about the location you're exploring - the freedom to interact freely has been stripped and what little is there in the cutscenes feels incredible scripted due to its presentation. There's no opportunity for even the little details like companion interjection when kissing a LI outside of camp anymore since they're essentially bots until you hit the next scripted event. It's a shadow of its former self.

Just as with Shepard- I barely felt there was a connection between him and his crew as he merely pops in to their quarters for a quick chat (which involved him leaning against a wall, etc) and outside of those scripted sequences there was little to no accounting for the relationships Shepard had made with his team. The same is true of DA2 (not to the same extent as ME, but it is still apparent), and is underlined by the Awakening style pop up conversations while out and about alongside the issues I noted above.

On gifts: I personally disliked DA:O's gift system, aside from the plot related gifts and think it should have been refined/removed since it can skew the approval levels far too early, but that's a game design issue.
[/quote]

Here's my take on the companion dialogue and approval in DA:O and DA2.

Personally, I feel you shouldn't be free to talk to your companions whereever, whenever and about whatever you wish. The conversation should only be possible if the topic was somehow relevant to the what you're doing at that moment.

Example: Having a discussion with Wynne about the Litany of Andralla, blood magic or Uldred during the Broken Circle quest made perfect sense, since these are the problems you dealing with atm. Having the option to talk to Leliana about fashion in Orlais during that same quest, however, made no sense at all.

Also, some personal dialogue like discussing relationships and feelings should, imo, only ever take place in the appropriate setting; your home, your friends or LI's home or some other private locale and should definitely never be brought up during important quests or battles, unless it's tied to it in some way.

Now, I will say that considering the length of act 1 (before you launch the expedition into the Deep Roads) there was precious little dialogue to be had. That, imo, was the problem of the act being too long rather than not enough conversation.
I will also add that you didn't get to know most of your companions well before act 2, which made understanding them harder and therefore made it difficult to build friendship or rivalry.

The fact that dialogue is spread out over the course of the game rather then being available right off the bat is a good thing. It does make sense for companions tro open up to you over time, rather than suddenly unload all their history and problems at you 10 minutes after joining your group. DA2 did this very well, and Sten from Origins was another perfect example of a character who will initialy only share limited info with the player, but will have more things to talk about as you progress through the game and hear his thoughts on different subjects like the Chantry.
It not only adds to the realism but also helps keep player interested in his/her companions throughout the game.

Having a notification in form of a quest wasn't a problem for me, but it did save me the trouble of having to constantly make rounds and discover if a certain companion suddely had something worth talking about.

[quote]Terra_Ex wrote...

I thought the dialogue in DA2 was overall less consistent in its quality in this outing, maybe the increase in the writing team's size has produced differing styles, I don't know... The notion that you can only talk about "interesting things" as you put it merely reinforces the point Brock made earlier regarding why Aveline & Varric are successful as companions yet the rest spout ideologies and don't really interact with Hawke as well as the aforementioned pair, it's the small, less obvious things as well as the big stuff that makes something special and I think that's been forgotten when BioWare attempted to distil the "essence" of Dragon Age for DA2's departure. Weaker companions has been quite a common criticism of DA2 based on what I've seen across the net and discussions with friends so I wouldn't agree that the quality was better by any measure.
[/quote]

I found other companions dialogue to be interesting. Fenris tells you a great deal about Tevinter, the Magisters and his life as a slave. All of that is info we didn't know before, and was better than simply reading about it in a codex. Anders was trying to show you how hard life was in the Circle and how mages face injustice purely for being born with their powers. While his extreme views made it hard for me to like him and therefore enjoy the dialogue with him, it does bring up some interesting points. Merrill tells you quite a bit about the Dalish, their legends and gods, and about what it feels to be a blood mage or an outcast from that society. Even Isabela shares interesting info about Rivain, but considering her personality it's obvious that she doesn't like having serious conversations.

Now, apart from Morrigan, Loghain, Alistair, Leliana and Zevran, I wouldn't call the rest of companions in DA:O strong and certainly not better than any of the DA2 companions. At best they were average.

The banter and dialogue in DA2, particularly between companions themselves, was, to me, excellent. More, it showed a growing relationship between them as the years went by, which wasn't possible in Origins since it only took place over a single year.

[quote]Terra_Ex wrote...

The point being made though was that all the bells and whistles are there to make up for a lack of content/strong dialogue. Having every interaction so deeply entrenched in animation-heavy presentation (Hawke enters, moves to chair, sits, waits to speak, rinse repeat) ends up making me roll my eyes - it becomes like Metal Gear Solid all over again where every few steps initiates an over-long cutscene, which also touches on the question of whether BioWare really wants to make games or movies. As I stated earlier, the sense of freedom is removed from the player at a very basic level as soon as a new companion interaction is marked in the journal and map as a big shiny arrow - it underlines that you're playing a game and you're being railroaded/ushered from event to event. Contrast with say, Morrigan's discussions about leaving the Wilds, all completely optional and can be triggered at your discretion, they feel far less forced on you (and thereby more player-driven) due to lack of a quest market and play to the notion of player discovery.
[/quote]

And dialogue in DA:O was stronger because your Warden was standing still like a dummy most of the time, with his back turned to you? Sorry, but dialogue in DA:O was only "strong" due to animations of companions and their VO's. In most cases you couldn't even see your character's reaction and it was left to you, the player, to roleplay it in your head. Maybe that's what some people preffer to do, but it doesn't make it a "better" experience.
Now, I like both the silent and voiced protagonist. I can enjoy a more cinematic experience like Mass Effect or DA2 and also find DA:O and Fallout 3 satisfying. But I would never consider one superior to the other simply for using a different approach.

I never intiated a dialogue with my companions in DA:O unless I felt the topic or the location was relevant enough to be talked about at that moment. People may complain about the lack of freedom to talk to their companions in Mass Effect 2 or DA2 whenever they want, but what makes more sense to you: talking to Jack about her past during say, Grunt's recruitment mission or talking to her on the ship when people aren't trying to kill you?

As for cinematic approach, I don't have a problem with it. Would saving Leandra from Quentin really have the same impact if it were done in style of DA:O? I doubt it would.
Different methonds of delivering dialogue all have their strengths and weaknesses, but they al have their place in a game.

[quote]Terra_Ex wrote...

Funny, that's exactly how the companions in DA2 feel to me outside of cutscenes, their random comments akin to a teddy bear squeaker. It'd be perfectly justified to slate Origins if Dragon Age 2 did it any better yet it doesn't. Companions merely sit in the designated positions in Kirkwall doing... nothing (that LIs can live with you is interesting though, lack of interaction notwithstanding). There's no realisation of the companions having lives, they don't have full cycles of actions to perform/locations to visit each day like in titles such as Fallout/Radiata Stories, they just sit there. Had they included mechanics such as a dynamic day / night system with maybe Aveline patrolling at night rather than sitting in the guardhouse all day would have helped strengthen the idea of a living, breathing city, as it stands though, the whole thing is far from believable. The problems begin with the lack of believability of the city itself as noted in the excellent articles Brock linked previously, and that's even before we consider the failings of the companions. Origins neatly sidesteps this potential landmine as far as companions are concerned simply through its use of the campsite.
[/quote]

They stay in the same position because it's easier to find them. I doubt you'd like it if you had to chase down Varric across Kirkwall simply to talk to him. Fallout is an open world so people there are free to roam like the player himself. Bioware never used that approach in their games.
You do get a cut scenes of characters visiting each other or your own home, but would the image of Isabela entering your home, walking up to your dog and starting a conversation with him really be that much better than seeing it play out in a cut scene?
And I disagree that Origins made it better by having everyone share the camp with you. Baldur's Gate 2 also had characters stay in one place (or several places) when not in your group and do nothing, yet nobody complained about it then. But in DA2 it's a "landmine" for some reason..

I get that some people really cannot accept that Bioware makes games that hey want, rather than what players may want, but nitpicking over every little detail of the sequal and making it look like some kind of mistake or missed opportunity won't result in DA3 looking any more like Origins than DA2 did.

[quote]Terra_Ex wrote...

Other games have already done it far more effectively.
[/quote]

Such as?

Sure, Fallout may have people walking around and doing some daily routine, but it's a different game with different design philosophy. Story wise and character wise it's nowhere near Bioware rpgs.

And even if someone else did it before or has done it "better" doesn't mean you can simply copy paste it into a Bioware game and make it work there as well.

I'd rather see Bioware try out something new, learn from it and make neccesary changes then simply copy what others are doing.

#13419
Fallstar

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Seriously hoping Morrigan returns for DA:3, they better not finish that story off in a dlc. Perhaps the very last DA:2 dlc could have Merrill fix the Eluvian, with the closing image being Morrigan and Warden stepping through it...we can dream huh?

#13420
TheBlackBaron

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SirLogical wrote...

Seriously hoping Morrigan returns for DA:3, they better not finish that story off in a dlc. Perhaps the very last DA:2 dlc could have Merrill fix the Eluvian, with the closing image being Morrigan and Warden stepping through it...we can dream huh?


I was talking with David G. last night, and...apparantly Merrill's whole eluvian venture was borked from the beginning. She took one shard from the mirror in the ruins and integrated that into another mirror she built from scratch, which explains why it looks so different and she was never able to get it working. 

So they'll more likely just step out right back into the rotting corpse of the Mother. :wizard:

#13421
Terra_Ex

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 [quote]Master Shiori wrote...
When you arrive in Kirkwall and talk to the guard captain in the Gallows, during the conversation you'll see the option to charm, persuade or intimidate him displayed in the lower left corner of the wheel. The catch is that you only get one option based on your dominant personality up to that point. So, if you were using mostly diplomatic replies you'll get the persuade option (branch), sarcasm/humour will give you charm option (diamond), agressive personality gets intimidate option (red fist).[/quote]So does this also account for the number of "personality points" Hawke has accrued in a given tone, ie: if I pick red hammer/fist icons consistently, is the intimidate action more likely to succeed than if it was the dominant personality by a hair's breadth? Or does the intimidate action succeed regardless simply by virtue of that being Hawke's current dominant personality? Or put another way - there were multiple skill levels of coercion in DA:O, is this still present in DA2?


[quote]Master Shiori wrote...
Must be a bug because the option to do so isn't tied to your personality and thus should be available to anyone (it's the choice icon showing 3 arrows in a wheel). 
If I remember corectly it should come up after Isabela says to Zevran "You're leaving? What about sex?!". You have 3 options then: 1) What about me?2) Don't do this3) This is disgusting
The second one talks her out of it without an approval loss. All 3 must be available since they're normal choices and not personality tied replies or skills.[/quote]For me Shiori, after Isabela says her line to Zevran, it literally skips to Zevran accepting and the two walk off without any opportunity for Hawke to say anything, hence my wtf reaction to the whole thing (especially in light of the possibilities offered regarding Isabela at the Pearl) - I have a save in that exact spot and can reproduce the sequence. I can make you a nice video of the whole sequence if you'd like. At this point I'm inclined to attribute it as just one of the litany of bugs relating to Zevran in his cameo scene.


[quote]Master Shiori wrote...
Morrigan is conflicted over her feelings just as Isabela is. The difference is that Morrigan admits her feelings practicaly at the end of the game and then leaves, without you having a choice in the matter, only to reappear in Witch Hunt after her inner conflicts about love and the Warden are resolved. [/quote]But at the heart of it that's just a contrived plot twist that ultimately frustrates the player in the closing moments of the game as there was no reason why the warden couldn't have gone with her, it was a plot hammer>player agency moment which later necessitated the WH resolution.


[quote]Master Shiori wrote...
Isabela romance is very similar, except for Isabela being a lot more open and easy going character than Morrigan. They both approach sex casualy and have a problem with commited relationships due to either their upbringing (Morrigan) or bad experience (Isabela). The point I was trying to make is that Isabela's conflicts are all resolved in the game itself, rather than a DLC like the case was with Morrigan. This doesn't make her romance better, but simply removes the frustration of being left in the dark without a proper resolution, as was the case with Morrigan leaving in DA:O.[/quote]Ah, well I felt like they weren't really resolved (similarly to Morrigan's), some felt a tad brushed aside or not explored as thoroughly as I would have liked - there was scope there to dig deeper imo. At times it honestly felt like you were just scraping the surface hence why I stated I don't feel there was the same depth of discussion that we saw with DA:O's LI options.


[quote]Master Shiori wrote...
The whole "Isabela wants to bed Zevran" thing really shouldn't be a surprise to you. She's believes in an open relationship just as Zevran or hardened Leliana did in Origins. If you agree with her she'll insist for you to join them, and if you don't she won't sleep with him. But expecting Isabela to suddenly change from who she was is like expecting Morrigan to marry the Warden and settle down in some cottage. The fact that she not only stays with you no matter what, but also follows you into the conflict between mages and templars instead of simply leaving Kirkwall like she normaly would should speak more loudly about her feelings than any fling.[/quote]It doesn't surprise me, what surprises me was that considering Hawke and her apparently have a relationship that spans so many years the topic never comes up in a meaningful way until that point. Sex is such a huge part of her character why the heck do we not get to explore this particular caveat? Tying in with my experience above, which you say is a bug, it seemed to me that the game wasn't accounting for the last big discussion Hawke has with her, which was odd. As an aside, the game assumes too much in the framed narrative setting, in much the same way as the opening fails to make you care for the destruction of Lothering (we don't see it, why should we care) and the sibling deaths (who we have no attachment to at that point), Hawke "apparently" knows more of the characters he's spending time with than the player does themselves, which creates a disconnect. It comes back to what Brock was saying earlier with the timeline jumping ahead not really being the best fit with regards to romance progression, considering the amount of time that has gone by there should have been more. 


[quote]Master Shiori wrote...
I didn't get impression from the way he delivered the line in question. You could be right, but I find it hard to believe the Warden would suddenly go back to Denerim and leave Morrigan behind when the very point of Witch Hunt, for a Morri romancing Warden, was to be reunited with her and remain together.[/quote]As do I, which is why the line displeases me to the extent it does - so either something has happened offscreen with regards to the wardens which we don't know about or it was an oversight. 


[quote]Master Shiori wrote...
The city does change. Not visualy ofc, but if you pay attention to the people within you can see how their lives change for better or worse. You can see the recruits in the Gallows rise through the ranks as the years go by, you can see the sisters in the chantry change, you see a monument to your victory over the Qunari in the Docks, etc.
As for companion progress I felt that depends on companion in question. Aveline has a pretty obvious progress through acts 1, 2 and 3. Fenris keeps mostly to himself and is practicaly a "ghost". Therefore his progress isn't as obvious. Merrill works on her mirror. Isabela pulls all sorts of pranks or drags you on small adventures. Varric simply runs the family business. 
The point is that most of these changes aren't really relevant to Hawke or his personal story so they aren't as important as say, Morrigan's change from DA:O to WH.[/quote]

Which really just comes back to the problem that Hawke as a protagonist and his/her drive/motivation/end goals are vague at best and consequently the overall story is weaker in areas because of it. It seems Hawke is just some random guy how does odd jobs for people, as an initial way to draw the player into the game a quest for 50 sovereigns in the arguably the longest act in the game is not a good way to hook the player, nor is it a particularly strong argument for why the some of the companions follow him/her around. It's a group of misfits without purpose that randomly finds itself embroiled in larger events (that Hawke actually has limited influence over) by happenstance. 


[quote]Master Shiori wrote...
Personally, I feel you shouldn't be free to talk to your companions whereever, whenever and about whatever you wish. The conversation should only be possible if the topic was somehow relevant to the what you're doing at that moment.
Example: Having a discussion with Wynne about the Litany of Andralla, blood magic or Uldred during the Broken Circle quest made perfect sense, since these are the problems you dealing with atm. Having the option to talk to Leliana about fashion in Orlais during that same quest, however, made no sense at all.[/quote]

I hold just the opposite view, I know what you're getting at but I think a happy medium could have been reached rather than the stark divide in the two types of companion interactivity afforded to you in DA2. As you say, those conversations regarding Wynne were exposition that was pertinent to a particular quest item at the time, not quite what I was getting at. They've chosen to remove the freedom to interact at will completely from the game, while out and about in areas such as Denerim, there are no immediately threats unless you walk into a pack of enemies, same as in Kirkwall - NPCs are standing about conversing yet apparently you're not able to do so. Origins broke its dialogue up between "In camp/not in camp" (generally), to get around the problem you're suggesting you simply add another condition - "in a city/safe zone" to the not in camp cases. 


It's wrong to assume that the player might not want to strike up a conversation during parts of the game where that might not be intended/expected. Take the final battle in Denerim - When exactly is the optimal time to speak to Morrigan about the dark ritual considering you supposed to be facing a legion of darkspawn - is the conversation "relevant" considering you're battling for your life or should you concern yourself only with the task at hand? Do you take that opportunity before speaking to Riordan and choosing your final party or do put off that final farewell until the double doors that lead to the archdemon?

While exploring, perhaps you notice something that sparks something off, or perhaps after your encounter with Majolaine's assassins you want to discuss the issue with Leliana but you want to do it whilst on your way there rather than returning to camp. The issue still remains relevant even though I can spend hours travelling Ferelden completing other quests before I return to Leliana's plotline. The point is giving the player the freedom to decide can add volumes to a conversation, like the Morrigan example all kinds of thoughts are going through your mind, you're still reeling from the DR discussion and the decision whether or not to speak to her or sway her from her course is up to you. Forcing that on the player in a scripted sequence would ruin the space for all of that to occur.


[quote]Master Shiori wrote...
Also, some personal dialogue like discussing relationships and feelings should, imo, only ever take place in the appropriate setting; your home, your friends or LI's home or some other private locale and should definitely never be brought up during important quests or battles, unless it's tied to it in some way.[/quote]I both agree with this and disagree; I found that the small variations that could occur based on some of these conversation in DA:O were nice touches. Some definitely should be restricted, yes but others stand to gain in perhaps unforeseen ways by leaving it up to the player.


[quote]Master Shiori wrote...
I found other companions dialogue to be interesting. Fenris tells you a great deal about Tevinter, the Magisters and his life as a slave. All of that is info we didn't know before, and was better than simply reading about it in a codex. Anders was trying to show you how hard life was in the Circle and how mages face injustice purely for being born with their powers. While his extreme views made it hard for me to like him and therefore enjoy the dialogue with him, it does bring up some interesting points. Merrill tells you quite a bit about the Dalish, their legends and gods, and about what it feels to be a blood mage or an outcast from that society. Even Isabela shares interesting info about Rivain, but considering her personality it's obvious that she doesn't like having serious conversations.[/quote]

Oh I quite agree that learning these things via companions is far better than via codex because it gives it relevance within the game world. The oppression of mages should have come across strongly through Kirkwall itself, it should not have required Anders to bring it up at every opportunity. Fenris's is probably the most interesting, with the most potential knowledge for the player to gain, but he's written by Gaider so it stands to reason but by and large I don't feel the companions were as ultimately forthcoming in sharing information both about themselves, their past and their places of origin, as I said earlier, it felt like Origins gave you more flexibility and scope to discuss these issues with your companions.


[quote]Master Shiori wrote...
Now, apart from Morrigan, Loghain, Alistair, Leliana and Zevran, I wouldn't call the rest of companions in DA:O strong and certainly not better than any of the DA2 companions. At best they were average.[/quote]Funnily enough, Morri, Alistair + Zev are all Gaider's work. iirc Gaider only wrote Fenris for DA2. DA:O was unusual for me as I actually liked the entire cast, with DA2 I'm a bit indifferent toward some of them. In DA:O Wynne was the nosy old crone who disaproved of everything you do and berates you for your relationship with Morrigan, Alistair had his moments including the conversation where he asks you for your views on the companions, Shale supplemented Morrigan's dry humour with her own brand of snark while Sten withholds secrets of a foreign culture you desperately want to know more about. I could go on but I'm not feeling the same from DA2, something is missing from the new experience.


[quote]Master Shiori wrote...
And dialogue in DA:O was stronger because your Warden was standing still like a dummy most of the time, with his back turned to you? Sorry, but dialogue in DA:O was only "strong" due to animations of companions and their VO's. In most cases you couldn't even see your character's reaction and it was left to you, the player, to roleplay it in your head. Maybe that's what some people preffer to do, but it doesn't make it a "better" experience.[/quote]

Sure, if you're interacting with the product on a solely audio/visual level you'll experience exactly the issues you describe, which you've outlined on the first line by separating yourself from the PC. If you can project yourself though it really wasn't an issue, as I play DA:O, I'm in the game, I'm not obsessing over my player standing still because I am the player charcter, I am the one reacting, both as an extension of myself within the game and in reality. If you expect a silent PC to react on your behalf then you miss the point of the silent pc. Leaving it to the player to "roleplay" is exactly what an RPG should be doing, allowing you to use your imagination instead of having every detail down to the last minutia spoonfed to you, we saw just how effective that was as the game attempted to make you (Hawke) feel sad by killing off the sibling in the opening moments. VO has nothing to do with the issue, a sprite based, unvoiced game can have excellent dialogue because it's the characters that are speaking and the words that they are exchanging that are important and I felt that DA:O was more consistent in that regard, though the problems created by the paraphrasing and the broken transitions that result from pursuing the "investigate" branches probably contributed to that.


[quote]Master Shiori wrote...
They stay in the same position because it's easier to find them. I doubt you'd like it if you had to chase down Varric across Kirkwall simply to talk to him. Fallout is an open world so people there are free to roam like the player himself. Bioware never used that approach in their games.[/quote]That's not the point, if I set off from the estate without Aveline in tow (since the party picker launches whenever you leave, "finding" companions is not really a problem) I should be able to see her doing her job about the city. The city guards acknowledge her while out and about so why do we never see her patrolling when she's not in the active party? It wouldn't have hurt the game at all. It doesn't have to be an open world to achieve this, the Way of the Samurai series has a small number of areas (and a surprising similar setup to DA2) and uses randomisation of npc behaviour in this way. On those occasions where they had something to discuss with the player - that's when they should have been locked to a specific location, if their dialogue was exhausted they let them wander the city, responding with the ambient one liners.


[quote]Master Shiori wrote...
You do get a cut scenes of characters visiting each other or your own home, but would the image of Isabela entering your home, walking up to your dog and starting a conversation with him really be that much better than seeing it play out in a cut scene?[/quote]

Having a bunch of nuanced little ambient sequences like that would be a huge improvement Shiori. If Hawke returns to his estate and maybe Isabela is interacting with the dog via ambient dialogue on one occasion yet on another perhaps she's lying on the bed waiting to seduce him is far better than having one-shot scripted cutscenes because they bring the game world to life, events seem to occur as a matter of natural course rather than as a cutscene, which immediately stand out as one off events. They're tiny things, they don't even have to have dialogue, they're easy to implement and they blend seamlessly with the notion of the companions actually having lives with motivations, routines and goals that are shifting on a day to day basis, they add depth and convey information without having to take control away from the player.

Variations like that, relying on the element of random chance can be produced at a far greater rate and at reduced cost than one or two expensive cutscenes. Similar things could have been done in DA:O, had the warden had his/her own tent that could have made for some interesting possibilities and BioWare could very easily had given the party members a couple of ambient sequences that could be applied randomly whenever you enter camp. Think of it like the random encounters that happen in the likes of Oblivion/Fallout, only in Dragon Age you apply it to companion locations and activities.


[quote]Master Shiori wrote...
And I disagree that Origins made it better by having everyone share the camp with you. Baldur's Gate 2 also had characters stay in one place (or several places) when not in your group and do nothing, yet nobody complained about it then. But in DA2 it's a "landmine" for some reason..[/quote]Baldur's Gate 2 wasn't trying to push the companions have their own lives angle so strongly though. And the point I was making was, DA:O didn't create this problem for itself simply because of the existence of the campsite.

[quote]Master Shiori wrote...

I get that some people really cannot accept that Bioware makes games that hey want, rather than what players may want, but nitpicking over every little detail of the sequal and making it look like some kind of mistake or missed opportunity won't result in DA3 looking any more like Origins than DA2 did.[/quote]I think that's a nice tagline they've adopted but I don't believe it for a second, especially with DA2. The game is rife with missed opportunities, both as the successor to Origins and as a game in its own right. As I said earlier, DA2's failings have been noted by many outside the BSN so the Laidlaw-esque explanation of refusal to accept change falls flat. 


[quote]Master Shiori wrote...

Sure, Fallout may have people walking around and doing some daily routine, but it's a different game with different design philosophy. Story wise and character wise it's nowhere near Bioware rpgs.
And even if someone else did it before or has done it "better" doesn't mean you can simply copy paste it into a Bioware game and make it work there as well.[/quote]No, but looking at other games and distilling down elements that make up that game and how they work is something that I know for a fact EA employs in their process of design. Borrowing elements such as daily routine could have been very easily applied to DA2 and it would have been far easier to implement in DA2 than Fallout due to the way DA2 is limited to a very small number of areas - smoke and mirrors can work wonders in cases like this.  


[quote]Master Shiori wrote...
I'd rather see Bioware try out something new, learn from it and make neccesary changes then simply copy what others are doing.[/quote]
I'd rather they made consistently strong titles. BioWare has been in the business for a while, some of the mistakes they're making should not be happening, both from their own past experience and looking at the mistakes/successes of others in the industry.

Modifié par Terra_Ex, 24 mars 2011 - 08:28 .


#13422
Brockololly

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I'll try and respond to some of the ranting later....

But if you're up for some vintage facepalming, Look, another Laidlaw interview! Curse those damned non combat skills- they clearly didn't add anything to Origins and just made things too confusing!:pinched: I swear, Laidlaw hates Origins.

Morrigan Disapproves -500
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Modifié par Brockololly, 24 mars 2011 - 10:54 .


#13423
Alex Kershaw

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Terra Ex for CEO

EDIT: Laidlaw still in denial I see... The interviews are actually getting worse and worse - he's actually offending me as a DAO lover now, as if I'm wrong for liking that game over the trash they just pushed out. I fail to see how he can talk DAO down so much when DA2 is being slaughtered by critics across the world... And he said we'll be seeing more of DA2-style in the future, sigh...

Modifié par Alex Kershaw, 24 mars 2011 - 11:13 .


#13424
Glorfindel709

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I hate Laidaw..... so much. >.<

#13425
Master Shiori

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[quote]Terra_Ex wrote...

So does this also account for the number of "personality points" Hawke has accrued in a given tone, ie: if I pick red hammer/fist icons consistently, is the intimidate action more likely to succeed than if it was the dominant personality by a hair's breadth? Or does the intimidate action succeed regardless simply by virtue of that being Hawke's current dominant personality? Or put another way - there were multiple skill levels of coercion in DA:O, is this still present in DA2?
[/quote]

The personality you pick consistently will determine which action you can perform, not whether that action will succed. So in your example, picking red hammer/red fist options will allow you to use intimidate when possible, rather than charm or persuation. However, your chance of success depends on the character you're talking to.

Example: During the quest "Wayward Son" you can talk to either the templar Thrask or the antivan merchant about the missing boy. If you try to intimidate Thrask it'll fail because, as a templar, he cannot be intimidated by an unknown refugee. The merchant however has no status to protect him and therefore will break down and give you the info you need if intimidated.

But, if you bring the appropriate companion with you, they can intimidate Thrask succesfully. In this case, Aveline can use her authority as a guardswoman to get Thrask to share his info with you.


[quote]Terra_Ex wrote...

For me Shiori, after Isabela says her line to Zevran, it literally skips to Zevran accepting and the two walk off without any opportunity for Hawke to say anything, hence my wtf reaction to the whole thing (especially in light of the possibilities offered regarding Isabela at the Pearl) - I have a save in that exact spot and can reproduce the sequence. I can make you a nice video of the whole sequence if you'd like. At this point I'm inclined to attribute it as just one of the litany of bugs relating to Zevran in his cameo scene.
[/quote]

Are you sure you've romanced Isabela properly? What you described only happens if she isn't in a romance with Hawke.
Either something messed up the romance or it actualy is a bug.


[quote]Terra_Ex wrote...

But at the heart of it that's just a contrived plot twist that ultimately frustrates the player in the closing moments of the game as there was no reason why the warden couldn't have gone with her, it was a plot hammer>player agency moment which later necessitated the WH resolution.
[/quote]

I know. I'm not saying that single plot hammer moment reduces the value of Morrigan's romance for me. What I'm trying to point out is that Isabela is similar but doesn't result in such a frustrating resolution. I still value Morrigan more highly than any other romanceable character BIoware ever made. It was just refreshing to see a similar romance from Isabela, but not get gaidered and forced to wait for a DLC to wrap it up properly.

[quote]Terra_Ex wrote...

Ah, well I felt like they weren't really resolved (similarly to Morrigan's), some felt a tad brushed aside or not explored as thoroughly as I would have liked - there was scope there to dig deeper imo. At times it honestly felt like you were just scraping the surface hence why I stated I don't feel there was the same depth of discussion that we saw with DA:O's LI options.
[/quote]

I feel there is plenty of depth to all companions, except maybe Anders whose fanaticism makes him almost impossible to talk to unless you agree with his views. Aveline had a lot of depth and so did Varric. Isabela is special because she hates talking about serious things like relationships. However she still tells you plenty about herself and, surprisingly, shows a different side of her character when dealing with Merrill, Bethany or Varric.
She loves showing herself as a loose hedonist who only cares about fun, but there's also a more caring side to her. Like Morrigan, she will only show occasionaly and never for long, but it is there.

[quote]Terra_Ex wrote...

It doesn't surprise me, what surprises me was that considering Hawke and her apparently have a relationship that spans so many years the topic never comes up in a meaningful way until that point. Sex is such a huge part of her character why the heck do we not get to explore this particular caveat?
[/quote]

Simply put it's something that cannot be changed. It's like Zevran's bisexuality and him being an assassin. He tells you about it but you cannot persuade him to stop being that. It's simply a part of what he is.

Similarly, Isabela is a hedonist and doesn't care what people think of her sleeping around. She even has a discussion about it with Aveline and when asked if it bothers her replies: "Why should it? Other people don't know me. I know me."

As she says in her first "Questioning Beliefs" quest, she likes Hawke because he/she doesn't judge people based on how they live their life, so you accepting her sexuality is what makes her respect you.

[quote]Terra_Ex wrote...

As do I, which is why the line displeases me to the extent it does - so either something has happened offscreen with regards to the wardens which we don't know about or it was an oversight. 
[/quote]

I'm hoping for an oversight or Alistair not really knowing the Warden is gone. Warden being back in Denerim would only make sense if Bioare plans to use him/her again. Otherwise it's messing with player choices for no good reason..


[quote]Terra_Ex wrote...

Which really just comes back to the problem that Hawke as a protagonist and his/her drive/motivation/end goals are vague at best and consequently the overall story is weaker in areas because of it. It seems Hawke is just some random guy how does odd jobs for people, as an initial way to draw the player into the game a quest for 50 sovereigns in the arguably the longest act in the game is not a good way to hook the player, nor is it a particularly strong argument for why the some of the companions follow him/her around. It's a group of misfits without purpose that randomly finds itself embroiled in larger events (that Hawke actually has limited influence over) by happenstance. 
[/quote]

The point of Hawke is that he isn't some great hero about to save the world or rule a nation. He/she is just an ordinary person trying to support his/her family and, as the result of that, raises through the society until he becomes the Champion of Kirkwall.
True, as you say it doesn't make him as epic as the Warden, but it does give us a more personal story and something that Bioware never tried before.

Some people may hate it, but I think it did make for a more unique experience. The companions in DA2 really felt like misfits that hanged out with me and helped each other out. They were more concerned with their own lives then with stopping some great evil. It didn't make us look like heroes of legend, but it did make me care about them like an extended family and not just brothers in arms drawn together by some higher goal.

[quote]Terra_Ex wrote...

I hold just the opposite view, I know what you're getting at but I think a happy medium could have been reached rather than the stark divide in the two types of companion interactivity afforded to you in DA2. As you say, those conversations regarding Wynne were exposition that was pertinent to a particular quest item at the time, not quite what I was getting at. They've chosen to remove the freedom to interact at will completely from the game, while out and about in areas such as Denerim, there are no immediately threats unless you walk into a pack of enemies, same as in Kirkwall - NPCs are standing about conversing yet apparently you're not able to do so. Origins broke its dialogue up between "In camp/not in camp" (generally), to get around the problem you're suggesting you simply add another condition - "in a city/safe zone" to the not in camp cases. 


It's wrong to assume that the player might not want to strike up a conversation during parts of the game where that might not be intended/expected. Take the final battle in Denerim - When exactly is the optimal time to speak to Morrigan about the dark ritual considering you supposed to be facing a legion of darkspawn - is the conversation "relevant" considering you're battling for your life or should you concern yourself only with the task at hand? Do you take that opportunity before speaking to Riordan and choosing your final party or do put off that final farewell until the double doors that lead to the archdemon?

While exploring, perhaps you notice something that sparks something off, or perhaps after your encounter with Majolaine's assassins you want to discuss the issue with Leliana but you want to do it whilst on your way there rather than returning to camp. The issue still remains relevant even though I can spend hours travelling Ferelden completing other quests before I return to Leliana's plotline. The point is giving the player the freedom to decide can add volumes to a conversation, like the Morrigan example all kinds of thoughts are going through your mind, you're still reeling from the DR discussion and the decision whether or not to speak to her or sway her from her course is up to you. Forcing that on the player in a scripted sequence would ruin the space for all of that to occur.
[/quote]

I understand your viewpoint on this matter. True, neither DA:O nor DA2 handled it perfectly. Personally, I felt DA2 was more realistic in this regard if for no other reason than forcing you to spread the dialogue across the whole game. I do not, however, believe that the way DA2 handled dialogue is perfect or that Bioware won't make changes to it in the future.

[quote]Terra_Ex wrote...

I both agree with this and disagree; I found that the small variations that could occur based on some of these conversation in DA:O were nice touches. Some definitely should be restricted, yes but others stand to gain in perhaps unforeseen ways by leaving it up to the player.
[/quote]

If the situation is appropriate for it, then sure. But it must be tied to the conversation at hand in some way.

[quote]Terra_Ex wrote...

Oh I quite agree that learning these things via companions is far better than via codex because it gives it relevance within the game world. The oppression of mages should have come across strongly through Kirkwall itself, it should not have required Anders to bring it up at every opportunity. Fenris's is probably the most interesting, with the most potential knowledge for the player to gain, but he's written by Gaider so it stands to reason but by and large I don't feel the companions were as ultimately forthcoming in sharing information both about themselves, their past and their places of origin, as I said earlier, it felt like Origins gave you more flexibility and scope to discuss these issues with your companions.
[/quote]

Origins gave you the freedom to choose when to discuss these things. DA2 only allowed it to happen at certain points in the story. While I don't consider one way to be better then the other, I do like how DA2 spreads dialoue around so that I always have something to talk about with my companions.

Morrigan was awesome to talk to in Origins, but you could have 5-6 conversations with her at the very start. Then do her personal quest, have 2-3 more convos and *puff* you're done. This means that after your first threaty you have nothing to talk about with her other then kissing and sexy time. Personally, I don't think having Morrigan or anyone else unload all that info at me right at the start, when we don't even know each other very well is either believable or good for the game. Now if only some info would be available at the start and other things being unlocked at certain moments, then things would be better.

Maybe Bioware should divide dialogue into casual and personal, and make casual available whenever and where ever the players chooses, while personal stuff only gets available when certain criteria is met?

[quote]Terra_Ex wrote...

Funnily enough, Morri, Alistair + Zev are all Gaider's work. iirc Gaider only wrote Fenris for DA2. DA:O was unusual for me as I actually liked the entire cast, with DA2 I'm a bit indifferent toward some of them. In DA:O Wynne was the nosy old crone who disaproved of everything you do and berates you for your relationship with Morrigan, Alistair had his moments including the conversation where he asks you for your views on the companions, Shale supplemented Morrigan's dry humour with her own brand of snark while Sten withholds secrets of a foreign culture you desperately want to know more about. I could go on but I'm not feeling the same from DA2, something is missing from the new experience.
[/quote]

I feel a much stronger connection with the DA2 companions the with ones from Origins. While I love the ones I listed, the rest didn't really leave a deep impression on me. I felt the Arishok and his followers gave me a better understaing of Qunari culture and personality than Sten did. The companions in DA2 felt like a family to me and really grew up on me as the years passed, even those that I didn't agree with like Fenris or Anders (ok, Anders didn't grow on me).

[quote]Terra_Ex wrote...

Sure, if you're interacting with the product on a solely audio/visual level you'll experience exactly the issues you describe, which you've outlined on the first line by separating yourself from the PC. If you can project yourself though it really wasn't an issue, as I play DA:O, I'm in the game, I'm not obsessing over my player standing still because I am the player charcter, I am the one reacting, both as an extension of myself within the game and in reality. If you expect a silent PC to react on your behalf then you miss the point of the silent pc. Leaving it to the player to "roleplay" is exactly what an RPG should be doing, allowing you to use your imagination instead of having every detail down to the last minutia spoonfed to you, we saw just how effective that was as the game attempted to make you (Hawke) feel sad by killing off the sibling in the opening moments. VO has nothing to do with the issue, a sprite based, unvoiced game can have excellent dialogue because it's the characters that are speaking and the words that they are exchanging that are important and I felt that DA:O was more consistent in that regard, though the problems created by the paraphrasing and the broken transitions that result from pursuing the "investigate" branches probably contributed to that.
[/quote]

But the thing is you were no more the Warden in DA:O then you were Hawke in DA2. You cannot decide how your character feels about something outside of the choice offered to you by the writers. The only difference is that in DA:O you deliver a line in your head, with the voice you want and can imagine how it goes until you see the reaction of the companion you just talked to and realize that what you imagined wasn't the same as what you actually said. I had moments when saying something that looked like an insult actually turned out to be a sarcastic joke. But I didn't know that until the companion in question responded to my line.

Example: Saying "Get in the tent woman!" to Morrigan could have easily been perceived as an agressive response and not as a joke, since I have no way of knowing how it'll be delivered. In DA2, I can not only hear Hawke say the line and realize what it is, but the line itself is marked by an appropriate symbol to show what the intent behind it is.

In both cases you only have as much freedom as the writers allow you, but the intent is much clearer in the second case.

As for immersion breaking, I'll admit that once I get into a game and it's story, it's really hard to break me out of it. That's why I can play as Shepard or Hawke and still feel like I'm the character in question, despite their voice not matching my own. I can also play as a silent protagonist in Fallout 3 or DA:O and still have the same level of immersion.

As for the cinematic approach, I don't hate it and feel it has it's place in games, depending on how you deliver it. I think DA2 did a fine job here and only time will tell if this is something that Bioware wants to keep in the future.

[quote]Terra_Ex wrote...

That's not the point, if I set off from the estate without Aveline in tow (since the party picker launches whenever you leave, "finding" companions is not really a problem) I should be able to see her doing her job about the city. The city guards acknowledge her while out and about so why do we never see her patrolling when she's not in the active party? It wouldn't have hurt the game at all. It doesn't have to be an open world to achieve this, the Way of the Samurai series has a small number of areas (and a surprising similar setup to DA2) and uses randomisation of npc behaviour in this way. On those occasions where they had something to discuss with the player - that's when they should have been locked to a specific location, if their dialogue was exhausted they let them wander the city, responding with the ambient one liners.
[/quote]

Well, in the case of Aveline it's because she has other duties as guard captain and leaves patrols to others.

As for the rest of your argument I have to say it's a rather good idea. Heck, you should bring it up with BIoware in their feedback topics, since it would be a neat improvement.


[quote]Terra_Ex wrote...

Having a bunch of nuanced little ambient sequences like that would be a huge improvement Shiori. If Hawke returns to his estate and maybe Isabela is interacting with the dog via ambient dialogue on one occasion yet on another perhaps she's lying on the bed waiting to seduce him is far better than having one-shot scripted cutscenes because they bring the game world to life, events seem to occur as a matter of natural course rather than as a cutscene, which immediately stand out as one off events. They're tiny things, they don't even have to have dialogue, they're easy to implement and they blend seamlessly with the notion of the companions actually having lives with motivations, routines and goals that are shifting on a day to day basis, they add depth and convey information without having to take control away from the player.

Variations like that, relying on the element of random chance can be produced at a far greater rate and at reduced cost than one or two expensive cutscenes. Similar things could have been done in DA:O, had the warden had his/her own tent that could have made for some interesting possibilities and BioWare could very easily had given the party members a couple of ambient sequences that could be applied randomly whenever you enter camp. Think of it like the random encounters that happen in the likes of Oblivion/Fallout, only in Dragon Age you apply it to companion locations and activities.
[/quote]

The cutscene helps by making it impossible to miss the scene in question, but also to set the camera angles in such a way as to emphasize the facial expression and stance of the characters having the conversation. I can't argue with the costs since I'm not a programmer.
Ultimately, it's something Bioware has to decide for themselves. I like how they handled it in DA2, but I'm not against changes or improvement if they make future games better.

[quote]Terra_Ex wrote...

Baldur's Gate 2 wasn't trying to push the companions have their own lives angle so strongly though. And the point I was making was, DA:O didn't create this problem for itself simply because of the existence of the campsite.
[/quote]

I wouldn't say they were pushing it in DA2 as opposed to not pushing it in BG2. Some of your companions in BG2 also had their own private lives and even their homes. While "campfire approach" works in some games, it wouldnt have worked in DA2. Having everyone move into Hawke's home wouldn't make sense, since some people like Varric or Aveline already have their own places to live. Why would they bandon those to move in with Hawke?

Modifié par Master Shiori, 25 mars 2011 - 12:02 .