So ... New Style of Companion Dialogue (DA:A)
#51
Posté 31 mars 2010 - 09:19
That said, I don't want to be completely deprived of moments where I can, essentially, come up to my companions, and initiate conversation the way one does with most human beings, which is to come up to them and ask them "anything new"?
#52
Posté 01 avril 2010 - 12:29
I guess most people do not do this, which is why they tire of hearing the same conversations over and over. I myself, a drama student in college, have to go to the mental state of other people (characters) all the time. So I find it fun. To each their own!
Though, as a positive note about the Awakening conversation, I must say that all the new party bickering is very funny! Please keep that up!
#53
Posté 01 avril 2010 - 12:39
Raven Snow wrote...
What does everyone think of the new way to chat with your companions in Awakenings?
I thought it was a clever way of going about things that tends to break up the monotony of the conversation. No more 'running around talking to each companions' and no more 'so, tell me about the Templars/Bard/Antiva/what you think of Ferelden.'
#54
Posté 01 avril 2010 - 12:55
Modifié par Shadowrun1177, 01 avril 2010 - 12:57 .
#55
Posté 01 avril 2010 - 02:35
I haven't played Awakenings and doubt I will, but from what I've read the new system seems frustrating and artificial not suited to an RPG. If people don't want lots of dialogue they shouldn't be playing a RPG, lots of dialologue and conversation is what makes an RPG immersive. They shouldn't skimp on it as then it's more like a adventure game and you don't end up caring about your companions.
The click around thing sounds like a chore. I liked being able to talk to my compnaions whenever I wanted to, I don't like the idea of a silent companion that wont talk if you click on them and only does so if you find the right item to click on, that's just stupid and artificial.
#56
Posté 01 avril 2010 - 02:45
Agreed with pretty much everything you said. And you think it's hard with the Tab key? Try looking for convo triggers on a console!!! I find it distrubing that people like the new system. It takes the RP out of RPG. Who cares if some of the conversations seemed unrealistic! Ex. So full of questions are you? I have no more questions. I don't care about that! You're slaying dragons and shooting lightning out of your ass! If you decide to play this game you should check realism at the door. Plus I find it hard to give a damn about the party when the conversation system is like that. That's what kept ME2 from being one of my all time favorites. The convo system was too much like it is now and the only reason I found myself getting the party's loyalty was so that they wouldn't die during the suicide mission and so Sheaperd could screw Miranda. I didn't care about their backgrounds at all. I still like ME2 though but honestly, I think and hope that Bioware will keep the old DA:O convo system. It's the classic way of doing things and it makes the player give a damn about the party.CybAnt1 wrote...
Said it before and said it again.... if they're going to force us to rely on environmental triggers to get convos with companions, it just means MORE hunting the screen with the TAB key ... as if it wasn't bad enough looking for the lootable stuff, activateable stuff like ballistas, and the stuff that gives codex entries.
I mean, without the Tab key, would I have really guessed on my own that it was necessary to click a floating boat in the Fade to talk to Oghren about dreams? Without the Prima guide, Wiki, or the Tab key, would I have known a bulletin board in Amaranthine is the place Oghren wants to discuss his strange rash with me? Etc.
Some people like it ... I think it's tedium +1, and don't.
That said: it's OK if once in a while an environmental trigger helps move a character personal quest/backstory/etc. forward ... I just don't like the idea of it being central, ergo my desire in the future for something that blends old & new.
#57
Posté 01 avril 2010 - 03:01
My thoughts exactly.Wolfaura wrote...
I enjoyed the old system, it's an RPG you want to talk in depth to characters to find out where they are from etc. You are meant to talk to someone and the conversations you have make you feel like you really get to know your companions and you get attached and become fond of them. I never found it a hassle and it seemed natural to me.
I haven't played Awakenings and doubt I will, but from what I've read the new system seems frustrating and artificial not suited to an RPG. If people don't want lots of dialogue they shouldn't be playing a RPG, lots of dialologue and conversation is what makes an RPG immersive. They shouldn't skimp on it as then it's more like a adventure game and you don't end up caring about your companions.
The click around thing sounds like a chore. I liked being able to talk to my compnaions whenever I wanted to, I don't like the idea of a silent companion that wont talk if you click on them and only does so if you find the right item to click on, that's just stupid and artificial.
#58
Posté 01 avril 2010 - 03:47
#59
Posté 01 avril 2010 - 04:41
I didn't like the Dialogue system for Awakenings, but given its size it was tolerable, but imagine the lost dialogue for something as big as Origins. If they had used it for DA:O I could easily see A Party Messages Forum being the most used on the Website... Q: How do I get Morrigan to talk about Shapeshifting? A: Take her to the Deep Roads, go to Caradin's Cross, in the 4th quadrant, make your way to the Elf's coffin. Keep your tab button pressed all the time until you find a blue-green rock. Stare at the rock and Morrigan will start talking about Shapeshifting.
For a much larger game it seems the potential to loose out on much of the storyline is high.
Surely they could incorporate both systems into a better system.
Modifié par Ash Wind, 01 avril 2010 - 04:43 .
#60
Posté 01 avril 2010 - 02:22
I wouldn't mind seeing the world interactions added to the Origins conversation system but as a replacement? No it stinks.
#61
Posté 04 avril 2010 - 09:16
#62
Guest_Caladhiel_*
Posté 04 avril 2010 - 10:20
Guest_Caladhiel_*
CybAnt1 wrote...
I don't think the new system is "bad" if it appears occasionally. There SHOULD be moments where walking over a plot flag/trigger area triggers a conversation, or where clicking on an object triggers a convo. Yes, there should be moments where things happening "out in the world" trigger a PC-NPC conversation. And yes there should be moments where they come and approach you to talk about something too. (Like I said, it seems only Sten ever really did that much in O.) AFA "camp" maybe there SHOULD be a "flag" showing "hey I want to talk to you about something" (meaning "I have something new to say").
That said, I don't want to be completely deprived of moments where I can, essentially, come up to my companions, and initiate conversation the way one does with most human beings, which is to come up to them and ask them "anything new"?
I agree completely. A healthy mix of both 'old' and 'new' styles would be perfect: conversation trigger locations outside of camp, NPC conversation approaches (aaaah BG....) and in-camp conversations (as in the 'old' conversation type of DA:O) would be just perfect!
#63
Posté 04 avril 2010 - 11:38
Caladhiel wrote...
CybAnt1 wrote...
I don't think the new system is "bad" if it appears occasionally. There SHOULD be moments where walking over a plot flag/trigger area triggers a conversation, or where clicking on an object triggers a convo. Yes, there should be moments where things happening "out in the world" trigger a PC-NPC conversation. And yes there should be moments where they come and approach you to talk about something too. (Like I said, it seems only Sten ever really did that much in O.) AFA "camp" maybe there SHOULD be a "flag" showing "hey I want to talk to you about something" (meaning "I have something new to say").
That said, I don't want to be completely deprived of moments where I can, essentially, come up to my companions, and initiate conversation the way one does with most human beings, which is to come up to them and ask them "anything new"?
I agree completely. A healthy mix of both 'old' and 'new' styles would be perfect: conversation trigger locations outside of camp, NPC conversation approaches (aaaah BG....) and in-camp conversations (as in the 'old' conversation type of DA:O) would be just perfect!
yup, agree to all the above. I'm sure Bioware will keep improving the system for Dragon Age 2
#64
Posté 09 avril 2010 - 04:29
#65
Posté 10 avril 2010 - 11:34
#66
Posté 10 avril 2010 - 07:10
#67
Posté 29 avril 2010 - 11:30
#68
Posté 30 avril 2010 - 06:52
I want:
*Camp-style interactions that let me reeeeally get to know the NPC's I like.
*Interactive conversations like DA:A used in support
*Specific triggered scenario conversations like Baldurs Gate II used (Walking into a Castle the first time with Morrigan (I've always wanted to see a city, not read about it [sic], the Pearl with Zeveren (More insight into his childhood or whatnot), we got a slight taste of this with Alistair and Redcliffe.)
More importantly I want to have to work harder to bring some NPCs in line other than just not keep them around for some decisions (party wide approval/dissapproval perhaps), and make me work to connect with some NPCs; I hated how KOTOR2 I could breeze through everyone becoming a Jedi, and I hated how in DA:A I could easily Max out my teams rep and turn into Warden's with absolutely no sweat. That's just no fun.
And most importantly, give me truly antagonistic banter. I fell in love with Bioware from Baldurs Gate I. Going into the mines with the 2 Harpers and the 2 Iron Throne (I believe) members, halfway through the Kobold cave they start bickering, and it escalates, and then I'm just staring at my screen in shock as my NPCs promptly start killing each other. It was fantastic! Maybe a tad extreme (since it could be game breaking), but I want more than a little cut here and there verbally, give me the next step from Origins dialogue.
Serissia wrote...
I liked some aspects of the new system and hated others. If the best of both systems were combined it would be outstanding.





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