The Elder King
N6
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Prime Posts: 19631
Posts: 6,341 Likes: 8,239
inherit
104
0
Oct 27, 2024 16:05:44 GMT
8,239
The Elder King
6,341
August 2016
theelderking
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
19631
|
Post by The Elder King on Oct 27, 2024 13:26:46 GMT
You traded barbs with Solas… I thought the idea behind it was fine, because the dialogue with him and the choice you made there could lead to two different paths in the relationship with Solas, and hopefully a more antagonistic one, if the player wants to go down that path. The notification could've been worded differently. If every choice you make in the game is tracked, though, I get the feeling that the system's function is to help new players/novices in RPGs...which isn't necessarily a bad thing, but they should have implemented a toggle to turn it off for those that wished to.
|
|
helios969
N4
Kamisama
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
Origin: helios969
Prime Posts: No Clue
Prime Likes: Who Cares
Posts: 2,141 Likes: 3,066
inherit
867
0
Oct 27, 2024 14:36:36 GMT
3,066
helios969
Kamisama
2,141
August 2016
helios969
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
helios969
No Clue
Who Cares
|
Post by helios969 on Oct 27, 2024 14:36:36 GMT
You traded barbs with Solas… Does that mean I get to strangle him with barbed wire?
|
|
emissaryoflies
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire
Posts: 160 Likes: 448
inherit
10467
0
Sept 6, 2018 13:10:40 GMT
448
emissaryoflies
160
Sept 4, 2018 15:11:40 GMT
September 2018
emissaryoflies
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire
|
Post by emissaryoflies on Oct 27, 2024 15:07:34 GMT
You traded barbs with Solas… I thought the idea behind it was fine, because the dialogue with him and the choice you made there could lead to two different paths in the relationship with Solas, and hopefully a more antagonistic one, if the player wants to go down that path. The notification could've been worded differently. If every choice you make in the game is tracked, though, I get the feeling that the system's function is to help new players/novices in RPGs...which isn't necessarily a bad thing, but they should have implemented a toggle to turn it off for those that wished to. I do not disagree. It just seems so...regressive. It's like they're treating the player as if they're 90, senile, and have never played 'wunna dem vidya gams' before. Are we really at the point where we have to notify players when they're being 'witty'? The past titles never needed notifications. Though in some instances, the DA2 loyalty quest with Merrill for example, it can be helpful. It was so easy to pick the dialogue that ends up wiping out the Sabrae clan. Though you can easily argue that it was a flaw in the writing. To the point, the fade sequence with Solas does not appear to carry the same weight. Maybe a toggle can be a quality of life update. It's just damned depressing that developers seem to think people are dimwitted fools who need everything carefully explained to them like they're in kindergarten.
|
|
inherit
∯ Oh Loredy...
455
0
Oct 27, 2024 15:24:18 GMT
30,316
gervaise21
12,822
August 2016
gervaise21
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights
|
Post by gervaise21 on Oct 27, 2024 15:26:39 GMT
I saw a bit of something in some spoilers so I'm going to be vague .Cutscenes are way better than they used to be. Fantastic. But the "choices"? So you talk with someone and you sort of resume what you learn about them. Diverse background. Then you got a binary "choice" that boils down to "it is a good thing" " or kinda rough" . You pick"ok, good for you". Then you get a pop up after saying what boil down to "okie, dokie" : You encourage X person to embrace who they are" Bioware, small chitchat and saying "Cool" doesn't mean anything. The dialogue is ok, but popping up the BIG CHOICE interface + Ooooh dialogue consequence pops up in that moment feels so silly.
Dear me, I wonder if they are really chasing the title parody of the year. To be fair though, I have thought some of the dialogue in the past was toe curling, particularly some of the purple Hawke comments that at times were really inappropriate for the situation. I suppose just silly is an improvement but not if it actually impacts on the development of the companion character. I wonder how long Rook has known them. Have they only just met? Why would Rook's endorsement of their life choices matter to them at that point? Still it is better than the situation with Leliana in DAI in Haven over that spy of hers and if you don't ask her to spare them, she is set permanently on the path to murder Divine. That really annoyed me when I discovered that was the case because at the time I had only just joined the Inquisition and was not yet their leader, whilst she was the established Spy Master, so should be capable of making her own decisions without deferring to me, a comparative stranger. My Dalish just stood back and observed because I had been sent as a spy and knew little about how humans did things, so it didn't seem my place to interfere. Plus the spy had betrayed them and I had no personal connection to them or knowledge of their motives, so why would I object to her ordering their death? Subsequently, I was actually a merciful judge, told her she was right to pull back her soldiers when they started going missing and ordered her to spare the nun at the end, but none of that mattered because of that first decision not to interfere. So instead of what should have been a cumulative effect, it boiled down to one choice and you were done. Sometimes the way they framed choices and consequences in previous games seemed illogical to me but I just had to live with them. I didn't make vengeful Leliana Divine but voted for Cassandra instead. The disappointment was that my Hero who was in a romance with Leliana wrote asking if I could do something for her as he thought the Divine's death had hit her badly but by that point it was too late. Poor chap got murder Leliana in place of the sweet Leliana he previously knew. Still, none of that matters now anyway.
|
|
inherit
154
0
Member is Online
Oct 27, 2024 16:17:52 GMT
3,859
Reznore
1,688
August 2016
reznore
|
Post by Reznore on Oct 27, 2024 15:55:04 GMT
Wouldn't the issue, in that scenario, be the overuse of the consequence's notification system , then the actual dialogue? Light dialogues without big choices were always present in previous games. When they shown it at first, I thought it was an interest addition, but if it basically pop up for every single choice you make, even light ones, it might get repetitive and boring right away. Yep. And... It also manages to sort of spoil the companion character arc somewhat. as in what really matters to them. When you basically know them for maybe a day. It makes a normal conversation feel gamey too. Not a fan of it.
|
|
inherit
159
0
Member is Online
Oct 27, 2024 16:26:01 GMT
7,855
fraggle
1,233
August 2016
fraggle
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
fraggleblabla
fraggleblabla
|
Post by fraggle on Oct 27, 2024 16:01:34 GMT
I thought the idea behind it was fine, because the dialogue with him and the choice you made there could lead to two different paths in the relationship with Solas, and hopefully a more antagonistic one, if the player wants to go down that path. The notification could've been worded differently. If every choice you make in the game is tracked, though, I get the feeling that the system's function is to help new players/novices in RPGs...which isn't necessarily a bad thing, but they should have implemented a toggle to turn it off for those that wished to. I do not disagree. It just seems so...regressive. It's like they're treating the player as if they're 90, senile, and have never played 'wunna dem vidya gams' before. Are we really at the point where we have to notify players when they're being 'witty'? The past titles never needed notifications. Though in some instances, the DA2 loyalty quest with Merrill for example, it can be helpful. It was so easy to pick the dialogue that ends up wiping out the Sabrae clan. Though you can easily argue that it was a flaw in the writing. To the point, the fade sequence with Solas does not appear to carry the same weight. Maybe a toggle can be a quality of life update. It's just damned depressing that developers seem to think people are dimwitted fools who need everything carefully explained to them like they're in kindergarten. While I pretty much agree with you, this could maybe help a lot of people new to the franchise or games in general going down a certain path, like The Elder King said. To me, it's a bit akin to the heart icons, so players know when to pick a certain dialogue option to advance their romance. Maybe. I don't know how it'll feel when we play it/fully see it, but it does sound a lot like what Telltale used to do as well. I actually found it quite interesting such a thing was in a game, just to get the general tone of how a character will perceive what you said or did (some people have better antennas in terms of dialogues and how it will affect your companions or their views towards your character, but some have a hard time reading people, so it might be beneficial for those?).
As for a toggle, yeah, that would have been nice, but it's ok for me either way... I had games already which explained you every little detail in tutorials and menus, stuff you simply know when you've played RPGs for the majority of your life. I get that it's for the newbies, so it's fine in general. We all started with this at some point I guess What you say about devs thinking players being dimwitted fools, I agree it can come across like that, but I'm not so sure that's actually the devs' intentions. I mean, the same could be said about stuff like "don't put your pre-made pizza in the oven with the plastic wrap around" or "don't drink bleach". If such warnings are on packages, someone might have tried it, soooo... don't overestimate people, sometimes I already feel like I'm in frigging Idiocracy
Overall I am also very curious how it will feel having your choices actually displayed once I play it. 4 days!
|
|