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Post by catcher on Jun 8, 2021 18:53:33 GMT
Whelp! I haven't dropped a good text bomb in over a month so I thought it was about time This particular topic was sparked both by something SirPetrakus posted over on the Role of the Inquisitor thread and some comments discussion on the Party Member Number poll. You'll notice I put 'interactions' in the title. While most of it is up to dialogue, there's some to talk about other ways we interact with Companions (and they interact with each other) that I'll be including in my comments and I would love to see more. First, some structures. Classes of Companion Interactions: 1: PC to Companion. This is the typical walk up to a Companion and start talking type interaction but includes some other interactions I'll cover in a minute. When it comes to these types of dialogues specifically, I'm reminded of something David Gaider said about striking the balance between having enough dialogue for the Companions to be interesting and invested while not either having it all available to be 'binged' out or having the Player constantly clicking the characters in game to see if some new dialogue was available. In DA:I, I think they did a pretty good job with this type of interaction in the "camp" (Haven and Skyhold) in that respect. There was a pool of starting content, some dialogue options became available at certain levels of approval, and nearly everyone had an additional discussion after each major point of the Main Plot was resolved. There were some balance issues with some Companions getting more active personal quests while others got much less personal War Table interactions, but it's unlikely we'll have the War Table in DA4 as it existed in DA:I. Furthermore, the basic interaction of a PC refusing to recruit or releasing an unwanted Companion was largely retained in DA:I. Realize, I do not personally want to fire everybody. To me, one of the attractions for Bioware games are the Companions and richness of interaction. I do, however, also prize Player freedoms so being able to control who might be coming along, if not in the active party, is something I consider a plus. One thing I would like to see more of in DA4 over DA:I is chances for the PC to initiate some dialogues 'on the road'. In DA:O, these often occurred at safe points or in the small Random Encounter maps where combat chances were closely controlled. The same could and should happen in DA4 and can happen in an open environment setting. Think of the sequence with Morrigan in courtyard of the Temple of Mythal as an example. It could even be in a location that's only accessible through some real exploration, making the open environment maps more interesting. Another place I would like to see improvement is in some kind of cost for 'talking out of both sides of the mouth'. In DA:I, it was too easy to curry favor with one Companion with one statement, then make a contradictory statement to another Companion just a little later. There has to be something better than this, but I also wouldn't want things we say translating instantly into Disfavor/Favor with another Companion as if carried on quantum entangled wings. Anyone got some ideas? 2: Companion to Companion. This includes the extensive 'Party Banter' interactions that have become a growing staple of the Dragon Age series. There were, of course, well known timing issues with DA:I's party banter but those issues point out a larger issue with Companion to Companion interaction: pacing in an increasingly variable paced game. This isn't/wasn't unique to DA:I. I love the sequence where Sten wrongfoots Morrigan with an (greatly?) exaggerated description of Qunari courtship and sex to expose her naiveté. I even loved it the second and the third time I heard it in the same game. The eighteenth time? Not so much In a game where the Companions might be party members from the beginning, or might be ignored after recruitment, or might be interchanged at various points and where different regions might or might not be thoroughly stomped over or even visited frequently or at all. With tighter level design, they may be able to use geographical triggers (like DA:Os bridges) to move Companion dialogue forward, but I think there's always going to be a challenge in giving enough dialogue without too much. One other thing I would like to see added more to DA:I party banter is PC interaction. There are a rare few points where the Inquisitor can interject or make a difference in conversation. I'd like to see more chances for the PC to affect the course of at least Companion interactions, particularly when they get prickly or petty (like Viv and Cole or Blackwall and Solas). These should be some jumping off points for examining Companions' beliefs and establishing PC's beliefs for future fun. 3: Companion to PC. This interaction is where I think Inquisition was most lacking. Sometimes, the mountain (or the Sten which is very much like a mountain) comes to you. The only interactions like this I remember from Inquisition is where Solas comes to you after Haven and talks about the Orb and the way to Skyhold followed almost immediately by Varric hinting at a meeting with Hawke. Both of those are important but they're important to the Plot not really to the Companion. Meanwhile, look at DA:O. Sten forces dialogue early after recruiting him in Camp to challenge your leadership. He does it again on the road in Haven. It all establishes his character as one who is accustomed to leading and to clear, precise plans. Allistair stops you in front of Redcliffe to tell you about his parentage because, at that point he is forced to. He thinks you are going to just walkup to Redcliffe Castle so he can't dodge that question any further. That alone says far more about him than the whole 'raised by dogs' joke. Some Companions should have assertive even pushy personalities that require your attention. Instead of Cassandra asking for help in finding the Seekers after you press her, her should demand to go find them (but with plenty of good reasons why because that's who she is to me). Varric would be more likely to mention something important on the road where it is difficult/awkward to avoid doing it. That's his manipulative trait coming out. When you get close to one of the Venatori Dorian wants dead, he should be able to tell you a little about the snake and why it's good to go kill him/her now. All of this builds the Companions as real people with real personalities and real initiative or lack thereof. There should be more of this type of interaction in DA4. 4 Companions to Villans. You knew this was coming, didn't you? Given Fen'Harel's power level, the PC probably won't get too personal with him for a while. The minor villans are going to have to carry the bulk of the early load. Letting the PC converse and spar is, of course, highly recommended, but why not let the Companions get involved? DA2 had a archvillan or two for nearly every Companion and that helped shape the game world. If a good villan shapes a good PC, it can also shape a good Companion.
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Post by dadithinkimgay on Jun 9, 2021 3:02:34 GMT
Love these, thanks for posting. DA:I had quite a lot of content and I think it really helped this type of companion interaction. There are many companions with a good amount of dialogue, and often, there were investigative options that opened up after certain levels were completed. I found myself spacing out the content just fine over a very long playthrough. Players like agency, players like companions, and players like companion-related content, so I agree that BioWare should be open to the idea of DA:O's approach in regards to the PC initiating a conversation with a companion on the field. Realistically, they are going to have an opinion about the area anyway, so adding companion-related dialogue related to the area adds immersion. Such content could also add to replayability, particularly with main missions that become locked after completing. 2: Companion to Companion The thing that I love about Party Banter is that it reveals so much about the characters and the world. There are conversations that Solas has with Vivenne that I could never have with them as the PC. There are portrayals of weakness, cunningness, bravery, and vulnerability amongst the companions that are not presented to the PC during their interactions. DA:I added quite a lot of intrigue into the mix with Solas, Cole, and Varric; much of their banter is used as evidence for enticing theories. So there's a lot of potential with Companions interacting with one another. I'd suggest that when companions react to other companions story lines, the content is not restricted to just Party Banter. When Iron Bull becomes Tal-Vashoth, Solas has such a kind and compassionate conversation with him during a banter. Perhaps that could have presented itself at Skyhold, with the Inquisitor interacting with them as well (in the way of ME2's Jack/Miranda/Shepard conversation.) The conversation itself pretty much revealed a whole new dynamic between them, so it would have been cool if that concept was explored. I would personally prefer companions interacting with the PC during main missions where it may be expected, or even during their storyline missions. Any unexpected interruption presents an annoyance to the player, and that annoyance will just transfer to the companion who is interrupting them. This is pretty interesting. Personally, I'd love to hear my companions opinions regarding Solas. I'm not sure how Bioware is going to write Solas' antagonistic role, but I assume that Trespasser's way will at least be thrown into the narrative mix - gathering information about him and learning about his past without actually interacting with him. So hearing our companions interpretations would be interesting. Solas is also an asshole, so I'd love to see their comments when they finally meet. Dorian calling Erimond a tool was hilarious. Regarding minor villians - what if these minor villians aren't actually villians to some companions? That presents a lot of opportunity for companion interactions that affect the other three types listed above. Companion A disagrees with Companion B because Companion B doesn't want to act out on Villian A. Bringing Companion A on the mission to kill Villian A affects the character's arc and approval. Having these villians be personal to the companions makes things tighter, and depending on how it's executed, that could be a good or bad thing. I will say that the most important relationship a villian has is with the protagonist that is against them, so BioWare should stay wary with that when thinking about this.
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Post by SirSourpuss on Jun 9, 2021 12:04:57 GMT
4 Companions to Villans. You knew this was coming, didn't you? Given Fen'Harel's power level, the PC probably won't get too personal with him for a while. The minor villans are going to have to carry the bulk of the early load. Letting the PC converse and spar is, of course, highly recommended, but why not let the Companions get involved? DA2 had a archvillan or two for nearly every Companion and that helped shape the game world. If a good villan shapes a good PC, it can also shape a good Companion. This doesn't work well, though. I mean, that companion has to really, really work for you. Otherwise, you just want to kill them for most of the game and you're not given the chance, only to be "surprised" that they're the bad guy. I didn't trust Solas and I wanted to kill him 5 minutes in. Exaggeration, but near the 3 hour mark, I was tired of his shit. And from what I get, a lot of people didn't like Solas and would have twisted a knife on his waxed, Lex Luthor skull, long before the events of tresspasser.
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Post by Black Magic Ritual on Jun 9, 2021 13:35:27 GMT
I really wish the series would have something akin to the support conversations from Fire Emblem. The party banter is sorta like this, but not exactly. I would like to see the Companions just interacting with each other without the PC present or the focus of it, in a cinematic cutscene to flesh them out more and their relationships with each other.
That, and I like to see more of the party members hoop up if you don't romance them instead. A lot like the A+ Supports from Fire Emblem, but without the Warden/Hawke/Inquisitor playing matchmaker like the Tactician does. DAI had this with Dorian/Bull and to a certain extent Fenris and Isabela from DA2, but not as prevalent as I would like it to be.
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quarianmasterrace
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Post by quarianmasterrace on Jun 9, 2021 21:24:17 GMT
4 Companions to Villans. You knew this was coming, didn't you? Given Fen'Harel's power level, the PC probably won't get too personal with him for a while. The minor villans are going to have to carry the bulk of the early load. Letting the PC converse and spar is, of course, highly recommended, but why not let the Companions get involved? DA2 had a archvillan or two for nearly every Companion and that helped shape the game world. If a good villan shapes a good PC, it can also shape a good Companion. This doesn't work well, though. I mean, that companion has to really, really work for you. Otherwise, you just want to kill them for most of the game and you're not given the chance, only to be "surprised" that they're the bad guy. I didn't trust Solas and I wanted to kill him 5 minutes in. Exaggeration, but near the 3 hour mark, I was tired of his shit. And from what I get, a lot of people didn't like Solas and would have twisted a knife on his waxed, Lex Luthor skull, long before the events of tresspasser. bring back the glorious murder knife. Only companion I need
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Post by lk13 on Jun 10, 2021 20:20:36 GMT
Interesting thread!
1. PC to Companion: I've seen several people over the years saying how they'd like to have a return of Origins-style companion interaction "on the road", but most of them focused on romance-related content (kissing, hugging, etc.) Personally I'd rather have area-specific dialogue for companions, or even area-specific sidequests that are "missable", and help fleshing out the characters without necessarily impacting their whole character arc in the game.
2. Companion to Companion: Well, party banter is probably one of the greatest strenghts of the DA series, but there are still areas of improvement. First, of course, is remaking Inquisition's (bugged?) timer so that party banter triggers more frequently. I'd switch from a 10-20 minutes timer with a 50% chance of playing banter lines to a 5-10 minutes timer, with a 100% chance of playing lines. There would probably still be quite a good amount of lines that are not picked and that you can find in later playthroughs (assuming DA4 has the same amount of party banter lines as Inquisition, which had over 5 hours of them; but even if it's just 3-4 hours, I think there would still be some lines left unsaid). And as said, I would also love for the player to interject more in those companion to companion conversations, an element that I liked in DA:I and wished was even more present. Picking your character's lines and sharing your stance on whatever issue your party is talking about helps immensely for immersion, even if it's just a minor, totally inconsequential decision.
Companion to PC: Companions interrupting you during your wanderings is something that, I think, only seems to have disappeared since Origins, when in reality these kind of interruptions have evolved into fully-fledged cutscenes or devolved into simple ambient dialogue, according to the importance to the plot. Still, it wouldn't hurt to have several interruptions that are neither cutscenes nor ambient lines, but your companion actually starting an "in-game" dialogue with you. An interesting way to add to this would be having your companions interrupting you after "gameplay-driven" decisions. Making an hypothetical example set in Inquisition, imagine your Inquisitor having become a Knight-Enchanter, bringing Sera with you, and suddenly you swing your magic sword, making short work of your enemies: after the combat is over, Sera comes near and shares her distress and fear over this form of magic she's probably never seen before, so you can either reassure her, joke about it or tell her to deal with it and don't bother you; alternatively, you could bring Vivienne, and instead she stops you to offer advice about Knight-Enchanting, and you can either accept her counsel or not. Again, it's a collection of little things that, put together, would greatly help in character interaction or just generally immersion.
Companion to Villain: Well, this is the most difficult to talk about simply because we don't know who the villain(s) will be. Solas could very well be a red herring for the actual villain(s), but if he is the actual bad guy, my theory is that they'll probably go two possible ways: one is making the relation between Solas and DA4's main character a "personal" one (cue Fade observing, dialogues in dreams, etc.), so that companions can't offer much input on it. The other is going the Loghain way, which is the villain having actual interactions with the main character only at the very beginning and at the very end, showing his progression and how his plan is working out in the story through cutscenes, or word-of-mouth from other companions and minor villains. This last method could leave ample space for your companions to chime in and give their opinion about Solas, his plans, ancient and "current" elves, and such.
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Post by catcher on Jun 11, 2021 1:05:00 GMT
Thanks everyone for the response and lk13, I'll get to your comments in a later post but I already had this one in flight before you posted. Love these, thanks for posting. The thing that I love about Party Banter is that it reveals so much about the characters and the world. There are conversations that Solas has with Vivenne that I could never have with them as the PC. There are portrayals of weakness, cunningness, bravery, and vulnerability amongst the companions that are not presented to the PC during their interactions. DA:I added quite a lot of intrigue into the mix with Solas, Cole, and Varric; much of their banter is used as evidence for enticing theories. So there's a lot of potential with Companions interacting with one another. I'd suggest that when companions react to other companions story lines, the content is not restricted to just Party Banter. When Iron Bull becomes Tal-Vashoth, Solas has such a kind and compassionate conversation with him during a banter. Perhaps that could have presented itself at Skyhold, with the Inquisitor interacting with them as well (in the way of ME2's Jack/Miranda/Shepard conversation.) The conversation itself pretty much revealed a whole new dynamic between them, so it would have been cool if that concept was explored. Always fun to design games without all the meeting, budgets, coding, and bugs. This type of extension of the Party Banter is exactly what I was thinking of. It doesn't and definitely shouldn't be always so serious as Solas and Bull. Even just having an animation of Sera trying to ride on Iron Bull's horns with her bow would put the icing on that little cake. A fairly simple, efficient way to continue Companion dialogue in "camp" would be to use the DA2 approach. There, the writers inserted some play between two Companions (Isabella would be chatting or playing with Merril, Aveline would be getting information for Fenris, Anders would be story-swapping with Varric) as a segue into the PC having a deeper conversation with one of them. That's a tactic that could stand to see the light of day again even if resources aren't as tight. I would also add, I would like to see more situations involving multiple Companions together like the situation with Cole deciding whether to be more spirit or more mortal and the Wicked Grace game in DA:I. I would personally prefer companions interacting with the PC during main missions where it may be expected, or even during their storyline missions. Any unexpected interruption presents an annoyance to the player, and that annoyance will just transfer to the companion who is interrupting them. I'll have to disagree with you here. Not that it can be annoying for the Player if done constantly or uncreatively. It should be relatively rare, but Companions should feel like real people with real personalities and some of our best friends are occasionally pushy. On a milder note, the 'interruption" could simply be a way to indicate a Companion has a new dialogue stream at 'camp'. So, Viv might send a lackey of some sort to summon you while you might stumble on Varric trying to slow Cassandra from packing to go find the Seekers on her own. Is more dynamism really going to bother you as a Player that much? I will say that the most important relationship a villian has is with the protagonist that is against them, so BioWare should stay wary with that when thinking about this. One of the things I DON'T want to see in DA4 is Fen'Harel made into an arch-villan like Irenicus or Corypheus. I understand the appeal: I still get a shiver when I hear "Ahhhh, the Child of Bhaal has awoken. Time for more...experiments." but that was lightning in a bottle and the Cory experience should put that trope to rest for a while. Build us an array of smaller villans somehow serving Fen'Harel, maybe even unknowingly and then connect those villans to some Companions and let the Player pick his/her poisons. The PC can build the personal touch with a minor villan first as a window into Fen'Harel before graduating to the big leagues. This doesn't work well, though. I mean, that companion has to really, really work for you. Otherwise, you just want to kill them for most of the game and you're not given the chance, only to be "surprised" that they're the bad guy. I didn't trust Solas and I wanted to kill him 5 minutes in. Exaggeration, but near the 3 hour mark, I was tired of his shit. And from what I get, a lot of people didn't like Solas and would have twisted a knife on his waxed, Lex Luthor skull, long before the events of tresspasser. I think either I was bad at stating the idea or you misunderstood. I did not intend that Companions should become villans, just have and use some kind of link to them. Think of Ogren and Branka, Wynne and Uldred, Fenrris and Denarius, Merril and Marethari, etc. I wholeheartedly agree that the betrayal thing can be way overdone. If I had a Companion do something similar, it would be more like Isabella who's natural preservation instinct puts Hawke in a very tight spot. I really wish the series would have something akin to the support conversations from Fire Emblem. The party banter is sorta like this, but not exactly. I would like to see the Companions just interacting with each other without the PC present or the focus of it, in a cinematic cutscene to flesh them out more and their relationships with each other. That, and I like to see more of the party members hoop up if you don't romance them instead. A lot like the A+ Supports from Fire Emblem, but without the Warden/Hawke/Inquisitor playing matchmaker like the Tactician does. DAI had this with Dorian/Bull and to a certain extent Fenris and Isabela from DA2, but not as prevalent as I would like it to be. See above on Companion to Companion. I think there's plenty of room for the Fortunate One to be an observer, not always an active participant. On the other hand, I would caution that there are Players who like to get their hands into relationships so too much voyerism seems unlikely. Bring back the glorious murder knife. Only companion I need Well you did have a murder axe and murder sword and murder Sera, but I don't think that's what you mean. I'd like to think we could evolve the murder knife mechanic and I really don't think we should just pull it out to deal with a Companion we don't like. More on where I think we could go later. Gotta go put up chickens for the night.
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catcher
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Post by catcher on Jun 16, 2021 0:07:16 GMT
When I started this thread, I mentioned that something sirpetrakus said was part of what prompted me to start this. I'll repeat what he posted below with the caveat that I do not agree specifically with many things he says So I went to talk to Solas. And the first conversation we have is about agriculture. And I'm like ... OK. So I went the second time and he talks to me about sanitation. And I'm wondering why do I talk to this person. So I go talk to him a third time and now he's talking to me about democratic elections. And I'm thinking, is the next conversation I'm going to have with Solas going to be about the public elementary school system, or basic economics? Because I really don't give a fuck about any of this. And then I talked to Varric and I talked to Cassandra and their conversations were "Varric, you're in trouble" followed by "Save me, Inquisitor". And we did this something like 4 times, before the conversation escalated to Cassandra being a fan of Varrick's gay fanfiction novel, at which point we went to "Varric, finish your book, or you're in trouble" followed by "Save me, Inquisitor". Like this is some "Three Stooges" skit. Not to mention the thrilling banter comprised by Cassandra saying "Did you just stereotype me, because I am a woman? You should be more sensitive in the future", Solas going "Did you just stereotype me, because I am an elf? You should be more sensitive in the future" and Varrick going "Did you just stereotype, because I am a dwarf? You should be more sensitive in the future". And I really didn't care about being more sensitive toward them in the future. Fuck them. Then I met mr. Sarah Michelle Gellar, who only has one voice, Fred from Scooby Doo and I never felt like talking to him, then I met Sera, who I didn't even want to deal wish, so I sent her straight away, then I met Blackwall, who was OK and the rest I forget, because I was very much done with the game, at that point. I wasn't going to play a game with a bunch of nobodies, just for the off line by Blackwall, not to mention that the VO I chose for my Inquisitor at that point was getting on my nerves, because he was the most "m'lady" kind of guy I've ever had the displeasure of playing, I'd rather neck myself, than keep playing. In stark contrast, let's take Grunt from ME2. In his introduction, he takes out 4-5 cerberus crewmen and fights Shepard in a tense scene. Later, when you talk to him, he tells you about the great Krogan generals of the past, their glorious battles, their strategies, he talks about literature and what it means to be a Krogan, a tankborn, the mother voice, interesting things. You talk to Thane and he talks about his training as an assassin, his wife and her tragic death, he's like a film noir assassin, he's unique, interesting, he has a backstory, vivid in his descriptions of his memories. You have Jack who talks about her time as a pirate, the cult she was in for a while, her dead "sisters" that she immortalized as tattoos on her arms, Cerberus, their experiments, her biotics, stuff I want to hear about. And are any of them "sensitive" about each other? No. They're hardened. Grunt warns Shepard that if Garrus so much as looks at him wrong, he's going down, Jack tries to literally kill Miranda in the mesh hall, there's tension, but these people can handle themselves and if any of the others have a problem with them, that's their problem to handle. They're not going to let the others try and get under their skin and if they have a problem with someone, they're going to confront them about it. They're not going to whine about how the others are being "insensitive". They're not children. Now I have not yet played Mass effect series so I can't speak to the accuracy of his recollection on ME2, but what this brought to my mind was an absence of conflict between the Companions and between Companion and Player in Inquisition. Any team of individuals, much less one to whom the adjectives 'rag-tag' and 'scrappy' applies, has some conflicts that give all the members flavor. In Inquisition, the issue in looking back was that the conflicts were too few and too muted in my opinion. Part of that stemmed, no doubt, from not wanting the Player to lose access to content carelessly. With more content linking to Companions in DA:I than ever, that's an understandable concern. It doesn't have to result in Companions that offer little to no conflict or spark. A few old tactics and some new ideas could be used in DA4 to make conflict an enjoyable part of the content for a wider range of players. Here's some thoughts in no particular order. 1: The band needs to be hard(er) to keep together. A group as diverse and motivated as pretty much any group of adventurers is going to have conflicts and divergence of interests that cause friction. Even with a hole in the sky overhead, it seemed that everyone else BUT the Inquisition could actually have infighting. The Advisors started out contentious with arguments over which group to approach first based unsurprisingly on their past experiences. Doing so gave the Advisors depth and revealed some background in a more interesting and efficient way than the standard interrogation sequence. That could easily have been leveraged with Companions as well in Inquisition and should be in DA4. The Player could get big dings in approval for certain big choices in Inquisition, then turn around and claim something completely counter to that decision to a Companion to neutralize the effect. Or the Inquisitor could agree with everybody and just get some easy, cheap approval without consequence. Making it impossible (or better, impose a penalty) to do one thing then say the opposite would be a good start. Having Companions who actually seem to communicate with each other and ding a Protag who is a damp dishcloth would be another tact. Pulling all the dialogue that was safely tucked away in the maximum disapproval dungeon and spreading it across a range of disapproval levels insures that losing some Companions means more content, not less. Above all, keeping your Companions at least relatively happy (or appropriately cowed) becomes a game with choices, benefits, challenges, and results. That is what is being built after all. 2: A range of responses makes approval more rewarding and disapproval less unimaginative. In the Good Ole days (which, yes were that Good but not that Old and were mostly Nights for me ) the only way Companions dealt with conflict with the Protag was to ragequit and between each other was to drop gloves and fight to the death. 14 years later, Companions largely weren't allowed to have real issues with each other and if there are issues with the Inquisitor there's maybe ragequit. Maybe it's time to apply some graduated responses across several different options instead of just one that acts as a massive disincentive? Start with something pretty cheap: words. In the GOD (not GOG but pretty close), there was a companion character named Edwin Oddesseron (but you may call me Sir). He was pretentious, self-important, and an all-around ass (he was also an exceedingly powerful wizard which contributed to all the previous qualities. The reason I bring him up besides nostalgia is that even his basic acknowledgement sound queues reflected his haughty personality to the Player. What if the sound cues of each DA4 Companion became more haughty, short-tempered, sullen, whatever fits as their disapproval with the PC increases? The opposite could also be true (and was one cue when you completed a romance in BG2 IIRC). Between Companions, words need to flow between Companions both in the field and in 'Camp' that illustrate actual changes in the relationship between the Companion as it evolves, grows, or deteriorates. Except for the lack of conflict and deterioration in these relationships, I thought the writing in Inquisition was largely high quality. There were some Companon pairs that didn't work so well but there were some clashes that really could have been fun with more of a punch-up. Vivianne and Cole is one of my favorites (and, not incidentally, a good illustration of conflict without violence). If you haven't enjoyed that one, Cole does his usual mind-reading thing except in Viv's case, it exposes some weaknesses and even some corruption while she is part of the Inquisition (wish we could've followed THAT up). Instead of floundering, Viv pulls out the proverbial knife and drives right at Cole's role in the White Spire murders and subsequent chaos. It is an awfully beautiful piece of work capped off by a cry of horror from Cole: "You don't NEED protecting!" Unfortunately, that's also it but it does do a great job showing off just how Madame de Fer got her name and just how dangerous the knives that don't murder are. On a less dramatic plane, there's the relationship between Bull and Dorian. They should be natural enemies and there is, of course the sniping, but Bull throws Dorian off with flirting. Knowing could happen in Treesspasser, maybe this was a plan all along, but that really doesn't matter. Bull disarms Dorian whether honestly or dishonestly which illustrates how he is far more dangerous in his 'Just another head smasher' role. Also exposes that Dorian may not be as cosmopolitan as he lets on. Another route for feedback/reward on approval/disapproval would be bonii and/or malii like out of DA2. If the Protagonist has a certain level of approval with the Companion, a positive game bonus will, of course, encourage the player to adventure with him/her more. A malus likewise may encourage the Player to avoid another Character that they just are not in-synch with. Further, like the bonii for higher approval in DA:O, the bonii and malii could grow with the changes enhancing the feedback. Pushing this idea further, Companions could also affect certain bonii or malii when adventuring together making the interpersonal game a bit more interesting. Finally, if the Player is at the point of showing a Companion the door, give them something appropriately acid to say, something better than just 'Get out!" If we are giving someone the boot, it needs to be in style. 3: Conflict between Protag and Companion or between Companions can enrich other types of game content. I've mentioned this one before, but what kind of effect does not doing a Companion quest have on the relationship? In the previous DA games, it's just been a missed opportunity. You don't get bonus stuff and miss out on some big approval. What if skipping though can actually cause a negative effect? For some Companions, just skipping on something important to them could be disasterous, even fatal. I mentioned this in another thread, but what about another Companion competing in your romance? Or sabotaging it due to low approval? How about if a given Companion doesn't want you to do a certain side quest for some personal reason? How can that change the dynamic in a group or a game? I'm sure I'll come up with more later, but this looks good to chew on from now. Thanks to sirpetrakus for the inspiration. Even if this doesn't get into DA4, maybe it will get into a game you will like.
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Post by bierkrug on Jun 16, 2021 7:51:11 GMT
Which category would "I want the PC to partake in banter more often" be?
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Post by pessimistpanda on Jun 16, 2021 9:30:21 GMT
The only thing I really think is that the friendship meter or whatever should go away.
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Post by fairdragon on Jun 16, 2021 10:21:01 GMT
I really wish the series would have something akin to the support conversations from Fire Emblem. The party banter is sorta like this, but not exactly. I would like to see the Companions just interacting with each other without the PC present or the focus of it, in a cinematic cutscene to flesh them out more and their relationships with each other. That, and I like to see more of the party members hoop up if you don't romance them instead. A lot like the A+ Supports from Fire Emblem, but without the Warden/Hawke/Inquisitor playing matchmaker like the Tactician does. DAI had this with Dorian/Bull and to a certain extent Fenris and Isabela from DA2, but not as prevalent as I would like it to be. Love that idea.
Fire Emblem has good banter and good ways to use them. More love for companions a great idea. Maybe some of them have children and we meet them in a later game.
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Post by catcher on Jun 18, 2021 21:59:17 GMT
My apologies for getting behind on replies. Interesting thread! 1. PC to Companion: I've seen several people over the years saying how they'd like to have a return of Origins-style companion interaction "on the road", but most of them focused on romance-related content (kissing, hugging, etc.) Personally I'd rather have area-specific dialogue for companions, or even area-specific sidequests that are "missable", and help fleshing out the characters without necessarily impacting their whole character arc in the game. Thanks and sounds like my 'exploration' conversation points. Bioware did play with this idea some in Awakening then again in Trespasser but I think a more complete conversation with similar impact as in the Camp/Castle could be doable. 2. Companion to Companion: Well, party banter is probably one of the greatest strenghts of the DA series, but there are still areas of improvement. First, of course, is remaking Inquisition's (bugged?) timer so that party banter triggers more frequently. I'd switch from a 10-20 minutes timer with a 50% chance of playing banter lines to a 5-10 minutes timer, with a 100% chance of playing lines. There would probably still be quite a good amount of lines that are not picked and that you can find in later playthroughs (assuming DA4 has the same amount of party banter lines as Inquisition, which had over 5 hours of them; but even if it's just 3-4 hours, I think there would still be some lines left unsaid). And as said, I would also love for the player to interject more in those companion to companion conversations, an element that I liked in DA:I and wished was even more present. Picking your character's lines and sharing your stance on whatever issue your party is talking about helps immensely for immersion, even if it's just a minor, totally inconsequential decision. On the other side of that is DA2 where you can finish all the Companion chatter for an Act in just a few area transitions and you can always tell when you take a new member out because the dialogue spills out like water over a dam. We may see them go back to a geographic trigger of some sort maybe with a little intelligent detection for how much free convo they have left so you aren't blowing convo 13 out of 16 only halfway in. Another reason I admire game writers even when things don't work write: if this were just a novel, then you wouldn't have to worry about some readers blitzing through while others go slow. As for Player interjections, I am of two minds. My first thought is anything that increases the Player's agency in the game is an enriching thing but then, too many makes your PC seem like a busybody and throws the timing on the voice acting between the Companions. So in the end, I think maybe only a few more interjections with the option to 'Stay Silent' which was given in some conversations and should see more use, honestly. Companion to PC: Companions interrupting you during your wanderings is something that, I think, only seems to have disappeared since Origins, when in reality these kind of interruptions have evolved into fully-fledged cutscenes or devolved into simple ambient dialogue, according to the importance to the plot. Still, it wouldn't hurt to have several interruptions that are neither cutscenes nor ambient lines, but your companion actually starting an "in-game" dialogue with you. An interesting way to add to this would be having your companions interrupting you after "gameplay-driven" decisions. Making an hypothetical example set in Inquisition, imagine your Inquisitor having become a Knight-Enchanter, bringing Sera with you, and suddenly you swing your magic sword, making short work of your enemies: after the combat is over, Sera comes near and shares her distress and fear over this form of magic she's probably never seen before, so you can either reassure her, joke about it or tell her to deal with it and don't bother you; alternatively, you could bring Vivienne, and instead she stops you to offer advice about Knight-Enchanting, and you can either accept her counsel or not. Again, it's a collection of little things that, put together, would greatly help in character interaction or just generally immersion. Agreed, but we all need to be careful even as we're playing without any budget constraints or QA meetings or all that. DA4 is unlikely to have more VA that DA:I in my opinion. In fact, I have a feeling we'll actually get a little less bulk minutes of VA. That means any of this will be best fit into an ongoing narrative instead of one-off type discussions. Your example, I think fits but it would be best if it applied to any mage specialization. Companion to Villain: Well, this is the most difficult to talk about simply because we don't know who the villain(s) will be. Solas could very well be a red herring for the actual villain(s), but if he is the actual bad guy, my theory is that they'll probably go two possible ways: one is making the relation between Solas and DA4's main character a "personal" one (cue Fade observing, dialogues in dreams, etc.), so that companions can't offer much input on it. The other is going the Loghain way, which is the villain having actual interactions with the main character only at the very beginning and at the very end, showing his progression and how his plan is working out in the story through cutscenes, or word-of-mouth from other companions and minor villains. This last method could leave ample space for your companions to chime in and give their opinion about Solas, his plans, ancient and "current" elves, and such. Which is why I talked about having a Companion tangled with a minor villan. While I have no doubt Bioware will try to make Fen'harel much more connected to the Protagonist than Corypheus (low bar, I know), I still think a couple of good, recurring minor villans could give the adventure life it lacked in DA:I. Entangle them with a Companion (Samson and Cullen were a better pair and example than Calpurnia and Lelania) and there's some good hooks for some back-and-forth before combat. Thanks for your time and thoughts.
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Post by catcher on Jun 18, 2021 22:03:05 GMT
The only thing I really think is that the friendship meter or whatever should go away. That's a pretty broad statement there, panda. Do you mean that there shouldn't be one visible like in DA:O and DA2? Or do you mean that there shouldn't even be an invisible one? If the second case, how would the game then keep track of the relationship (or lack thereof) between Companion and PC. Or is the whole point of your comment that you want that part of the game to go away? And no doubt there's plenty of options I haven't thought of that you actually meant. Hit me with an alternate way to do this.
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Post by pessimistpanda on Jun 19, 2021 0:10:26 GMT
The only thing I really think is that the friendship meter or whatever should go away. That's a pretty broad statement there, panda. Do you mean that there shouldn't be one visible like in DA:O and DA2? Or do you mean that there shouldn't even be an invisible one? If the second case, how would the game then keep track of the relationship (or lack thereof) between Companion and PC. Or is the whole point of your comment that you want that part of the game to go away? And no doubt there's plenty of options I haven't thought of that you actually meant. Hit me with an alternate way to do this. I think there should only be choices, and companions responding realistically to those choices. Real people don't have a meter you can fill up to make them be okay with you, for example, slaughtering a bunch of kidnapped elves in exchange for 1 point in Constitution.
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Post by catcher on Jun 22, 2021 1:12:20 GMT
That's a pretty broad statement there, panda. Do you mean that there shouldn't be one visible like in DA:O and DA2? Or do you mean that there shouldn't even be an invisible one? If the second case, how would the game then keep track of the relationship (or lack thereof) between Companion and PC. Or is the whole point of your comment that you want that part of the game to go away? And no doubt there's plenty of options I haven't thought of that you actually meant. Hit me with an alternate way to do this. I think there should only be choices, and companions responding realistically to those choices. Real people don't have a meter you can fill up to make them be okay with you, for example, slaughtering a bunch of kidnapped elves in exchange for 1 point in Constitution. I would respectfully disagree. To me, the Approval Meter is more of a History Meter: a way for the programmers and therefore the Companons to actually remember aggregate past words and decisions as real people would. The implementation in the past has had some problems. The visibility and the wonky gift system in DA:O made it a bit too gamey. The inability to move off the friendship/rivalry track once you hit max in DA2 was wildly unrealistic and enabled the PC to make some decisions without consequence. DA:I, in my mind, did the implementation much better. The actual status of the ‘meter’ was abstracted away (maybe too much) and the effect of any approval change was noted in a more ambiguous way as well making it more realistic. Most of the approval changes of significance included voiced input as well. Approval/disapproval was awarded with both actions and words. Any ‘gifts’ which is what I would call the smaller Companion quests (Red Jenny War Table missions, Grey Warden artifacts, Ancient Elven artifacts, Venatori slain, etc.) made internal sense and were generally well communicated to the Player. The faults with the implementation, I mentioned before. The fact it was too easy to get approval with most Companions made any disapproval less meaningful and needlessly locked away good content. The ability to do one thing then claim the opposite to a Companion to dodge consequences was another. I think one point you are trying to make (and if I am mistaken, my apologies in advance) is that some decisions/statements should have been crisis points regardless instead of just Great Disapproval. To take an example from DA:I, if the Inquisitor declares the Inquisition for his/her own power, our next interaction with Cassandra should be her drunk scene from the lowest approval REGARDLESS of what we have done/said before. She is a hero-worshipper and watching her hero turn around and declare such a thing would be heart breaking for her. Am I pretty close here or still cold? In any case, thanks for the time.
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Post by gervaise21 on Jun 22, 2021 7:11:25 GMT
The fact it was too easy to get approval with most Companions made any disapproval less meaningful and needlessly locked away good content. The ability to do one thing then claim the opposite to a Companion to dodge consequences was another. I think one point you are trying to make (and if I am mistaken, my apologies in advance) is that some decisions/statements should have been crisis points regardless instead of just Great Disapproval. To take an example from DA:I, if the Inquisitor declares the Inquisition for his/her own power, our next interaction with Cassandra should be her drunk scene from the lowest approval REGARDLESS of what we have done/said before. She is a hero-worshipper and watching her hero turn around and declare such a thing would be heart breaking for her. Am I pretty close here or still cold? In any case, thanks for the time. I pretty much agree with this. I find it ridiculous that you can do something that is morally repugnant to a companion but if you have already built up a sufficient number of approval points then it has no significant impact going forward. At least there were some instances of an action impacting negatively no matter how good your relationship was before: Dorian breaking up with you if you kill the guy blackmailing him springs to mind. However, there were not enough of these and since it is pretty easy to play the hypocrite, saying one thing to their face but doing another when they are not in your group (only major decisions impact on their approval whether in the party or not), it was easy enough to manipulate the system. Conversely, I hated the fact that Leliana was locked into the ruthless path by one instance of inaction which could never be reversed. Role playing my Dalish (spy), who was unfamiliar with human ways and there to study them, felt it was not their place to interfere in Leliana's decision over a spy in her ranks and they would learn more by watching what she did. After all, they were not yet her superior so it wasn't their place to tell her what to do. That was it. Now she was locked in. Subsequently, I took the "correct" actions that would stop her becoming ruthless but it didn't matter because of me fully role playing that first decision. I wouldn't have minded but later I gave Leliana a direct order as the Inquisitor, and thus her commanding officer, not to kill the Chantry spy and she not only ignored me but continued to take further actions that I did not approve of. Yet, this had no repercussions on her. To me it should work both ways. At least in DAO there were some decisions you made that were definitely a breaking point immediately for your companions, even to the extent of having to kill them to defend yourself from them but otherwise they just left your party regardless of how high your friendship scale was. I was maxed out with both Alistair and Morrigan but when I made a decision they did not like, they left the group and that was fair enough. I was also happy to live with the consequences of my decision.
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Post by pessimistpanda on Jun 22, 2021 13:16:44 GMT
I think there should only be choices, and companions responding realistically to those choices. Real people don't have a meter you can fill up to make them be okay with you, for example, slaughtering a bunch of kidnapped elves in exchange for 1 point in Constitution. I would respectfully disagree. To me, the Approval Meter is more of a History Meter: a way for the programmers and therefore the Companons to actually remember aggregate past words and decisions as real people would. The implementation in the past has had some problems. The visibility and the wonky gift system in DA:O made it a bit too gamey. The inability to move off the friendship/rivalry track once you hit max in DA2 was wildly unrealistic and enabled the PC to make some decisions without consequence. DA:I, in my mind, did the implementation much better. The actual status of the ‘meter’ was abstracted away (maybe too much) and the effect of any approval change was noted in a more ambiguous way as well making it more realistic. Most of the approval changes of significance included voiced input as well. Approval/disapproval was awarded with both actions and words. Any ‘gifts’ which is what I would call the smaller Companion quests (Red Jenny War Table missions, Grey Warden artifacts, Ancient Elven artifacts, Venatori slain, etc.) made internal sense and were generally well communicated to the Player. The faults with the implementation, I mentioned before. The fact it was too easy to get approval with most Companions made any disapproval less meaningful and needlessly locked away good content. The ability to do one thing then claim the opposite to a Companion to dodge consequences was another. I think one point you are trying to make (and if I am mistaken, my apologies in advance) is that some decisions/statements should have been crisis points regardless instead of just Great Disapproval. To take an example from DA:I, if the Inquisitor declares the Inquisition for his/her own power, our next interaction with Cassandra should be her drunk scene from the lowest approval REGARDLESS of what we have done/said before. She is a hero-worshipper and watching her hero turn around and declare such a thing would be heart breaking for her. Am I pretty close here or still cold? In any case, thanks for the time. Well no, not every decision a companion might theoretically "disapprove of" should become a "crisis point", crisis points should probably continue to be quite rare. It definitely wouldn't make sense, to use your example, for Cassandra to spiral out of control the minute the Inquisitor revealed themselves to be a selfish dick. She has no reason to expect niceties from someone she essentially press-ganged into service, she should be well-accustomed to selfish dickheads by now (the Chantry is full of them), she was personally tasked by the Divine, a person she held in great esteem and, oh yes, the entire world is in peril. It should obviously take a lot more than one data point to push her to the brink. But some decisions should be crisis points, for some characters (obviously some should also lead to positive outcomes, but I don't know what you would call the opposite of a crisis point), and, depending on the choice (ie, slaughtering a bunch of elves in exchange for 1 point in Constitution, an act of extreme mass violence with a very petty, pointless reward), it shouldn't necessarily be something the PC can talk their way out of. And if a decision is NOT a crisis point, then what actual purpose does it serve to have me watch a meter fill up, or receive a notification about how the person approved or disapproved? If they didn't come to confront me about it directly, then clearly it didn't actually matter that much. Pop-up notifications and meters and all that shit just expose the artifice of the game for no good reason, especially so in Inquisition, because there's not actually any way to know if you hit "max approval" with a companion, and as far as I recall, there is no tangible benefit or reward for doing so. Not a worthwhile one, at any rate, or I would remember what it was. Besides which, there's no excuse for a player to not now how to keep their companions happy if they are remotely paying attention. The central thesis and morals of each character are extremely clear, basically from the instant they're introduced. If you want to keep Pious McLoveschurch around, then obviously don't go stabbing nuns and blowing up churches! It's not that hard! Especially since the companions are often pretty vocal about what choices they want you to make, at the time that you are making them. If BioWare wants to create scenarios where characters leave the party due to an aggregate of choices the PC made, then they still can, and they can keep track of that in any way that they choose, but there's no reason to show me a meter or give me a notification. If a character sees fit to confront the player directly and threaten to leave, then they can explain what they think the player did wrong and why. But a player who has been paying attention should already have some idea of what they did to piss that person off.
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Post by catcher on Jun 22, 2021 23:56:45 GMT
Well I asked for it. Quite a lot to unpack here running across several different threads. Well no, not every decision a companion might theoretically "disapprove of" should become a "crisis point", crisis points should probably continue to be quite rare. It definitely wouldn't make sense, to use your example, for Cassandra to spiral out of control the minute the Inquisitor revealed themselves to be a selfish dick. She has no reason to expect niceties from someone she essentially press-ganged into service, she should be well-accustomed to selfish dickheads by now (the Chantry is full of them), she was personally tasked by the Divine, a person she held in great esteem and, oh yes, the entire world is in peril. It should obviously take a lot more than one data point to push her to the brink. I won't delve into why I thought that would be a suitable crisis point for that particular character in this discussion since its just an example. Singular crisis points should be very rare and should go to the core of the Companion's values in any case. Further, not all crisis points (or...elevation points...apotheosis points? it does seem to beg for a term, doesn't it.) should result in an immediate break from the party/suicide attack. I will point out that Companions should mirror beings who do have different value systems and personal foibles that can cause them to make decisions outside of cold rationality. But some decisions should be crisis points, for some characters (obviously some should also lead to positive outcomes, but I don't know what you would call the opposite of a crisis point), and, depending on the choice (ie, slaughtering a bunch of elves in exchange for 1 point in Constitution, an act of extreme mass violence with a very petty, pointless reward), it shouldn't necessarily be something the PC can talk their way out of. And if a decision is NOT a crisis point, then what actual purpose does it serve to have me watch a meter fill up, or receive a notification about how the person approved or disapproved? If they didn't come to confront me about it directly, then clearly it didn't actually matter that much. Pop-up notifications and meters and all that shit just expose the artifice of the game for no good reason, especially so in Inquisition, because there's not actually any way to know if you hit "max approval" with a companion, and as far as I recall, there is no tangible benefit or reward for doing so. Not a worthwhile one, at any rate, or I would remember what it was. Lots to unpack. First, 'filling up the meter' is exactly that history I was talking about. Some people build up trust (or grudges, something that should definitely be explored more) slowly and some more than others. They remember when you back them up when their backs are against the wall and when you undercut them in front of their friends. Some of them trust quickly and are quite open and some take a long time to unwind. I remember the first discussions I had with Sten in DA:O in Camp and I went into what was, at the time, the typical so tell me about yourself and got the then unheard of 'No.' Sten you had to puzzle out in part from his discussions with other Companions at first and many of his likes were counterintuitive until you understood Qunari society and philosophy better. Trying to keep track of that with simple switches over a longer period of time would be a nightmare for programmers especially if you wanted to include the possibility of partial credit/demerit instead of just yes/no. Even if it is entirely internal, a history meter is like a total scorecard is a lot easier to handle than trying to account for every single trick individually. As for rewards, in Inquisition high enough approval opened additional dialogue, War Table missions, and quests directly related to the Comnpanion. It doesn't require any 'peak' value nor should it. As you say, there shouldn't be such a meter visible to the Player. If you don't find additional content related to the Companion to be a just reward, what would you consider worthwhile? I know I've got a topic floating around here with a whole range of Player rewards you could raid or add to if you wish. Besides which, there's no excuse for a player to not now how to keep their companions happy if they are remotely paying attention. The central thesis and morals of each character are extremely clear, basically from the instant they're introduced. If you want to keep Pious McLoveschurch around, then obviously don't go stabbing nuns and blowing up churches! It's not that hard! Especially since the companions are often pretty vocal about what choices they want you to make, at the time that you are making them. If you want, like I do, more multi-dimensional, realistic Companions (and not the flat pastiches like your example), you have to give them memory and a range of points of reaction based from that. Using an accumulator is much more efficient than a tracking a set of conversation switches especially as the number of possible responses and conversation points increase. If you have that, though, you'll also need some kind of less ambiguous feedback mechanism because, unlike real life, the Player doesn't get to spend weeks in Camp/Castle experiencing all the little tics and interactions that let a receptive person know someone is pleased or displeased with them. Is it imperfect? Yes. Is it replaceable with single point conversations with only immediate reactions? Not hardly as I see it. If BioWare wants to create scenarios where characters leave the party due to an aggregate of choices the PC made, then they still can, and they can keep track of that in any way that they choose, but there's no reason to show me a meter or give me a notification. If a character sees fit to confront the player directly and threaten to leave, then they can explain what they think the player did wrong and why. But a player who has been paying attention should already have some idea of what they did to piss that person off. Again, the only consequence of poor approval shouldn't be break or die. That was part of the point of the long post about conflict. Conflict between PC and Companion (and Companion and Companion) can be the source for so much more interaction and opportunity, but triggering that from one conversation choice (with rare exception) or with a series of conversation switches is simply not a workable solution without making some, if not several sacrifices. While I'm not doing much agreeing with you, I thank you for your time and thoughts.
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Post by fairdragon on Jul 1, 2021 10:41:11 GMT
2: Companion to Companion the Problem i have in DAI: the banter were canceled due to certain circumstances and i hate it every time.
3: Companion to PC here you are wrong. This happend in DAI. You walk your way through the hinterland and varric speaks to you. Now you have to push right stick and 75% it doesn't work or you are interrupted because you are taking too long to choose an answer.
as for crisis point. They are to less in DAI. I liked it when Alistair turn against you when you keep Loghain alive. The Trespasser making up for that with Iron Bull and i loved it. Every chompanion needs one of this points minimum.
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Post by fairdragon on Jul 1, 2021 10:58:13 GMT
The other is going the Loghain way, which is the villain having actual interactions with the main character only at the very beginning and at the very end, showing his progression and how his plan is working out in the story through cutscenes, or word-of-mouth from other companions and minor villains. This last method could leave ample space for your companions to chime in and give their opinion about Solas, his plans, ancient and "current" elves, and such. my choice
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Post by catcher on Jul 1, 2021 21:18:15 GMT
2: Companion to Companion the Problem i have in DAI: the banter were canceled due to certain circumstances and i hate it every time. Noted and agreed, but it is a very fine line to draw that makes bugs easier to generate. Timers were used for BG2 Romances and had some...problems as well. Bioware has triggered off other targets as well (levels in NWN: OC, physical locations in DA:O [mainly bridges], area transitions in DA2). All of these have strengths and weaknesses. Timers can be the most natural but also are prone to bugs. If you have suggestions on how to naturally queue conversations without burning through them all in 30 minutes, I'd love to hear. 3: Companion to PC here you are wrong. This happend in DAI. You walk your way through the hinterland and varric speaks to you. Now you have to push right stick and 75% it doesn't work or you are interrupted because you are taking too long to choose an answer. If you don't mind, could you better identify what Varric was talking about? It's quite possible I've never seen that conversation since I've only played through about six times and I think two of those were with Varric long-term. Regardless, I would like the Companions to be more active in triggering conversations. It gives them more of an illusion of agency and illustrates character. as for crisis point. They are to less in DAI. I liked it when Alistair turn against you when you keep Loghain alive. The Trespasser making up for that with Iron Bull and i loved it. Every chompanion needs one of this points minimum. What I am trying to work-up is crisis (and apotheosis) points that go beyond break or attack the Party. Are there other ways that Companions can realistically act that let you know you've gone beyond the pale one way or the other? Thanks for the comments.
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Post by fairdragon on Jul 2, 2021 17:37:55 GMT
I will answer each of your questions in a separate post, otherwise it will be too long. Noted and agreed, but it is a very fine line to draw that makes bugs easier to generate. Timers were used for BG2 Romances and had some...problems as well. Bioware has triggered off other targets as well (levels in NWN: OC, physical locations in DA:O [mainly bridges], area transitions in DA2). All of these have strengths and weaknesses. Timers can be the most natural but also are prone to bugs. If you have suggestions on how to naturally queue conversations without burning through them all in 30 minutes, I'd love to hear. if i understand you correct. I am not a native speaker. It is very easy to help out. I don't like timer after all. why use them? It is better to link the conversations with specific locations. Then you can make sure nobody walk in and end the conversation. And you can make the conversation more meaningful, if it have something to do with the location.
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Post by fairdragon on Jul 2, 2021 19:29:00 GMT
So this is why i make different post. This text is getting long. If you don't mind, could you better identify what Varric was talking about? It's quite possible I've never seen that conversation since I've only played through about six times and I think two of those were with Varric long-term. Regardless, I would like the Companions to be more active in triggering conversations. It gives them more of an illusion of agency and illustrates character. your wish is my command. I think it has been too long since you played it. I hope you not only like to write long texts, but also to read them. There aren't many, but i found a few. And i remember that with varric wrong. It wasn't in the hinterlands. 1)at the beginning you have many cut scenes with Cassandra (Companion to PC) where she explains the world. I hope you don't want me to repeat them. 2) after meeting Varric and Solas, you got the tactics lecter. Then at the burning houses you go left. There are some enemies. After killing them you can get 4 different conversation one for each breed. elve: Solas: "You are Dalish! Clearly away from the rest of your clan and they send you here." Inquisitor:"What do you know of the Dalish?" Solas: "I have wander many roads ... Crosspath with your people ... "(have shortened here) Inquisitor: 1)They're your people, too. 2)"Crossed paths?" 3)Then you know to be wary. solas answers and then Varric comment something like why elves can't get along with each other. human: (a translation into english. Haven't found a english one) Varric: "ah, so you come from the free marches?" Inquisitor: ... (i don't know what the inquisitor is saying here.) Varric: "your accent. I'm from Kirkwall, but your home is further east." Inquisitor: 1)well observed. 2)that's kind of strange. 3)is this an interrogation? dwarf and qunari I didn't find them in a hurry. 3)back to the burning houses and going up the stairs. Varric: "So are you innocent?" Inquisitor:"I don't remember what happend." Varric:"That'll get you every time. Should have spun a story." Cassandra:"That's what you would have done." Varric:"It's more believable, and less prone to result in premature execution." 4)Later when you go to val royeaux. Cassandra:"They wish to protect the people? From us?" Inquisitor: 1)We expeted this. 2)protect them from me? 3)They can try. if you don't choose fast enough, Varric reacts for you. 5)while I was looking, I read on a page that it also happens with certain banter. this was an example: Cole: You're afraid. You don't have to be. Vivienne: My dear Inquisitor, please restrain your pet demon. I do not want it addressing me. Inquisitor: Cole, Vivienne doesn't want to talk right now. (here they wrote you can also choose an answer) Cole: She's afraid! Cole: Everything bright, roar of anger as the demon rears. No, I will not fall. No one will ever control me again. Cole: Flash of white as the world comes back. Shaking, hollow, Harrowed, but smiling at templars to show them I'm me. Cole: I am not like that. I can protect you. If Templars come for you, I will kill them. Vivienne: Delightful. I agree with you. But i think that was the plan for DAI. Everything to do it is there, the only thing that was needed was time. But they choose to put the time in an open skyrim like world. It was a bad idea.
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Post by fairdragon on Jul 2, 2021 20:22:13 GMT
What I am trying to work-up is crisis (and apotheosis) points that go beyond break or attack the Party. Are there other ways that Companions can realistically act that let you know you've gone beyond the pale one way or the other? Thanks for the comments. It's difficult. (psychology) Let us take Cassandra as an exemple. She founded the Inquisition with leliana and therefore it is realistic that she will not leave immediately (there you could build in warning levels). But every person has a breaking point.the only exceptions are psychological reasons. a normal person would react something like this: you have normal things you do, Which are positive or negative (you rise or fall in favor) then there are no goes and rescue situations (crisis and apotheosis) there are situations that are bad or good, but do not necessarily lead to breakage or love if you behave correctly. And if you break and then doing some rescue situation or the other way around, you begin at zero again. warning levels can be screaming, crying, violence, self-harm, silent, ignoring and so on. back to the example: Cassandra stands in the council of war and yells at you. if you don't have the right arguments she goes, otherwise she stays. Or she could ask for a duel. maybe on lower points she puts you to the talk. Like she does with cullen. but also cassandra must have something that she can't stand. This is the crisis. For alistair is it that you let the murderer go. As you mentioned every person is different. It would cost much to make an individual psychology setting for each person. Also the reason why Hawk failed in DAI. a bar is too simple. you need more factors and those to program (sighs), no idea I'm not a programmer.
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Post by catcher on Jul 3, 2021 3:57:13 GMT
I will answer each of your questions in a separate post, otherwise it will be too long. if i understand you correct. I am not a native speaker. It is very easy to help out. I don't like timer after all. why use them? It is better to link the conversations with specific locations. Then you can make sure nobody walk in and end the conversation. And you can make the conversation more meaningful, if it have something to do with the location. First, I think I need to do a better job differentiating between Conversations and Banter. Conversations are points where the PC interacts directly with one or more of the Companions in a cutscene-type environment. Think about all the interactions with Companions after the Main Plot point in DA:I. Those can indeed be at specific locations but that's moot if the Party is in Camp. It's a little more tricky outside of 'Camp' because you have to have some way to signal the Player there's somethin to talk about, who wants to talk, and that its safe to do so. NWN used an audio cue from the character (Aribeth's "I must speak to you, for example). DA:O used random encounter locations and interrupts by the Companions (like Sten in Haven or Alistair at the entrance to Redcliffe) which I have already endorsed. Party banter is what is on a timer in DA:I. The timer system was probably used in DA:I because there weren't the narrow paths and chokepoints there were in the earlier DA games. Also, the illusion of organic discussion is better maintained with a timer (I copped to bridges triggering banter pretty quickly in DA:O). Further, using a timer ostensibly means the developers can control how quickly banter gets out to avoid burning through it too quickly. this was a problem in both DA:O and DA2. They did try clickable points in Trespasser but that really didn't work for me as being a bot too artificial for banter. That's some of what I mean about trying to find ways to improve triggers in DA4.
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