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Post by Raga on Jan 22, 2017 15:25:42 GMT
Anyone else think they should remove paragon/renegade options in dialogue? In a way, the current ME games force you to be exclusively one or the other, because if you're not, you won't have enough points in either in order to choose the special dialogue options. I want each decision I make to stand on its own, with my own reasoning, without labels. This can lead to making paragon options some days and renegade options on others. What do you think? I don't really need or want them, especially when major events (assorted persuades) are dictated by how "pure" you've been. It punishes you for not playing a pure renegade or paragon. I don't like DA's squaddie approval system either. I wish some decisions just had consequences and take it or leave it. Example: taking that elf girl as a slave in DA2 *should* result in Fenris refusing to work with you or even attacking you to free her.
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Post by Link"Guess"ski on Jan 22, 2017 21:37:44 GMT
<<<<<<<<<<(0)>>>>>>>>>> Bio has strongly hinted that they moved away from this format in ME:A, imo We will still see the "top-right = diplomatic and patient" and "bottom right = asshole" choices a lot I think.
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Post by sjsharp2010 on Jan 23, 2017 1:36:27 GMT
<<<<<<<<<<(0)>>>>>>>>>> Bio has strongly hinted that they moved away from this format in ME:A, imo We will still see the "top-right = diplomatic and patient" and "bottom right = asshole" choices a lot I think. Agreed the get over yourself option looksw like it's a bitchy line to me whereas I'll be honest with you sounds lik eshe's going to say "OK I need his help because..." something or other a moer diplomatic persuasive line.
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Post by jymm on Jan 23, 2017 3:50:39 GMT
I mostly didn't mind the paragon / renegade system though at times it was annoying that it had direct gameplay implications. Sometimes on my paragon playthrough some jerk just _deserved_ to be thrown off a building. And sometimes on my renegade playthrough I just couldn't bring myself to be _that much_ of an ass to someone. As long as the implications are purely reputational then I think its fun.
I similarly enjoyed playing DA2 and choosing the humorous / sarcastic option at every possible opportunity. The dialog was at times outrageous and my Hawke got a reputation for taking nothing seriously. And then to see that reflected when my Hawke shows up as a sarcastic wench in DAI made my day. So IMO it doesn't have to be light side / dark side or accumulate for some gameplay enhancement, its just nice if they recognize consistency of character in some way. What would bum me out a bit is if all the consequences are immediate and nothing carries weight in aggregate.
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Post by majesticjazz on Jan 23, 2017 8:38:09 GMT
Just because paragon and renegade is no longer officially there, that doesnt mean it still does not exist in some capacity behind the scenes and may gate you out of certain options or choices later in the game because you are too far aligned one way or another.
Like face codes. DAI didnt have visible facecodes like ME2 and ME3, but there were still face codes behind thr scenes in the game files.
Also DAI didnt have the visible friend/rival meter for compainions and yet a lot of content was gated from you based on your approval with them.
So in thr end, not having a literal paragon and renegade meter does not take away thr fact that it may still exists in some form behind the scenes.
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Raga
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Post by Raga on Jan 23, 2017 16:39:39 GMT
Just because paragon and renegade is no longer officially there, that doesnt mean it still does not exist in some capacity behind the scenes and may gate you out of certain options or choices later in the game because you are too far aligned one way or another. Like face codes. DAI didnt have visible facecodes like ME2 and ME3, but there were still face codes behind thr scenes in the game files. Also DAI didnt have the visible friend/rival meter for compainions and yet a lot of content was gated from you based on your approval with them. So in thr end, not having a literal paragon and renegade meter does not take away thr fact that it may still exists in some form behind the scenes. If there has to be some kind of meter, I think a broad one like the Infinity Engine reputation system is more than enough. It didn't do much besides determining prices merchants offered you, how likely you were to get attacked by guards, and deciding at what point your party members got angry enough with your general actions to leave. There were still all kinds of independent circumstances where you could screw things up. For instance, some party members had timers on personal quests: Minsc insists you go save Dynaheir within X amount of time, Khalid and Jaheira insist you go to the mayor of Nashkell in X amount of time or they leave. You could screw up romances by being mean or contradictory or wishy-washy. Certain party members hated each others' guts and would get into fights with each other. A broad metric of "you're so evil/good I can't stand you" works fine (though I still don't think you need it) but nuanced interactions just become wooden and silly the more tied into that broad metric they are. This isn't to say that the old system was perfect. I'm not a big fan of quest timers, for instance, but this just serves as an example that you don't *have* to have some binary scale operating in the background in order to make the game work. *Addendum* What's interesting is that later games have these as well. For instance, not killing Loghain is a dealbreaker for Alistair, no matter what your approval rating with him is. Not executing Anders is a dealbreaker for Sebastian. Whether the Virmire survivor dies in 3 is some convoluted sequence of factors on how you've treated them. The outcome of the genophage cure and the quarian/geth fight is likewise dependent on a system of past decisions. None of those *have* to have anything to do with paragon/renegade or approval/rivalry. You don't need the binary system to create nuance and things are much, much more organic when it's not there.
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Post by Deleted on Jan 23, 2017 16:50:23 GMT
Let's go 'back' to unvoiced protagonist, seriously. (That is, Interplay & Black Isle & early BioWare style; not Bethesda pre-Fallout 4 style.)
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Post by sgtreed24 on Jan 23, 2017 16:58:50 GMT
I know they've shown that they've gone away from the paragon/renegade choices. But I don't think they are necessarily bad. The problem is, with they way they've gotten rid of the RPG elements... things like paragon/renegade don't work. As there are no skills associated with such speech checks anymore.
So I think paragon/renegade could work if they are always enabled and depending on your character's charisma or intimidate skills, you pass or fail the attempt and something different happens in each scenario. That way it's not always just, "choose top left for best result."
But those skills, sadly, don't exist so... speech checks aren't really a thing.
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Raga
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Post by Raga on Jan 23, 2017 17:07:52 GMT
That's because after DAO, Bioware decided speech checks (or at least old school persuade) were silly and they've been trying to create some kind of "not" speech check ever since. My personal favorite attempt so far was the DAI system, wherein you took an inquisition perk to unlock special dialog options (relating to mages or history or whatever) *or* you could have a companion essentially do a persuade for you. I am somewhat inclined to agree with them that old-school persuades are rather silly just because they are seldom implemented well. They either become the "win" button or they just come off as really abrupt and silly. I remember one particularly terrible one in Fallout 4 after Danse is revealed to be a synth. He talks at length and with emotion about why he needs to die for his ideals, you deliver 1 persuade line, and he completely changes his mind. "You're right!" complete with the cash register sound effect of a successful persuade check and a look of wide-eyed epiphany. It was just so cheap and silly compared to the weight of the rest of the scene. General persuade checks shouldn't feel like I just performed a Jedi mind trick.
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Post by javeart on Jan 23, 2017 18:10:40 GMT
That's because after DAO, Bioware decided speech checks (or at least old school persuade) were silly and they've been trying to create some kind of "not" speech check ever since. My personal favorite attempt so far was the DAI system, wherein you took an inquisition perk to unlock special dialog options (relating to mages or history or whatever) *or* you could have a companion essentially do a persuade for you. (...) agreed about DAI system, loved it. Maybe, if I was nitpicking, the fact that you could get every one of them with every character in a single pt was a little too much. But I loved it anyway, great for RP and for replayabilty
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Post by Link"Guess"ski on Jan 24, 2017 2:19:22 GMT
Let's go 'back' to unvoiced protagonist, seriously. (That is, Interplay & Black Isle & early BioWare style; not Bethesda pre-Fallout 4 style.) Follow studios such as Beamdog or other AA companies if that's what you desire. BioWare is only getting bigger and they're not going back.
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Post by Link"Guess"ski on Jan 24, 2017 2:28:07 GMT
That's because after DAO, Bioware decided speech checks (or at least old school persuade) were silly and they've been trying to create some kind of "not" speech check ever since. My personal favorite attempt so far was the DAI system, wherein you took an inquisition perk to unlock special dialog options (relating to mages or history or whatever) *or* you could have a companion essentially do a persuade for you. (...) agreed about DAI system, loved it. Maybe, if I was nitpicking, the fact that you could get every one of them with every character in a single pt was a little too much. But I loved it anyway, great for RP and for replayabilty See this is where I have a gripe though. I like the feeling that in order to unlock certain charm options I'm making a choice to be one way or the other. DA:I's persuasion options being unlocked via the perk system did have a little bit of "choice" involved because unlocking perks took a while and there was plenty of other things to spend them on, but it's still just the first option in every category that unlocks a respective brand of additional dialogue responses so you have all 4 in the matter of the first few hours of the game so that's already all persuasion abilities off the bat almost. Instead of having a choice of unlocking special persuasion options I felt like I just got all of them and that isn't a choice then and the roleplaying aspect was gone. TBH I never understood why having to be renegade unlocked intimidation or paragon unlocking charm. It's not like KOTOR or DA:O where going one way takes away from the other; it just doesn't increasing paragon if you decide to get renegade points but you don't lose paragon points from it, so you could manage to get around 100% paragon and 75% renegade in every playthrough, sometimes 100% in both in time to make the most significant charm and intimidate options. I loved this because I felt like there's a common sense in "the more you act like a tough SOB the tougher you get = more intimidation options". I don't like it if I can be a super nice guy the whole game but then have the most ultra-badass choice because I used my Andromeda-money, earned from completely irrevelant things, on the menu-point that said "unlocks all intimidate dialogue" in a random menu. That's a downgrade IMHO.
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Post by javeart on Jan 24, 2017 10:11:19 GMT
agreed about DAI system, loved it. Maybe, if I was nitpicking, the fact that you could get every one of them with every character in a single pt was a little too much. But I loved it anyway, great for RP and for replayabilty See this is where I have a gripe though. I like the feeling that in order to unlock certain charm options I'm making a choice to be one way or the other. DA:I's persuasion options being unlocked via the perk system did have a little bit of "choice" involved because unlocking perks took a while and there was plenty of other things to spend them on, but it's still just the first option in every category that unlocks a respective brand of additional dialogue responses so you have all 4 in the matter of the first few hours of the game so that's already all persuasion abilities off the bat almost. Instead of having a choice of unlocking special persuasion options I felt like I just got all of them and that isn't a choice then and the roleplaying aspect was gone. TBH I never understood why having to be renegade unlocked intimidation or paragon unlocking charm. It's not like KOTOR or DA:O where going one way takes away from the other; it just doesn't increasing paragon if you decide to get renegade points but you don't lose paragon points from it, so you could manage to get around 100% paragon and 75% renegade in every playthrough, sometimes 100% in both in time to make the most significant charm and intimidate options. I loved this because I felt like there's a common sense in "the more you act like a tough SOB the tougher you get = more intimidation options". I don't like it if I can be a super nice guy the whole game but then have the most ultra-badass choice because I used my Andromeda-money, earned from completely irrevelant things, on the menu-point that said "unlocks all intimidate dialogue" in a random menu. That's a downgrade IMHO. I usually feel the same way, that's why I said I would rather not be able to unlock all the dialogue perks in one pt, I rather be forced to make a choice and pick between things that are mutually exclusive, in few cases at least. But I can give it a pass, for two reasons. First, that there's people who is actually like that, that have the ability to play different roles convincingly and to charm different people in different ways. For example, I'd have said that the noble dialogue options and the rogue dialogue options shouldn't have been compatible, but the truth is I can imagine a character that could use both. The second reason, is that even if the reputation system in ME3 was kind of absurd, for me ME2 system was worse in that it was very annoying, leading you to chase paragon and renegade points all the time All in all, the ideal for me would be something in the middle, I guess, but if I have to choose, when it's about RP, I'd rather go with "too much" options, I think, and leave to players the choice of RPing an inconsistent characcter, since I can still restrain myself to pick only the option that I think make sense for my PC. And the good thing in DAI it's that you don't miss anything important for doing so actually, after all, they might allow you to recruit an agent or to see a different solution for a small side story-line, but it's nothing like loosing a squadmte's loyalty and risking her/his death and things like that. I'm ok with them having lesss impact in that sense.
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Post by ssanyesz on Jan 24, 2017 11:21:38 GMT
See this is where I have a gripe though. I like the feeling that in order to unlock certain charm options I'm making a choice to be one way or the other. DA:I's persuasion options being unlocked via the perk system did have a little bit of "choice" involved because unlocking perks took a while and there was plenty of other things to spend them on, but it's still just the first option in every category that unlocks a respective brand of additional dialogue responses so you have all 4 in the matter of the first few hours of the game so that's already all persuasion abilities off the bat almost. Instead of having a choice of unlocking special persuasion options I felt like I just got all of them and that isn't a choice then and the roleplaying aspect was gone. TBH I never understood why having to be renegade unlocked intimidation or paragon unlocking charm. It's not like KOTOR or DA:O where going one way takes away from the other; it just doesn't increasing paragon if you decide to get renegade points but you don't lose paragon points from it, so you could manage to get around 100% paragon and 75% renegade in every playthrough, sometimes 100% in both in time to make the most significant charm and intimidate options. I loved this because I felt like there's a common sense in "the more you act like a tough SOB the tougher you get = more intimidation options". I don't like it if I can be a super nice guy the whole game but then have the most ultra-badass choice because I used my Andromeda-money, earned from completely irrevelant things, on the menu-point that said "unlocks all intimidate dialogue" in a random menu. That's a downgrade IMHO. I usually feel the same way, that's why I said I would rather not be able to unlock all the dialogue perks in one pt, I rather be forced to make a choice and pick between things that are mutually exclusive, in few cases at least. I think Alpha Protocol had excelent dialog system. The game was made to handle choices really well. It was easy to understand, had a lot of emotions to choose from, quite a number of dilemmas, we could define Michael almost as we wished, NPC reacted differently to our choices and actions. It was built up the same way as ME1 was, started and ended the same place, but if we acted differently and joined other factions with each playthrough it felt slightly different. It added a lot of replay value. RPG games could learn a lot from it.
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Post by javeart on Jan 24, 2017 12:00:26 GMT
I usually feel the same way, that's why I said I would rather not be able to unlock all the dialogue perks in one pt, I rather be forced to make a choice and pick between things that are mutually exclusive, in few cases at least. I think Alpha Protocol had excelent dialog system. The game was made to handle choices really well. It was easy to understand, had a lot of emotions to choose from, quite a number of dilemmas, we could define Michael almost as we wished, NPC reacted differently to our choices and actions. It was built up the same way as ME1 was, started and ended the same place, but if we acted differently and joined other factions with each playthrough it felt slightly different. It added a lot of replay value. RPG games could learn a lot from it. Never played it, but that sounds perfect, exactly what one would want
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Post by The Elder King on Jan 24, 2017 12:04:29 GMT
Just because paragon and renegade is no longer officially there, that doesnt mean it still does not exist in some capacity behind the scenes and may gate you out of certain options or choices later in the game because you are too far aligned one way or another. Like face codes. DAI didnt have visible facecodes like ME2 and ME3, but there were still face codes behind thr scenes in the game files. Also DAI didnt have the visible friend/rival meter for compainions and yet a lot of content was gated from you based on your approval with them. So in thr end, not having a literal paragon and renegade meter does not take away thr fact that it may still exists in some form behind the scenes. The difference is that for DAI they stated there'll be a hidden metter for companions' approval. They stated there won't be a hidden P/R meter, or similar, in MEA. Beside, it won't work well with the fact that we get four dialogue choices.
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Post by majesticjazz on Jan 24, 2017 12:38:59 GMT
Just because paragon and renegade is no longer officially there, that doesnt mean it still does not exist in some capacity behind the scenes and may gate you out of certain options or choices later in the game because you are too far aligned one way or another. Like face codes. DAI didnt have visible facecodes like ME2 and ME3, but there were still face codes behind thr scenes in the game files. Also DAI didnt have the visible friend/rival meter for compainions and yet a lot of content was gated from you based on your approval with them. So in thr end, not having a literal paragon and renegade meter does not take away thr fact that it may still exists in some form behind the scenes. The difference is that for DAI they stated there'll be a hidden metter for companions' approval. They stated there won't be a hidden P/R meter, or similar, in MEA. Beside, it won't work well with the fact that we get four dialogue choices. 1) Not disclosing information about a feature does not confirm that it does not exist. 2) Even with the complex system for MEA, there can still be a way for the game to track your decisions/style using some complex formula. Then take those results and apply them whenever a certain "gate" needs to be passed and depending on your "score", you may or may not be able to make a certain decision or get certain content.
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Post by The Elder King on Jan 24, 2017 12:41:33 GMT
The difference is that for DAI they stated there'll be a hidden metter for companions' approval. They stated there won't be a hidden P/R meter, or similar, in MEA. Beside, it won't work well with the fact that we get four dialogue choices. 1) Not disclosing information about a feature does not confirm that it does not exist. 2) Even with the complex system for MEA, there can still be a way for the game to track your decisions/style using some complex formula. Then take those results and apply them whenever a certain "gate" needs to be passed and depending on your "score", you may or may not be able to make a certain decision or get certain content. Of course, the differences is howewer is that they said the exact opposite thing. They already moved on a bit on that feature in ME3, since the gatings are ridiculous with the combination of Paragon and Renegade in the Reputation. I doubt they're going back.
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Post by majesticjazz on Jan 24, 2017 12:46:22 GMT
I think Alpha Protocol had excelent dialog system. The game was made to handle choices really well. It was easy to understand, had a lot of emotions to choose from, quite a number of dilemmas, we could define Michael almost as we wished, NPC reacted differently to our choices and actions. It was built up the same way as ME1 was, started and ended the same place, but if we acted differently and joined other factions with each playthrough it felt slightly different. It added a lot of replay value. RPG games could learn a lot from it. Never played it, but that sounds perfect, exactly what one would want Unfortunately it was not a critical success and we have an industry where if something fails, do not go back and try again learning from your failures. Instead they discard the idea to never be touched again. Obsidian was on to something but unfortunately we will never know what might have been had we gotten a Alpha Protocol 2.
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Post by Raga on Jan 24, 2017 16:46:32 GMT
I usually feel the same way, that's why I said I would rather not be able to unlock all the dialogue perks in one pt, I rather be forced to make a choice and pick between things that are mutually exclusive, in few cases at least. I think Alpha Protocol had excelent dialog system. The game was made to handle choices really well. It was easy to understand, had a lot of emotions to choose from, quite a number of dilemmas, we could define Michael almost as we wished, NPC reacted differently to our choices and actions. It was built up the same way as ME1 was, started and ended the same place, but if we acted differently and joined other factions with each playthrough it felt slightly different. It added a lot of replay value. RPG games could learn a lot from it. Whatever merit that system had was squashed by the fact that your responses were timed. It might have ostensibly allowed nuance, but the reality was it gave you so little time to consider that it just forced you to act with your gut over and over again. So it was less of an RPG and more an attempt at a cinematic self-insert. And that's fine for people to like playing self-inserts in RPGs, but it's hard to make an argument that it enhances the actual role-playing part of the RPG unless you get to *choose* to play a self-insert. I play characters with marked differences from myself all the time and it requires me to stop and think about what *they* would do and not what I would do.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Raga on Jan 24, 2017 16:49:59 GMT
The difference is that for DAI they stated there'll be a hidden metter for companions' approval. They stated there won't be a hidden P/R meter, or similar, in MEA. Beside, it won't work well with the fact that we get four dialogue choices. 1) Not disclosing information about a feature does not confirm that it does not exist. 2) Even with the complex system for MEA, there can still be a way for the game to track your decisions/style using some complex formula. Then take those results and apply them whenever a certain "gate" needs to be passed and depending on your "score", you may or may not be able to make a certain decision or get certain content. That's just how programming works. There *has* to be counters running in the background for the game to record choices you make at all. There's just no reason it has to be based on a binary spectrum.
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Sylvius the Mad
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 686 Likes: 740
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August 2016
sylvius
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Sylvius the Mad on Jan 24, 2017 21:55:22 GMT
I don't like it if I can be a super nice guy the whole game but then have the most ultra-badass choice because I used my Andromeda-money, earned from completely irrevelant things, on the menu-point that said "unlocks all intimidate dialogue" in a random menu. That's a downgrade IMHO. I completely disagree. What you're describing is sort of a core RPG feature, and I really like it. How the character behaves shouldn't limit the character to behaving that way in future. The game doesn’t know why he did a certain thing or why he said something a certain way. That should always be left to the player. If the ultra-badass option doesn’t suit the character you've built to that point, don't select it. But if I think it does suit my character, I shouldn't be prevented from selecting it just because a dev didn’t foresee that combination. There's a reason I modded the ME games to max out my Paragon and Renegade points. I wanted to maximize my RP options. A better design would have been to have the persuade options always be available (for RP) but only have them succeed if the P/R scale were high enough.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Mass Effect Andromeda
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Post by Link"Guess"ski on Jan 24, 2017 23:20:25 GMT
I understand that viewpoint completely, I think I was just trying to say that I like the gratification and gameification of having dialogue as a central mechanic of a game. In DA:I it could sometimes feel like dialogue was all investigative/optional or that whenever one of the "special" icons showed up it was a sure-fire sign that they would lead you to the best outcome, because they're persuasion choices that supercede the regular ones just as in ME:T and older BioWare games.
What I want is, if they want to get rid of good vs evil choices factoring into some kind of system where super-choices are unlockable, they need to completely remove persuade, because persuade without an unlock requirement or influence-check is dumbed down IMO... and removing persuade/intimidate would almost be sad because there was a certain satisfaction in them (but also frustration I guess)
Either way there's going to be some kind of unlock-requirement or they'll have to really, really make choices diverse to avoid making all choices feel samey... or they could just make it all feel like Witcher which is more intelligent use of dialogue options I guess.
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Post by colfoley on Jan 24, 2017 23:29:48 GMT
I understand that viewpoint completely, I think I was just trying to say that I like the gratification and gameification of having dialogue as a central mechanic of a game. In DA:I it could sometimes feel like dialogue was all investigative/optional or that whenever one of the "special" icons showed up it was a sure-fire sign that they would lead you to the best outcome, because they're persuasion choices that supercede the regular ones just as in ME:T and older BioWare games. What I want is, if they want to get rid of good vs evil choices factoring into some kind of system where super-choices are unlockable, they need to completely remove persuade, because persuade without an unlock requirement or influence-check is dumbed down IMO... and removing persuade/intimidate would almost be sad because there was a certain satisfaction in them (but also frustration I guess) Either way there's going to be some kind of unlock-requirement or they'll have to really, really make choices diverse to avoid making all choices feel samey... or they could just make it all feel like Witcher which is more intelligent use of dialogue options I guess. Unless you are talking about the options you unlocked at the war table (and even those) there were no persuade/ intimidate check options within Dragon Age Inquisition. But I do not expect Persuade/ Intimidate options will be in Mass Effect Andromeda.
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Party like it's 2023!
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kaisershep
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by KaiserShep on Jan 25, 2017 7:06:23 GMT
That's because after DAO, Bioware decided speech checks (or at least old school persuade) were silly and they've been trying to create some kind of "not" speech check ever since. My personal favorite attempt so far was the DAI system, wherein you took an inquisition perk to unlock special dialog options (relating to mages or history or whatever) *or* you could have a companion essentially do a persuade for you. I am somewhat inclined to agree with them that old-school persuades are rather silly just because they are seldom implemented well. They either become the "win" button or they just come off as really abrupt and silly. I remember one particularly terrible one in Fallout 4 after Danse is revealed to be a synth. He talks at length and with emotion about why he needs to die for his ideals, you deliver 1 persuade line, and he completely changes his mind. "You're right!" complete with the cash register sound effect of a successful persuade check and a look of wide-eyed epiphany. It was just so cheap and silly compared to the weight of the rest of the scene. General persuade checks shouldn't feel like I just performed a Jedi mind trick. Speech checks in general always struck me as feeling a tad shallow. I prefer when dialogue is unlocked under special circumstances that aren't simply points added to your character's stats, like if your character found documents or managed to speak to certain NPC's that are key to a certain resolution. Inquisition had this with the Orlesian ball. If you weren't thorough enough, you might not be able to have certain outcomes available.
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