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Post by disi on Feb 22, 2017 9:28:34 GMT
Dialogue systems like ME1/ME2/DA2 are awful, all they do is turn the protagonist into a caricature. The DAI/MEA system allows the protagonist to act like a believable person who reacts differently based on the situation. Also good riddance to the charm/intimidate options aka brainwashing But isn't it what a role playing game is about? Forming your character? In DAI you start neutral in every situation, which is of course easier for the player but lacks character. I admit that in ME to become a pure renegade you also have to be a psychopath, most people would probably end up in a grey area anyway. Or be one of those who help everyone and everything. Even then you may end up with very bad choices and people die because of it. Companions in DAI do not play as much of a big role as in DAO, DA2 or ME1-3. You can finish all their content, which is only romance and/or a short quest, just after you visited Skyhold, after that they are merely squad-mates to bring along. And all the dialogue is to get approval for companions, nothing else. The DAI system is much less than ME1-3 or DAO, DA2. It seems not a choice between DAI or ME system, it is a choice between ME system or none.
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Pro vobis omne periculum.
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Post by jrpN7 on Feb 22, 2017 10:50:11 GMT
Dai or MEA type of dialogue system. Paragon/renegade was good at the time but limiting. Good or bad was obvious. Now you don't know what is gonna happen. I like the whole gray theme goin on. I don't. I hate selecting an option that I think is what I'm wanting my character to pull off but then realize too late that it was either douchy or lame. While I will see the response making sense with the selection after the fact, it can be too hard to tell exactly what your character will say or do when trying to narrow down all the options. Because of this, I found myself in DA:I having to save the game before every convo so I could get it just right and it was annoying as hell. Paragon and Renegade wasn't that limiting and it provided a clear response that would typically always meet your expectation and wish. I'm okay they are making it more diverse in ME:A but I just hope it's more clear and precise.
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Post by Revan Reborn on Feb 22, 2017 11:01:09 GMT
Dai or MEA type of dialogue system. Paragon/renegade was good at the time but limiting. Good or bad was obvious. Now you don't know what is gonna happen. I like the whole gray theme goin on. I don't. I hate selecting an option that I think is what I'm wanting my character to pull off but then realize too late that it was either douchy or lame. While I will see the response making sense with the selection after the fact, it can be too hard to tell exactly what your character will say or do when trying to narrow down all the options. Because of this, I found myself in DA:I having to save the game before every convo so I could get it just right and it was annoying as hell. Paragon and Renegade wasn't that limiting and it provided a clear response that would typically always meet your expectation and wish. I'm okay they are making it more diverse in ME:A but I just hope it's more clear and precise. BioWare tried to alleviate this drawback by having icons to indicate certain moods. I will agree, however, that those icons were still not helpful with some choices. Without explicitly telling the player what his/her character will say, there is a level of mystery that could lead to an unintentional response the player did not intend. I agree with you entirely that hopefully the dialogue is very clear and concise and that the choices we make have matching consequences that are appropriate.
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wright1978
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Post by wright1978 on Feb 22, 2017 11:31:03 GMT
I prefer the approach of not having paragon & renegade. In ME1 & ME2 the neutral dialogue options were often very important to me. However i found how DAI implemented the system was pretty terrible bland mess so can't really vote for any poll that includes it. This is my concern. In theory, the DAI approach would be better. However, I found the way dialogue was executed in DAI to be terribly underwhelming. I never really felt as if I connected deeply with my Inquisitor. I also never felt as if half my choices really had any meaning. Sure, I had more options than I did in the Mass Effect trilogy. However, those options didn't really feel like they had meaning or impact due to the consequences typically not being very different, if at all. In Mass Effect, I always felt as if my choices had consequences. The problem with Mass Effect, however, is that I was limited to two extremes with both rarely being realistic or appropriate. If only there was a way to ensure more variety in options but satisfying impact as well.Yeah you need to give the player some breadth of response or else you feel choice becomes meaningless. I hope i get torture to death the waste of space that was the inquisitor as a result of how poorly he/she was implemented. Well wasn't that the point of the neutral dialogue options. I thought they were fab just handicapped by a polarising morality system.
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Post by Psychevore on Feb 22, 2017 11:36:11 GMT
Inquisition.
ME's system wasn't that limited as people claim though. If you carried over a save from ME1 with both meters relatively filled this gave you a lot of leighway in ME2/3.
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Post by Revan Reborn on Feb 22, 2017 11:40:10 GMT
This is my concern. In theory, the DAI approach would be better. However, I found the way dialogue was executed in DAI to be terribly underwhelming. I never really felt as if I connected deeply with my Inquisitor. I also never felt as if half my choices really had any meaning. Sure, I had more options than I did in the Mass Effect trilogy. However, those options didn't really feel like they had meaning or impact due to the consequences typically not being very different, if at all. In Mass Effect, I always felt as if my choices had consequences. The problem with Mass Effect, however, is that I was limited to two extremes with both rarely being realistic or appropriate. If only there was a way to ensure more variety in options but satisfying impact as well.Yeah you need to give the player some breadth of response or else you feel choice becomes meaningless. I hope i get torture to death the waste of space that was the inquisitor as a result of how poorly he/she was implemented. Well wasn't that the point of the neutral dialogue options. I thought they were fab just handicapped by a polarising morality system. Honestly, I hope the Inquisitor never returns again. Trespasser seemed to tease the Inquisitor may have a minor role in the next Dragon Age game. Considering the Inquisitor is no longer fit to fight, I think it's a safe bet to assume he/she won't be the main protagonist in the next game. The problem is you were penalized and discouraged from taking the neutral route. Especially when there were dialogue checks in place where you were forced to either always choose paragon or renegade, neutrality was never really an actual choice. I had no choice but to be 100% paragon just to convince TIM to blow his brains out. One choice to the contrary and I would have been locked out of that content. Ideally, I'd like more variety but still having those paragon and renegade choices (although probably more believable and tame) would be the best outcome.
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agentmrorange
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Post by agentmrorange on Feb 22, 2017 11:44:37 GMT
truthfully I'd rather have a dialogue system like new vegas with more dialogue option appearing base on your character's skills and talents as well as choices they made.
however I will settle for some sarcastic hawke style of dialogue
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Post by amleth on Feb 22, 2017 11:47:11 GMT
DA:O dialogue
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manofsteel
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Post by manofsteel on Feb 22, 2017 11:49:44 GMT
Dragon Age. Paragon/Renegade had its quirks and it's become quite iconic for Mass Effect, but more often than not, I found myself just pulling the stick or moving the mouse into the required corner to hit the Paragon or Renegade option without really thinking about it. It'll be good to play Andromeda and make decisions and dialogue choices on a situational basis instead.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by Revan Reborn on Feb 22, 2017 12:03:11 GMT
Dragon Age. Paragon/Renegade had its quirks and it's become quite iconic for Mass Effect, but more often than not, I found myself just pulling the stick or moving the mouse into the required corner to hit the Paragon or Renegade option without really thinking about it. It'll be good to play Andromeda and make decisions and dialogue choices on a situational basis instead. I definitely agree with this. I just hope that the actual choices and resulting consequences are fulfilling. I felt while DAI had a good dialogue system in place, the execution was less than satisfactory. The Inquisitor came across as a indecisive while many of the "choices" didn't lead to differing consequences.
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kumazan
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Posts: 772 Likes: 1,553
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Post by kumazan on Feb 22, 2017 12:15:08 GMT
DA:I's dialogue is by no means perfect, but I prefer it over the way too rigid binary system of the MET. Paragon/Renegade created a tendency to streamline dialogue too much whereas an emotion based dialogue system always gives you a better chance to define your character, even if admittedly it sometimes lacked impact, and that's something I hope they improved for ME:A.
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Post by wolfsite on Feb 22, 2017 12:51:21 GMT
I want more comedic/smart ass dialogue like in DA2. Have to admit it's fun seeing NPC's just trip over themselves after some of Hawkes lines.
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SKAR
N3
Can you dig it?
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Post by SKAR on Feb 22, 2017 12:55:29 GMT
Dai or MEA type of dialogue system. Paragon/renegade was good at the time but limiting. Good or bad was obvious. Now you don't know what is gonna happen. I like the whole gray theme goin on. I don't. I hate selecting an option that I think is what I'm wanting my character to pull off but then realize too late that it was either douchy or lame. While I will see the response making sense with the selection after the fact, it can be too hard to tell exactly what your character will say or do when trying to narrow down all the options. Because of this, I found myself in DA:I having to save the game before every convo so I could get it just right and it was annoying as hell. Paragon and Renegade wasn't that limiting and it provided a clear response that would typically always meet your expectation and wish. I'm okay they are making it more diverse in ME:A but I just hope it's more clear and precise. But yeah u know exactly what was good and what was bad. Real world isn't like that all the time. Like Garrus said, "gray, we'll I don't know what to do about gray." These games are about choices and simple good or bad isn't going to cut it. Like the devs said, that was Shepard's thing. Besides, I don't like being limited by paragons/renegade. ME2 is a good example. I played a paragon but I enjoyed some renegade moments too. However, in order to ensure loyalty you had to be one or the other to get the blue or red charm/intimidate options. This time around you can speak more your mind and see what the consequences are cause you don't know what's gonna happen. I like that. You can disarm a firearm and it's not necessarily renegade. But you're right about clear and concise dialogue.
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Post by Revan Reborn on Feb 22, 2017 12:58:03 GMT
DA:I's dialogue is by no means perfect, but I prefer it over the way too rigid binary system of the MET. Paragon/Renegade created a tendency to streamline dialogue too much whereas an emotion based dialogue system always gives you a better chance to define your character, even if admittedly it sometimes lacked impact, and that's something I hope they improved for ME:A. Well, we are getting DAI's approach to dialogue. I just hope it's a significant improvement over DAI, as I found it in many cases to be lackluster and underwhelming. I want more comedic/smart ass dialogue like in DA2. Have to admit it's fun seeing NPC's just trip over themselves after some of Hawkes lines. Sarcastic Hawke was amusing and certainly entertaining to listen to. The problem with that approach is it's similar in fashion to paragon/renegade. You really are just limited to one option because you want to hear Hawke provide a smart ass remark. That takes away from actual player choice, which is something BioWare wants to avoid if possible.
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N3
Can you dig it?
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Post by SKAR on Feb 22, 2017 12:58:14 GMT
Dragon Age. Paragon/Renegade had its quirks and it's become quite iconic for Mass Effect, but more often than not, I found myself just pulling the stick or moving the mouse into the required corner to hit the Paragon or Renegade option without really thinking about it. It'll be good to play Andromeda and make decisions and dialogue choices on a situational basis instead. I definitely agree with this. I just hope that the actual choices and resulting consequences are fulfilling. I felt while DAI had a good dialogue system in place, the execution was less than satisfactory. The Inquisitor came across as a indecisive while many of the "choices" didn't lead to differing consequences. I hope they've improved. Some choices have to be hidden Paragon or renegade.
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wright1978
N4
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Post by wright1978 on Feb 22, 2017 13:01:18 GMT
DA:I's dialogue is by no means perfect, but I prefer it over the way too rigid binary system of the MET. Paragon/Renegade created a tendency to streamline dialogue too much whereas an emotion based dialogue system always gives you a better chance to define your character, even if admittedly it sometimes lacked impact, and that's something I hope they improved for ME:A. Well, we are getting DAI's approach to dialogue. I just hope it's a significant improvement over DAI, as I found it in many cases to be lackluster and underwhelming. I want more comedic/smart ass dialogue like in DA2. Have to admit it's fun seeing NPC's just trip over themselves after some of Hawkes lines. Sarcastic Hawke was amusing and certainly entertaining to listen to. The problem with that approach is it's similar in fashion to paragon/renegade. You really are just limited to one option because you want to hear Hawke provide a smart ass remark. That takes away from actual player choice, which is something BioWare wants to avoid if possible. I don't see in what way DA2's was similar to Paragon/Renegade. In no way was i limited, if i wanted to respond to a certain situation in a Diplomatic or aggressive manner i had the choice even if in another i wanted to take a more sarcastic response.
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Post by kumazan on Feb 22, 2017 13:05:39 GMT
Well, we are getting DAI's approach to dialogue. I just hope it's a significant improvement over DAI, as I found it in many cases to be lackluster and underwhelming. Sarcastic Hawke was amusing and certainly entertaining to listen to. The problem with that approach is it's similar in fashion to paragon/renegade. You really are just limited to one option because you want to hear Hawke provide a smart ass remark. That takes away from actual player choice, which is something BioWare wants to avoid if possible. I don't see in what way DA2's was similar to Paragon/Renegade. In no way was i limited, if i wanted to respond to a certain situation in a Diplomatic or aggressive manner i had the choice even if in another i wanted to take a more sarcastic response. It had similar problems though. For some quests/conversations you'd get a special dialogue option for the type of Hawke you'd been playing, and that led to nonsensical moments like you not being able to talk elves and werewolves down because you hadn't been diplomatic in the last few conversations held in a different place while talking to different people.
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Post by Revan Reborn on Feb 22, 2017 13:06:40 GMT
Well, we are getting DAI's approach to dialogue. I just hope it's a significant improvement over DAI, as I found it in many cases to be lackluster and underwhelming. Sarcastic Hawke was amusing and certainly entertaining to listen to. The problem with that approach is it's similar in fashion to paragon/renegade. You really are just limited to one option because you want to hear Hawke provide a smart ass remark. That takes away from actual player choice, which is something BioWare wants to avoid if possible. I don't see in what way DA2's was similar to Paragon/Renegade. In no way was i limited, if i wanted to respond to a certain situation in a Diplomatic or aggressive manner i had the choice even if in another i wanted to take a more sarcastic response. What I'm suggesting is instead of Paragon and Renegade, you had Diplomacy, Aggressive, and Sarcastic. I don't remember if there are any dialogue checks or not in DAII, but having one more option hardly gives the impression it's a superior system. If players were running a Sarcastic Hawke, it's likely they would have just chosen the sarcastic option every time just for the laughs, which is no different from just choosing paragon or renegade every time. In theory, I think DAI has the best approach. The problem is making each dialogue option unique but also still providing meaningful choice as a consequence.
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wright1978
N4
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Post by wright1978 on Feb 22, 2017 13:19:01 GMT
I don't see in what way DA2's was similar to Paragon/Renegade. In no way was i limited, if i wanted to respond to a certain situation in a Diplomatic or aggressive manner i had the choice even if in another i wanted to take a more sarcastic response. What I'm suggesting is instead of Paragon and Renegade, you had Diplomacy, Aggressive, and Sarcastic. I don't remember if there are any dialogue checks or not in DAII, but having one more option hardly gives the impression it's a superior system. If players were running a Sarcastic Hawke, it's likely they would have just chosen the sarcastic option every time just for the laughs, which is no different from just choosing paragon or renegade every time.In theory, I think DAI has the best approach. The problem is making each dialogue option unique but also still providing meaningful choice as a consequence. I don't see that. If i'm sometimes sarcastic in real life that doesn't mean i'm going to be sarcastic in every scenario. Equally when i play Hawke i don't spam a certain option no matter the quest i'm in. I don't see DAI as any improvement on DA2. They seemed intent on limiting player choice which just isn't enjoyable or realistic.
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Cyberstrike
N4
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Post by Cyberstrike on Feb 22, 2017 13:21:30 GMT
I found some of the Paragon/Renegade dialogue and interrupts ME2 and ME3 kind of stupid, like shoving the merc out of the window in ME2 or punching the quarian admiral or yelling at Joker's ill timed joke after the fall of Thessia in ME3.
It's feels like Shepard can't get upset and lose their temper or they're not supposed to have a temper in the first place which I find to be 100% bullshit especially if you're playing as a paragon but even as a renegade, you fill like you get punished for playing the character as most human beings would react if those situations were real regardless of how they played.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by Revan Reborn on Feb 22, 2017 13:24:01 GMT
What I'm suggesting is instead of Paragon and Renegade, you had Diplomacy, Aggressive, and Sarcastic. I don't remember if there are any dialogue checks or not in DAII, but having one more option hardly gives the impression it's a superior system. If players were running a Sarcastic Hawke, it's likely they would have just chosen the sarcastic option every time just for the laughs, which is no different from just choosing paragon or renegade every time.In theory, I think DAI has the best approach. The problem is making each dialogue option unique but also still providing meaningful choice as a consequence. I don't see that. If i'm sometimes sarcastic in real life that doesn't mean i'm going to be sarcastic in every scenario. Equally when i play Hawke i don't spam a certain option no matter the quest i'm in. I don't see DAI as any improvement on DA2. They seemed intent on limiting player choice which just isn't enjoyable or realistic. Well from your perspective Paragon and Renegade shouldn't be an issue either as some days you may feel more paragon, renegade, or neutral. I just don't see either of those systems as ideal, personally. Truth be told is there was never player choice in BioWare games to begin with, just the illusion of player choice. If BioWare does a good job, then we shouldn't even really notice that there isn't player choice. The problem is that DAI had mixed results and led to a lot of choices that ultimately had similar impacts. To have a true suspension of disbelief, the corresponding outcomes half to match the various choices provided.
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sjsharp2010
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Post by sjsharp2010 on Feb 22, 2017 13:28:13 GMT
Whatever works best for the story. Personally I don't mind which they use as long as it works for the story.
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wright1978
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Post by wright1978 on Feb 22, 2017 13:34:33 GMT
Well from your perspective Paragon and Renegade shouldn't be an issue either as some days you may feel more paragon, renegade, or neutral. I just don't see either of those systems as ideal, personally. Truth be told is there was never player choice in BioWare games to begin with, just the illusion of player choice. If BioWare does a good job, then we shouldn't even really notice that there isn't player choice. The problem is that DAI had mixed results and led to a lot of choices that ultimately had similar impacts. To have a true suspension of disbelief, the corresponding outcomes half to match the various choices provided. My only problem with Paragon/renegade was that there were articificial limits on my Choice(not having enough points to be able to select that choice) as well as sometimes the lack of clarity of what the actual result of the choice was before you selected it. At the end of the day i always did pick between the 3 choices based on scenario when i could. Even within the moralities the choices would be different. My character could take the more pragmatic renegade choices but sheer away from the more downright nasty/violent ones. Disagree there always was player choice, at other times there was the illusion of player choice which isn't a problem if it is delivered well. Player choice is always going to be walled in my the constraints of the choices on offer but that doesn't mean the choice isn't there. The problem with DAI is that they seemed intent on removing player's control of the character. Muted choice because they didn't want to trust players to characterise their character according to the situation.
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Post by Revan Reborn on Feb 22, 2017 13:41:28 GMT
Well from your perspective Paragon and Renegade shouldn't be an issue either as some days you may feel more paragon, renegade, or neutral. I just don't see either of those systems as ideal, personally. Truth be told is there was never player choice in BioWare games to begin with, just the illusion of player choice. If BioWare does a good job, then we shouldn't even really notice that there isn't player choice. The problem is that DAI had mixed results and led to a lot of choices that ultimately had similar impacts. To have a true suspension of disbelief, the corresponding outcomes half to match the various choices provided. My only problem with Paragon/renegade was that there were articificial limits on my Choice(not having enough points to be able to select that choice) as well as sometimes the lack of clarity of what the actual result of the choice was before you selected it. At the end of the day i always did pick between the 3 choices based on scenario when i could. Even within the moralities the choices would be different. My character could take the more pragmatic renegade choices but sheer away from the more downright nasty/violent ones. Disagree there always was player choice, at other times there was the illusion of player choice which isn't a problem if it is delivered well. Player choice is always going to be walled in my the constraints of the choices on offer but that doesn't mean the choice isn't there. The problem with DAI is that they seemed intent on removing player's control of the character. Muted choice because they didn't want to trust players to characterise their character according to the situation. I think the real issue is BioWare wanted to more player agency, but they also wanted to still tell their story within a reasonable framework. With how many choices they were providing with various moods, it's just difficult to provide unique outcomes for each situation. It's also expensive to have to do voice work for the varying degrees of the mood you happen to have at the time and how others react to it. The more options you have, the more difficult it is to provide meaningful outcomes to each. The less options you have, the easier it is to provide meaningful outcomes. It's a cost-benefit analysis and BioWare needs to try and find the sweet spot to provide the most bang for our buck.
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wright1978
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by wright1978 on Feb 22, 2017 13:54:39 GMT
My only problem with Paragon/renegade was that there were articificial limits on my Choice(not having enough points to be able to select that choice) as well as sometimes the lack of clarity of what the actual result of the choice was before you selected it. At the end of the day i always did pick between the 3 choices based on scenario when i could. Even within the moralities the choices would be different. My character could take the more pragmatic renegade choices but sheer away from the more downright nasty/violent ones. Disagree there always was player choice, at other times there was the illusion of player choice which isn't a problem if it is delivered well. Player choice is always going to be walled in my the constraints of the choices on offer but that doesn't mean the choice isn't there. The problem with DAI is that they seemed intent on removing player's control of the character. Muted choice because they didn't want to trust players to characterise their character according to the situation. I think the real issue is BioWare wanted to more player agency, but they also wanted to still tell their story within a reasonable framework. With how many choices they were providing with various moods, it's just difficult to provide unique outcomes for each situation. It's also expensive to have to do voice work for the varying degrees of the mood you happen to have at the time and how others react to it. The more options you have, the more difficult it is to provide meaningful outcomes to each. The less options you have, the easier it is to provide meaningful outcomes. It's a cost-benefit analysis and BioWare needs to try and find the sweet spot to provide the most bang for our buck. In DA2 they were able to tell their story within the framework so i don't buy that. I think they wanted less player agency over the protagonist but wanted to disguise it by cosmetically making it seem like there was the same degree choice. I certainly agree there's limits to options but you need the best breadth for your buck rather than smaller degrees of a very narrow breadth.
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