Um, what? That was one of the better things done in DA 2. Your overall attitude and response habit don't always dictate your morality, which is great. Whether the neutral-looking icon wasn't a good indicator of what you were going to say is another thing, but this can be easily rectified by, you know... simply RELOADING the game.
It's worth noting that some of the responses ( which lack specific personality icons ) get adapted to the type of personality you used most often, so the response varies based on that. If you prefer to have intrusive game design that dictate all your critical choices by a predefined diplomatic/sarcastic/aggressive Hawke, then that would be odd, since some of the decisions you make in the game are... not clearly defined as good/evil. Not being forced into always making important decisions based on your diplomatic/aggressive personality status is essential.
[/QUOTE]I never said they 'always dictate', in my response. What I did say was your tone can be one of the three polarising options, then the game throws in an a variety of choices per 'critical dialogue choice' with to relevance to the former. It's fractured.
How? It seems consistent enough. Should we expect sarcastic/aggressive characters to act in a certain fashion and let developers make their choices for them? You haven't answered this. You could still make certain opposing quest-related choices in Paragon/Renegade fashion in Mass Effect 1. It's a good opportunity to roleplay a sarcastic hero, or merciful thug. Like I said, there are choices which recognize your most consistent personality. It remains relevant. What does being sarcastic/aggressive, for example, have to do with wanting mages to be granted more liberties or being ok with the way they are treated by the templars?
"RELOADING" the game? :lol: No, that's hilarious. You shouldn't have to restart, retry or move back because *the game* poorly establishes what your character is going to say. That is a very, very basic example, and evidence of poor game design matched to writing.
The system's goal is to not clearly establish what your character is going to say. Though I wonder how 'hilarious' you'll find it if I say not everyone thinks this is an inherent defect of Bioware's Mass Effect conversation system. Still, there's always RELOADING left for you. I hear people do that when you get dialogue choices to see the different outcomes of a situation.
Sure I certainly have resorted to that more often than I should have, it makes the fault all the more evident. Oh they do get adapted to the personality, as with the dialogue Hawke babblers when you have zero control.
It's fitted to match your previous responses. If you have an issue with this, you must not like having predefined conversations with your character carried out in the first place, which is fine, but no different from having your character forced to respond Mass Effect style in the first place.
As I said before, it's jarring to be presented with options so polarising.
Name one conversation where your character's personality type clearly contradicts the 'polarized' neutral given dialogue options. Even if you'll find any, that's not an inherent defect of the dialogue system.
While I do think the actual modification of dialogue track is a very nice touch, this is a poor example of dialogue signposting. [QUOTE="dreman999"]
Did no one notice that if a character to be moreserious/snarky/agressive it changes the lines spoken? An no it does not do that at all. It's funny, Witcher 2 has it but no one hates it for it...... The point being is that it does not castarate anything. Your not use to it. That's all.
skrat_01
It was pretty blatant, and it's a nice way for Bioware to predefine what your character says based on the limited options you choose. It's limiting in a gameplay and narrative sense, but nice in production values. Take it as you will. I haven't seen enough dialogue in TW2 to make an accurate judgement.Otherwise it does castrate choice. The writers and designers are limited to three options in determining your characters attitude in signposted dialogue choices, and outcomes, which then impacts on the variety of player choice in responding. Compared to other RPGs where the dialogue options don't have a set limit and aren't so bluntly defined by attitude; this means more choice for the player, and more options for outcomes if you're a designer or writer.
Post in quote.
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