How BioWare plans on improving conversations in Dragon Age: Inquisition
BioWare revealed some new tidbits about Dragon Age: Inquisition, including a greater degree of choice in the dialogue system and how your decisions will influence the world.
Dragon Age: Inquisition will introduce an overhauled dialogue system, one that offers more depth than simple binary choices.
Speaking at PAX Australia, the company described the efforts being made to improve conversing in the game. The gulf between the dialogue options and what your character actually says, for example, is being addressed. Your choices will also play a bigger role in influencing the events of the game.
The BioWare forums transcribed most of what happened at the panel (via OXM). For example, stats and active companions in your party will influence your dialogue choices. BioWare also hopes to make this game offer more exploration and environmental diversity, with land types like desert, swamps, mountains ruins, and winterscapes.
Inquisition is due 2014.
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Steve Watts posted a new article, How BioWare plans on improving conversations in Dragon Age: Inquisition.
BioWare revealed some new tidbits about Dragon Age: Inquisition, including a greater degree of choice in the dialogue system and how your decisions will influence the world.-
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It was really interesting playing Mass Effect 1 after this game. The big thing I noticed was almost every side mission was a copy/paste job of a similar zone. It got to the point where I could run through the levels and know almost exactly where the MacGuffin to complete the quest would be at. I suppose that Dragon Age 2 was kind of the natural evolution of that.
So glad that ME2 did NOT go down this route. -
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What they really need to do is get away from their obvious hub designs where they wall off a section of the game, give you a few objectives that you can do in any order and once you complete them all then you move on to the next hub. The main problem with this that it really doesn't matter which order you do the objectives in and the choices made to meet one objective don't impact any of the other objects in the current hub.
Their games need true story branching. -
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No, it's just a really bad game.
With DA:O they created this vast, amazing world with a rich history and detailed sociopolitical past. Then in DA2 they put you in a shitty town where you occasionally went to a generic forest setting to move the sham of a plot forward.
Also, 10 years you spend there, and the only change to the town? One statue. That's it. I mean ffs, one of the characters inherits a haunted house that's a fucking tip and in 10 years he can't be arsed to clean it up? It doesn't change one bit during the whole game!
Lazy, bad, sloppy game. -
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