This, pretty much. Also, even though there was a friendship bar in Dragon Age: Origins, it was slightly harder to game than, say, the Paragon/Renegade-system in Mass Effect. Partly because every party member would react to what you said and did and you could bet your behind that one of them would get pissy at you (looking at you, Sten), but also because sometimes it wasn't clear what would give the best or worst reaction out of a character.Synigma said:An aspect to old Bioware games I'm sorry they moved away from: You used to be able to lose characters if you pissed them off or just acted against their interests too many times.
This reminded me of one of the reasons I loved Dragon Age Origins. Each character had a like/dislike bar that showed you how they felt towards you. You could alter how they felt depending on the actions you took and the conversations you had with them. It gave the conversations a tangible feel; You felt closer to the characters because you had to figure out their interests and sense of humour in order to max out the bar. You would even make some decisions based on how it made some party members feel. There were a few in game buffs to the characters for winning their loyalty but frankly I didn't even notice the difference.fractal_butterfly said:I think the main problem are the rigid multiple choice dialogue systems themselves. You can't have a natural conversation with that. Also in all RPGs, NPCs do not have anything like emotions or relationships. They should have something, that reflects their attitude towards the player character(s), and maybe each other. They could love or hate the player, could be loyal or treacherous towards him, could fear him or not take him seriously. The right conversation options would then shift these values. A little bit like in the Sims or Stardew Valley. You could then unlock new dialogue options, but you would close up others.
My main problem was with the attached gifting system; finding special 'gift' items that ended up just being a matching game since they were all basically created for specific characters. And by late game you could just buy all the gifts for everyone and effectively buy everyone's love if you wanted to.
I think they should bring back something like that though: Maybe remove the visible bar and instead just alter how the character greets you when you talk to them, especially since they can now (arguably) have facial cues to help express how they feel toward you.
Also I hope they get away from defining answers as specific things ie: 1) the lovey-dovey answer, 2) the hard-as-nails answer, 3) quirky-sarcastic answer. This just takes you out of the RP and reminds you that you're just ticking a box. It should be less about your 'personality' and more about how the characters react to your individual choices.
The best example of this for me is at one point when you've started to become friends (or bed buddies) with Morrigan. In one conversation the subject of family comes up, and since I was playing a mage (and thus had not had everyone I've ever loved carved up like Thanksgiving-turkey) I apparently had a mother somewhere that's still alive. Not that we ever see her, but anyhow...
Morrigan asks you how you feel about you mother, and the choices range from "love her" to "hate her" to "shut up". Bearing in mind Morrigan is a lady who certainly does not get along well with her own mother, and in fact seems to actively object to any compassion or positive feelings whatsoever, guess which of the responses gives you the most points towards being best buddies with her?
The response that you love your mother. To which Morrigan replies with a kind of stumped and awkward "I... see". Sure, she is totally on board if you say that you hate your mother, but it doesn't give as many friendship-points (or whatever you want to call them) as saying you love her.
I'd like to see this more. Situations where what might seem like the most obvious response to butter up to someone turns out to not be the most optimal one.