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Tick

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Everything posted by Tick

  1. Very briefly explaining, but, I'm hoping for multiple lines of dialogue with an impact on the conversation and reactions of others, something that considers my characters' personality and ability (and my companions, maybe?), not just one to three all the time that are specifically labeled for a certain purpose, and no voice-acting (or bare minimum). Basically, anything to maximize the writers' freedom to write and change their story, and allow the players to roleplay ( with significant relevance in what they say and do). I've enjoyed voice-acting, but from what I know it takes a lot of time, fixes the characters more to the actor's interpretation or personality (versus the writers' ideas), and makes it much more difficult for quality writing because of due dates and lines being unchangeable once voiced (because it would take that much more money and time to change). I completely agree. I really enjoyed Fallout: New Vegas' way of giving you a failed-check speech option, instead of just the same exact words and thought magically working or not, but it does lose the feeling of RPing, or wondering how the conversation might go if I pick choice A. versus choice E. I believe there should still be an impact in diplomacy, character interaction, and dialogue (being more likely to have persuasive options if the character is persuasive), but where the options themselves aren't so obvious (if that's possible). Playing Baldur's Gate - I started very recently - the most satisfying moment in the game (thus far) was persuading a violently angry man, grieving over the son he lost and trying to blame the average adventurer for it (thus, me/my party), to calm down and diplomatically diffusing the situation. There was no "[Persuade]," "[speech]," etc., and it wasn't absolutely obvious which one would make the man back down (if any), and so I actually felt like I accomplished something.
  2. This is my main concern. I'm totally fine with romances or no - if the writers feel willing and they have the time, and fans want it, why not let 'em have it? It's optional (or, at least, it should be) and harmless, and I find it rather suspicious that people would get so uptight about sexuality or romance when it isn't mandatory (assuming, of course, it doesn't hurt the quality of the writing or game otherwise). Reminds me a bit of those people who disapprove vehemently of certain language, and then go looking for all the naughty words in the dictionary to make sure they aren't there. However, a big thing for me is interesting, in-depth characters, who I can interact with in various ways and learn more about. Although I'm sure other games have done it, or leaned toward it, I always remember how awful it was in ME2 that I couldn't watch a character develop or have any or many conversations with them (more so in comparison to a P.C. that was romancing them) because I wasn't the right gender or didn't try to woo the character. Garrus, Jacob, Miranda, and Tali were among those that seemed especially, blatantly stuck as romantic interests alone. I believe Dragon Age: Origins was a lot better about it, though I'm not positive. I recall being able to properly speak to the characters, each having their own problems and ideas/beliefs, whether or not I pursued them romantically. It wasn't a requirement to get character interaction and development, and there wasn't weird favoritism over which character was given more attention by the game. Fallout: New Vegas was also very good about it, when it was at its best (Veronica, Boone, etc.). Though some companions were neglected, and I don't recall any potential romances existing.
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