{"id":261,"date":"2011-03-09T16:11:48","date_gmt":"2011-03-09T20:11:48","guid":{"rendered":"http:\/\/www.mdlake.net\/?p=261"},"modified":"2011-07-06T16:12:08","modified_gmt":"2011-07-06T20:12:08","slug":"conversational-gambit","status":"publish","type":"post","link":"http:\/\/www.mdlake.net\/?p=261","title":{"rendered":"Conversational Gambit"},"content":{"rendered":"<p>Eileene&#8217;s trying her hand at the new <em>Dragon&#8217;s Age II<\/em> game tonight, and I&#8217;m helping by sitting near to hand and making snarky comments.<\/p>\n<p>What little we&#8217;ve seen so far looks pretty good, a decided refinement on the original <em>Dragon&#8217;s Age: Origins<\/em>.  Gear, especially, requires less fuss: you only have to worry about equipping yourself, and not your companions, so there&#8217;s no need for a five-minute pause every time you pick up a new weapon to make sure that it isn&#8217;t a microscopic improvement onw whatever each member of the team is carrying.<\/p>\n<p>The thing I&#8217;ve noticed most so far is the dialogue trees, and I haven&#8217;t yet made my mind up about them.  Your end of the conversation feels a little more organic, as it is no longer limited to the polite\/selfish\/complete psychopath trio of responses.  The disjoint of abbreviated responses conceal some nasty surprises, however.  You might choose to tell a companion \u00e2\u20ac\u0153We need to keep moving,\u00e2\u20ac\u009d only to see your actual on-screen alter ego say \u00e2\u20ac\u0153If you don&#8217;t get a grip, we&#8217;re all going to die!\u00e2\u20ac\u009d<\/p>\n<p>Depending on how the system treats your response, this could be a good thing or a bad thing.  If companion reactions reflect the short statement, it&#8217;s easier to \u00e2\u20ac\u0153read\u00e2\u20ac\u009d the situation for the tone\u00e2\u20ac\u201dfriendly, bitter, greedy, flirtations, whatever\u00e2\u20ac\u201dwhich may make it a bit easier to predict and manipulate your friends, creating the story you want to create in proper role-playing fashion.  If companion reactions reflect the longer statement, however, it&#8217;s much, much harder to control your speech, and you&#8217;ll be \u00e2\u20ac\u0153penalized\u00e2\u20ac\u009d with highly arbitrary swings of story and relationship.  Perhaps all of this is moot; I gather your actions, and not your statements, are supposed to have sole influence on your companions&#8217; attitudes toward you&#8230;but if so, where&#8217;s the fun of talking to them?<\/p>\n<p>Perhaps we&#8217;re seeing in action a sly little device Bioware has employed before: a disjoint between what you intend to say and what you actually say dependent on your stats.  <em>Baldur&#8217;s Gate<\/em> players who pumped up their charisma (or something similar) enjoyed more (and generally more profitable) dialogue options; players who neglected their charisma in order to max out their combat stats suffered both from limited response options and from surprising and\/or embarrassing slips of the tongue.  I hope that is what&#8217;s at work here; I missed a lot of Bioware titles, and it might be fun to see it in action.  But I suspect to be disappointed on this count.  Eileene is playing a rogue and therefore has invested fairly heavily in her cunning score.  Her avatar is still saying things Eileene doesn&#8217;t intend\u00e2\u20ac\u201dalthough tactfully, it must be noted.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Eileene&#8217;s trying her hand at the new Dragon&#8217;s Age II game tonight, and I&#8217;m helping by sitting near to hand and making snarky comments. What little we&#8217;ve seen so far looks pretty good, a decided refinement on the original Dragon&#8217;s Age: Origins. Gear, especially, requires less fuss: you only have to worry about equipping yourself, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-261","post","type-post","status-publish","format-standard","hentry","category-games"],"_links":{"self":[{"href":"http:\/\/www.mdlake.net\/index.php?rest_route=\/wp\/v2\/posts\/261","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.mdlake.net\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.mdlake.net\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.mdlake.net\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/www.mdlake.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=261"}],"version-history":[{"count":0,"href":"http:\/\/www.mdlake.net\/index.php?rest_route=\/wp\/v2\/posts\/261\/revisions"}],"wp:attachment":[{"href":"http:\/\/www.mdlake.net\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=261"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.mdlake.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=261"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.mdlake.net\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=261"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}