Yeah, I never really felt connected with Hawke at all. Even ME2/3 gave me the same connection feeling as DA though, so who knows. DA2 felt a lot more like going through the motions. DA1 was EQ/WoW for me, game changer and got me into bioware games. DA2 felt like the Rift version of Dragon Age.Yeah, exactly.
I mean hell - look at DA:O vs DA2. DA:O noble origin and DA2 haveverysimilar basic themes but Origins does it so much better - partially because of pacing but also because it'syourcharacter losing their home/family/etc and being forced to escape to a (dubious) santuary rather than Bioware's Hawke.
I can understand that point of view and it's because voice acting is handled cheaply currentlly. It's boring as fuck to watch a scene where two characters just stare at each other and talk, and that's where I'm hoping next gen improves greatly. They need to move towards movie style dialogue where interesting things are happening at the same time.In every single RPG that allows the option, I always just turn on subtitles and skip the rest of the spoken dialogue as soon as I'm done reading the subtitles. I can read the information probably 5x faster than a character is going to speak it. I'd rather do that and then hurry up and get back to the action. I'm playing a game to actually play it, not listen to some character ramble on forever in a cutscene. If given the choice, I'd much rather see the budget for voice acting put towards the actual gameplay/content than voice actors.
Just look at the direction that RPGs have taken since voice acting has become standard. Baldurs Gate or Planescape easily had 100+ hours of gameplay(closer to 200 if you did every single side quest), probably enough text to fill a small novel too. Today, you're lucky to get 1/3 of that length of gameplay out of a game with thorough voice acting (ME3, DA2, etc). Give me the epic 100-hour RPG where I have to read every day of the week.
I think that is exactly what they were aiming for in ME2 with those Paragon and Renegade interrupts during dialoguesI can understand that point of view and it's because voice acting is handled cheaply currentlly. It's boring as fuck to watch a scene where two characters just stare at each other and talk, and that's where I'm hoping next gen improves greatly. They need to move towards movie style dialogue where interesting things are happening at the same time.
I think the problem is with the pacing differences between films and a video game. In a video game you are prompted for a choice then the game waits for your input. This interrupts the dramatic flow which wouldn't happen in a film since everything is edited together after fliming is complete. Aslo during cutscenes in DA2 you will notice the pauses in dialogue where the game, depending on how you playe hawke, slots in your caring/sarcastic/asshole response.I can understand that point of view and it's because voice acting is handled cheaply currentlly. It's boring as fuck to watch a scene where two characters just stare at each other and talk, and that's where I'm hoping next gen improves greatly. They need to move towards movie style dialogue where interesting things are happening at the same time.
You mean combining AP's time relevancy and conversation time urgency with DA2's "tone evolution". It could have been done last generation, no reason for it not to be done this gen (outside of resource focus on "the shiny").What about quick time responses to dialogue with single and more complex emotions assigned to buttons for specific parts of the storytelling part of the game? Is this feasable? I don't know much of game design technicalities.
I think it would make the immersion much more intense as well.
Also I wanted to add, you could perhaps choose a general disposition for your character at game start and since there are only so many buttons on a controller for the entire spectrum of emotion, think of the buttons assigned to emotion that develop over the course of the game.
For instance, let's say the X button on a PS3 is a basic quick time reaction for your character's display of approval. Over the course of the game, X wouldn't always be the same exact display of approval, it would develop based on what or who your character has approved of and how often, etc.