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Narrative Mechanic

Skills, Attributes, Combat, Party-based Gameplay and other Mechanics

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Re: Narrative Mechanic

Postby Aldereth » April 30th, 2012, 12:25 pm

I think everyone would like to see companion/NPC interaction that has depth to some degree. However, I don't think people are too eager to very heavy handed approach to the point of companion quest in ME2 such as Miranda's sister, Thane's son, Garrus's revenge hit. Personally I don't mind 1 or maybe 2 quest/character that would lead to those quest but for all of the playable characters, that's probably not a good idea.

In fact, I feel ME2 narrative suffer from the series of more than half a dozen (1/companion) of loyalty quest in that it takes away some of the immersiveness. I mean, I get two people bonded over an experience that is important to one of the two. Most friendship is about going through up or down together in life (aka. the main quest) for a prolong period of time. But holy crap, all of one's friends are through loyalty mission? I don't know about you, I would have serious question about my friends' friendship if that's the case. :lol:

I think it would be better to leave some if not most of the friendship/loyalty building the old fashion way by way of the NPC reacting to the individual incidents in the game's so call "main" path selected by the player. In fact, it would be more refreshing to have the companions' loyalty (or personal development) to vary depending on the different path that the player choose.
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Re: Narrative Mechanic

Postby suz » April 30th, 2012, 12:32 pm

Aldereth wrote:But holy crap, all of one's friends are through loyalty mission? I don't know about you, I would have serious question about my friends' friendship if that's the case. :lol:

I'd actually worry if the opposite happens. Every random bum waiting in town to join your particular party? And endlessly waiting for you to speak to them? Nope, not suspicious at all. ;)

I wouldn't mind if some npcs didn't need a "loyalty" quest, some did need, some needed it after certain events in other quests in the area or similar scenarios.

But every damn recruitable npc needing his ass wiped would be annoying.
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Re: Narrative Mechanic

Postby Woolfe » April 30th, 2012, 6:48 pm

suz wrote:
Aldereth wrote:But holy crap, all of one's friends are through loyalty mission? I don't know about you, I would have serious question about my friends' friendship if that's the case. :lol:

I'd actually worry if the opposite happens. Every random bum waiting in town to join your particular party? And endlessly waiting for you to speak to them? Nope, not suspicious at all. ;)

I wouldn't mind if some npcs didn't need a "loyalty" quest, some did need, some needed it after certain events in other quests in the area or similar scenarios.

But every damn recruitable npc needing his ass wiped would be annoying.


But that could be a cool mechanic. You start getting a rep for being hard arses, people start wanting to join up. But they have their own agendas and start messing with you. So you then have to deal with them.

Maybe they decide they don't like the way you do things and leave and nick some gear as they go. Maybe then you can hunt em down. Or you just run into them elsewhere.

Lots of cool potential
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Re: Narrative Mechanic

Postby Aldereth » May 1st, 2012, 10:04 am

suz wrote:I'd actually worry if the opposite happens. Every random bum waiting in town to join your particular party? And endlessly waiting for you to speak to them? Nope, not suspicious at all. ;)


I hear your point. I think it is a given that everyone hate cardboard characters that only wait for you to "click" them. I think part of the problem can be contributed to the way/game mechanic party interaction is handled. In Ultima of old and much of Baldur's Gate, one literally have to talk to the companions. What I am saying is that I am more for the companions reacting to what is going on in the player's particular play path. And some of the reaction can/may include initiating some other quest but these quests should not be the primary source of "loyalty".

eg. In Planescape: Torment, the player have a chance to look at the tattoos on the Nameless One's (PC) backside by interacting with a few in game objects. And one of the Tatoo reads, "do not trust the skull" which directly refers to the first companion you get, Morte the floating skull. This enable the choice for the player to challenge Morte about it, which of course can turn into a big argument. Morte would hit back with how crazy the PC can get in his previous incarnations but with the right stats check (was it wisdom or intelligence? not sure), the PC would have some flash back of how his previous incarnations had abuse Morte and take note that Morte still stay with him despite of everything. He then realise (don't remember if there is another stat check) that Morte genuinely feel sorry for him. I think you have the option to apologize to Morte and it actually improve Morte loyalty and other stats.

There is not any sidequest, just great dialog as a side effect of something else you did in the main plot. Granted, the play mechanic was limited by the game engine in the sense that yes, you still have to talk to Morte after the discovery of the tatoo. But after almost 15 years, I gathered the developers can improve on that.
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