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DArtagnan
Guest
Right, I'd like to see some more sophisticated approaches too. I'd like "free actions" to influence relations to companions instead of predefined dialogues.
Some examples would be:I'm sure there are a lot more possibilities like these to design companion relationship development much better.
- bring the companion to a special place at a special time (cheesy example: a companion somewhen mentions he/she likes sunrises at the ocean and later you bring him/her to an eastern shore at sunrise)
- give the companion an ordinary item at a special occasion (bromance building example: get him a beer when he's sitting in the camp relaxing)
- when there's a game mechanic where you have to select a limited number of companions to accompany your main char on quests/missions (DA, MassEffect), these choices should influence relations
- if the main character's appearance can be customized, it should influence love interests
- any actzions/decisions in quests should influence the relationship (classic example: spare or kill the defeated opponent)
Yeah, something like that.
Personally, I would prefer much more subtlety - and I would love if the player could be rewarded by picking up hints pertaining to the personality of the object of desire.
Say, if a female NPC casually mentioned having a pet as a child that died too soon - and the player getting a very favorable response from nurturing a pet during a much later sequence, without the NPC having to remind you of that early reference.
Problem with Bioware games (and, to be fair, most games) is that they don't have subtlety. They tend to shove personalities and quirks into your face from the first second you encounter the NPC.
Subtlety and casual references would go a long way to make the whole concept plausible, for my part.
Oh, and for pity's sake - DON'T systematize romance and involve gameplay mechanics. Nothing is less immersive when it comes to believable romance.