des news de la part d'un joueur de bioware:
"Il y aura toujours un système d'estime, les compagnons ne devraient pas nous abandonner ou se retouner contre nous (ils citent l'exemple de Wynne et Lélianna). On peut également débloquer des bonus même si nous sommes ouvertement hostiles à nos compagnons (mais il y a un bénéfice supplémentaire si nous entretenons une bonne relation).
Your party members still respond to your actions and words, gaining or losing respect based on their personal views. However, even if they disapprove, you don't need to worry about them ditching you.
Peut-être une note encourageante concernant le RP : « We'd really rather encourage players to be consistent in their interactions with characters, rather than to have to play toward the gamey-ness of the system. »
- la narration : la forme narrative et l'évolution de Hawke sur dix ans font dire à Laidlaw que : « this is the most reactive game we've ever done. As we move forward through time, the narrators are offering these comments. Instead of waiting 80 hours for an epilogue that tells me who got married and who did what, I get to see those interactions within hours. »
Ils comparent leur procédé narratif à celui d'Usual Suspect (j'espère qu'on aura Kobayashi en guest^^) : « that's the way the story-telling is going to happen in DAII. »
Pour eux le système narratif permet de couvrir un spectre plus large que dans DAO.
Events don't necessarily need to unfold chronologically, and the structure allows the to skip over unenventful periods of time, keeping players in tne action and cutting down on the excess travel time.
A la fin, les joueurs auront guidé Hawke à travers de multiples quêtes, victoires et défaites.
« But what happened between his escape and hise rise to prominence ? The answer to that question is the driving narrative force behind Dragon Age II. » […] « Instead, we're posing something for you to answer. By playing the game, you're not just finding out the answer – in a lot of ways, you're telling us what the answer is. »
Like Origins, players can expect a range of minor and major choices.
- Concernant la roue de dialogue : système similaire à ME.
You'll still direct Hawke's choices and shape his personality, but he won't be a blank slate where the player needs to fill in all the gaps.
- Par rapport au non choix de la race :When compared to Origin's selection of races and origin stories, Dragon Age II may appear more limited. However, with the beginning of Hawke's tale predetermined, players aren't making fewer choices; more choices are just being made as the story progresses, rather than on a character creation screen before you start playing."