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Rapporter et oversættelsesproblem
Like, you have conversations with your companions where the writer very obviously wants their NPC to say a specific thing, or convey a specific message, and it doesn't really matter what options you choose in the conversation, you're going to hear it.
Basically, the writing never seems to care how the player feels about what's being said, even when it's giving them multiple response options.
It's not terrible, but it's not near the level of something like New Vegas or Pillars of Eternity 2.
There is a big lack of player agency it seems... almost more a choose your own adventure book level of campaign. (akin to the original nwn campaign ) Railroaded with the illusion of choices
This is extremely true and an excellent observation. I also came to notice this after savescumming several rolls. Every dialogue in this game is there to convey 1 message; no matter what branch you follow it is going to come out. Worse yet; usually all paths lead to Rome - the one pivotal piece of dialogue.
BG3's pretty obvious sidelining of the player character, combined with the Mass Effect Andromeda level overacting on the facial expressions kinda undercuts the idea that your character is your character, or in anyway in charge of anything. The game is telling the player the story more than it is involving them in it.
I agree that it's probably but a pragmatic choice. Like you said it's not uncommon for dialogue trees to result in more or less the same message. It needs be conveyed to advance the plot after all.
That being said I do think BG3 handles this extremely poorly. For me it's not so much the lack of player agency(probably because I genuinely don't really care about that) but the fact that any reaction leading to the same response flattens every character you meet. They're all going to tell you what they must regardless of you just having called their mother whatnot. It feels unrealistic and detached.
I really don't get your comment, I mean some npcs die if you kill them and then don't tell you anything, several will attack you when you pick wrong dialogue choices. So to say, everyone says X, regardless of what you say, just doesn't make sense to me. You mean the companions?
Obviously there are going to be dialogue options that trigger an event. If that wasn't the case then there would be no RPG left at all. I and Coldhands point at the nuisances in the dialogue tree. No matter if you annoyed someone in a previous branch the leaf is always going to result in the same message.
Yea BG 1 and 2 used a reputation system, but it did run into some problems. First it was largely dicated by gold. Evil Characters could use gold to increase rep. Second, especially in the case of BG 1, it ended up being a little to harsh. If you were evil flaming fist would show up, and if you killed one this lead to an even more massive rep hit and more showing up. BG 2 improved this a bit by allowing more leeway, but again it did have some issues since every time you completed a quest you got positive rep "points" so even if you were a evil party, you might end up a perfect 20 good aligned because you had done so many side quests. Unless you just went out murdering random folks to lower it back down. Since the story of BG 2 relied on rep that led to issues as well.
I think companion rep is fine, I just think it needs some fine tuning. I prefer it over the red/blue Mass Effect system.
The thing I appreciated most was how Deadfire made my character feel special and important without making them some kind of Gary Stew chosen one, and how I almost always had a dialogue option that mirrored my personal feelings about what was going on pretty well.
I think RPG writing that can make the player naturally feel a certain way about what's being presented to them, and then provide dialogue options that cater to that mindset is a pretty rare and impressive talent when it comes to video games, but Obsidian's games have always managed that for me.