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Star Wars KotOR 2 (PC/Xbox): Chris Avellone on Influence
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Dhruin
Stranger In A Strange Land
Stranger In A Strange Land




Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
Star Wars KotOR 2 (PC/Xbox): Chris Avellone on Influence
   

KotOR 2 Lead Designer Chris Avellone has posted some <a href="http://forums.obsidianent.com/index.php?showtopic=25704" target="_blank">ramblings on influence</a> on the Obsidian boards:<blockquote><em>More designer ramblings, this time on Influence. <br> <br>In K1, you would have the options to speak to your companions about their past or current problems, and these would usually be governed by a pop-up message ([Carth looks worried, perhaps you should speak to him]) or by leveling up. <br> <br>In K2, we removed the leveling and "so and so looks worried" triggers and incorporated the same mechanic into Influence - instead of pop-up triggers, we've given you a few choices: <br> <br>1. The amount you can learn about a companion's past, present, or even future problems depends on how much Influence you have with them, not level. So the more time you spend with a companion either crushing their spirit or helping them, the more options this will open in dialogues with them. <br> <br>2. Influence is not gained simply by doing good and evil acts - it depends on the companion's personality. Some respond better to displays of strength, loyalty, betrayal, or other personality traits that don't always fall neatly into good or evil categories. <br> <br>3. Influence markers will appear in companion dialogues when you make certain choices - these will be marked as [Influence: Failure] and [Influence: Success], and they'll let you know when you either have or don't have enough Influence to get an answer about a specific question about a companion. <br> <br>4. The more influence you have with a companion will also begin to have an effect on their alignment (this also depends on the companion - some companions, no matter what your influence is, will not be subject to this alignment shift). In some cases, it will also begin to have an effect on OTHER companions, and they may start getting pissed off in a major way. <br> <br>5. Some companions are very hard to Influence, and it is difficult to gain maximum Influence with all companions over the course of the game. This is done for replayability reasons. <br> <br>6. You can only gain Influence with companions who are in your party. <br> <br>7. And lastly, because some people just hate this crap, you don't ever have to speak to your companions at ALL and your Influence with them will never matter - whether you want to plumb the depths of their personality is solely your choice, and the game will not force it on you. <br> <br>However... <br> <br>8. If you do, almost every character has rewards for completing their internal or external Influence companion quests, and it can prove worthwhile in the long run. <br> <br>Anyway, enough ramblings for now.</em></blockquote>Good stuff!
Post Wed Dec 01, 2004 4:28 pm
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gargar
Village Dweller
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Joined: 29 Nov 2003
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good stuff indeed
Post Wed Dec 01, 2004 4:34 pm
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I sense a strong PS:Torment influence there. And that's a good thing.
Post Wed Dec 01, 2004 6:40 pm
 
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With full spoken dialoque they would need to fill 45 dvds to come close to PST, but Chris was the lead on PST wasn't he? All I have to say is thank god for the skip dialoque option. I play games to kill, not talk. To much talky talky. Now with all this romance nonsense they want me to hear lovey-dovey talky-talky. Can I kill members of my party, KoToR wouldn't let me.

How can I kill someone for talking too much when the game won't let you? I wish one of the dialoque choices were "Jab lightsaber through Mr. Talky-face's mouth." Or at least a "Shut your mouth fool, and if you talk to me again I will destroy you" option to ensure that if I can't kill my party members, I can at least not have them talk to me.
Post Thu Dec 02, 2004 6:45 am
 



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