So I’ve just really started getting into WOW and I’m thinking to myself for a Massive Multiplayer Online Role Playing Game, there isn’t really all that much Role Playing.
Your characters are given quests like go over there and kill 12 of this, 10 of that, 6 of those, and 1 of them, oh and while your there can you pick me up some of these. And you character just does it without so much as a single comment. I think I might have something to say about quests like that.
And in regards to rewards, you risk your life doing all that for a pretty crappy item.
It seems a little strange to me that your character is rather mute, and just goes along with what NPCs tells him or her. I would like to see a little more emoting on the part of the Player Character. And yes I am aware that the second you start giving PC’s dialog you lose most if not all connection between you and the NPCs, as it’s not you playing anymore, it’s who ever your character is, as their voice is no longer yours.
The Diablo series does a pretty good job with voice acting, the characters don’t speak overly much, and what they do say is often pretty cool., esp. in Diablo 1, the character actual mocked their opponents with rather high levels of sarcasm, it was awesome. But if the character is speaking it’s more them than you.
This is largely why Nintendo continues to make Link a mute, so his voice is your voice. But I identify more with characters that think and act the same as I do, or perhaps how I think I would act in any given situation.
Take Baldur’s Gate II for example, there is one quest were a mage asks you to defend him why he traverses dimensions and enters some portals, he goes in the portal, picks up some items and you kill the monsters that spawn, at the end of which you divvy up the booty, initially you agree that your share is some lame item and the mage gets all the good gears, but after the last portal, you can go back on the deal, you actually get the dialog option of “I risk my neck for this useless item! I want more hand it over!” At which point you fight the mage, beat his ass black and blue, and get all the booty. You think I’m gonna let you take what is mine by right you got another thing coming sonny jim.
You’re out there doing a huge quest and to get some lame item, it’s just not fair, where is all the persuading or intimidating NPC’s into forking over better rewards.
And a second point is the reactions of the quest givers, this bugs me somewhat too. They send you on these quests, then act like it’s nothing special when you return triumphant. If some of these bosses and mini bosses they send you to kill are such menaces, shouldn’t they be more grateful you killed them? Even on some of the more fed ex type quests their reactions seem at odds with how people would react. You return some precious family heirloom and the NPC is all “gee thanks”. Hasn’t this think been in your family for generations? My Grandpa would kick my ass for losing his father’s war medals.
Taking Legend of Zelda: Ocarina of time as an example, one quest involves returning a chicken to it’s owner, upon doing so, the guy is so happy he is damn near ready to jump backwards over the moon, well were he not an old man who can barely stand. I kill some huge Gnoll who has been terrorizing local villages and its residents, and the person I take his head to is all “nice work”. Seems like he should be more ecstatic, I just made his job of defending the village easier.
And on some of these kill x number of Y quests, if these monsters are such a pest why can’t I grab a few of those guards who wander around aimlessly not doing a heck of a lot and go teach these vermin to encroach on my village! Or so that when the bandit lords go over their books they will see exactly what it cost them to mess with the village of [insert name here]. At least in act 3 of Diablo II Aeshera offers you the aid of some of her Iron Wolves, instead of sending you out into the wilderness alone, of course the lone gun approach does have a certain feel to it.
Sorry that was such a long opening for a poll. Long story short, in an RPG do you want to see more interaction between the PC and NPCs?
I like seeing interaction between the characters, it makes them seem more human, not just emotionless zombies only talking if they’re low on mana, taking excessive damage, or their inventory is full.
I definitely want to see more of this in Diablo III
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-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
i don't have a connection to play WoW (ive tried) so yaaa ^^^
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We gotta make a change...
It's time for us as a people to start makin' some changes.
Let's change the way we eat, let's change the way we live
and let's change the way we treat each other.
You see the old way wasn't working so it's on us to do
what we gotta do, to survive. Tupac Shakur
100% Legit baal runners SICK_Bambi 93 Barb (46th barb)
SICK_Paladin 95 Necromancer (12th necro)
SICK_ferret 95 Assassin (10th sin) ~~us West Ladder~~
I also think that there should be more options for interaction in RPGs. In my opinion, a lack of any choice makes a game seem flat and predictable.
I think that's what set Neverwinter Nights (and similar games) apart from other RPGs. I remember that every time you were offered a quest, you had the option to either do it or not (and the NPC's speech would change accordingly). If you did choose to do the quest, when the NPC offered a reward, you could actually complain about it or pursuade the NPC for more ("This is all I get!?"). If I remember right, exiting out of an NPC's speech early would make them upset because you "interrupted" them. Pretty cool in it's own way.
This is somewhat related, but one thing that always bothered me about quests were the "prove yourself" types. Some random peasant or guard NPC will nearly always hit you with one of these.
"I see you have a gigantic sword and godly armor, and rumors of your greatness have spread across the land - so go prove yourself to me by killing twenty level one mushrooms."
Why should I? For a crappy weapon? To open up a lame quest? Details, please.
Another example of taking a few guards to help is in BoE1 where these two city guards tag along to help protect Nina in this cave going from one city to another.
I think that it would make shit alot better if you could have a few choices when you return or when you take the quest. (One of the few things I did like about Boulders Gate II. Heh...)
I think that's what set Neverwinter Nights (and similar games) apart from other RPGs. I remember that every time you were offered a quest, you had the option to either do it or not (and the NPC's speech would change accordingly). If you did choose to do the quest, when the NPC offered a reward, you could actually complain about it or pursuade the NPC for more ("This is all I get!?"). If I remember right, exiting out of an NPC's speech early would make them upset because you "interrupted" them. Pretty cool in it's own way.
Yep, that's exactly what I talking about, were is all the "ok I'll go kill this ogre for you, but you better pay up!" or "Alright here's whatzisface's stinking head, now fork over the goods buddy" or "I risk my neck and you give me this, what you got back there, don't make me get 12th century on your ass"
Try RPPVP servers if you wan't to roleplay.
That doesn't really fix the problem, WOW is still for all intents and purposes a grindfest. If you read the last line you would know we are talking about Diablo III, I used WOW as an example of a MMORPG, with a surprising large lack of RP.
Where was all the little lines your character delivered in DIablo, when they picked up a quest item, killed a boss, or entered a new area.
The Sanctity of this place has been fouled!
Your death will be avenged!
I'm sorry, did I break your concerntration.
WOAH, That's one big mushroom.
The smell of death surrounds me!
May the spirit of Arkaine portect me!
Rest in peace now Leoric
Your madness ends here betrayer!!
That could kill me!
That Could blow up the whole village!
Ha Ha Ha this is reward enough
Oh I grow tired of staining my hands with the blood of foul sorcerors!
No man should ever be caged
Such a waste of undead flesh
Oh I've just about had my fill of the walking dead.
The sun has never shone here.
And just as I was beginning to enjoy the darkness.
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-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
Yes, I would like to see more emotion (or at least more conversation) between characters instead of just mindlessly listening to others drone on and then doing their mindless quests.
I'd say a perfect example of a game that does this well is the God of War series. Not only do you frequently talk back to those who talk to you, but you don't always do what they want either.
Ultimately, that doesn't change my point, they still have little to nothing to do with your character in Diablo III having a larger emotional range.
The first two were awesome, then WOW came out, and lacks out in this department. I hope DIII is like it's predecessors with character interaction rather than being more like WOW.
Yes, I would like to see more emotion (or at least more conversation) between characters instead of just mindlessly listening to others drone on and then doing their mindless quests.
And that is the issue I raised earlier, if the character is given too much dialog the character becomes more like Dante from Devil May Cry of Kratos from God of War, not so much the nameless hero, that is a representation of you, that you created.
Diablo 1 and 2 got it just right I think. They didn't have massive monologues like characters in BGII (although I did like that). Heck in BGI at one point your character actually says
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty ... quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
Can't say I haven't like that from time to time.
Too much dialog on the part of the character and it's harder to identify with them or have them be a representation of you, as they act and thick differently. Diablo's characters were just namelesss heroes, like in WOW, but at least the Diablo ones showed some goddamn emotion!
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-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
I would like to see a few more choices on what our chars can say, the ones available now are pretty lame.
Quote from "Requiem" »
I think that's what set Neverwinter Nights (and similar games) apart from other RPGs. I remember that every time you were offered a quest, you had the option to either do it or not (and the NPC's speech would change accordingly). If you did choose to do the quest, when the NPC offered a reward, you could actually complain about it or pursuade the NPC for more ("This is all I get!?"). If I remember right, exiting out of an NPC's speech early would make them upset because you "interrupted" them. Pretty cool in it's own way.
(similar games) - you can do this in Sacred too (I too like this feature), although you can't complain about it.
Quote from name="Elfen Lied" »
Heck in BGI at one point your character actually says...
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty ... quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
ROFL
I would like to direct some of that to all the mysteries going on here. :Dhehe
ugh - what do we have like 5 more days - sighs
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Smiling is infectious.
Give, expecting nothing thereof. ------------ BoD - Come have some fun! Folks will always come and go, so enjoy them while they're meant to be in your life.
And on some of these kill x number of Y quests, if these monsters are such a pest why can’t I grab a few of those guards who wander around aimlessly not doing a heck of a lot and go teach these vermin to encroach on my village!
Lol, so true in so many RPG games. I'd agree, a strong reaction is key in any quest, and is a necessary component to a good RPG, since it's all about acting as another being, and frankly, if you are being emotionally persuasive, you're not a good actor. If you're not doing that well, you're not role playing well.
I really hate the interaction of WoW but I think that it's ment to focus less on the interaction between players and NPC's and more on the interaction between Horde and Alliance. Granted thats coming from the MMO stand point. If it was single player I would expect a great deal better interaction between players and NPC's.
Yeah, i definately want this. I love it in Oblivion when you can say one thing and they would be happy and you could see it on their face and then another thing will piss them off. It was a good feel and i miss it in rpgs.
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"I'm like a dog chasing cars." - Joker, Dark Knight
I really hate the interaction of WoW but I think that it's ment to focus less on the interaction between players and NPC's and more on the interaction between Horde and Alliance. Granted thats coming from the MMO stand point. If it was single player I would expect a great deal better interaction between players and NPC's.
Even the intereaction between factions is little. Assuming they are the mortal enemies they are portrayed as shouldn't the animosity between them be rife and rampant. In WCI and WCII the orcs couldn't stand the humans, they fired a wide assortment of insults towards them, bastards, dogs, fools, vermin, scum, and with such hate in their tone.
WCIII had a bit of this, but most ofthe races came together to serve the common good and fight the legion. Though the Orcs still dislike the humans serving under Admiral Daelin Proudmoore, for breaking the truce, but they don't seem to hate them that much.
And on these defeat your village quests, the very first ones, It would be nice to have had your character say something on long the lines of For the Horde!! or For the Bronzebeards! or For Sen'jin! You have been tasked with serving a great faction, it should be an honour and a privilege to do so.
Yeah, i definately want this. I love it in Oblivion when you can say one thing and they would be happy and you could see it on their face and then another thing will piss them off. It was a good feel and i miss it in rpgs.
Yes more of this. You fork over these trophies of supposidly tough creatures and they don't seem too surprised you managed to pull it off. In Diablo II you give the tome of La Esme to Alkor and he his face would light up, were the camera zoomed in and the game detailed enough, but his voice expression was awesome, it's what you would expect someone to do when you pull of the seemingly impossible. You found the book!!!!
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-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
And on these defeat your village quests, the very first ones, It would be nice to have had your character say something on long the lines of For the Horde!! or For the Bronzebeards! or For Sen'jin! You have been tasked with serving a great faction, it should be an honour and a privilege to do so.
Actually (And we spoke about this before) the trolls say something along the "For Sen'jin" line. And alot of horde people will /yell FOR THE HORDE! when it fits.
And I would like even a cut scene or two, however knowing my luck, some jerk ass Alliance would come and kill me during the cut scene.
Actually (And we spoke about this before) the trolls say something along the "For Sen'jin" line. And alot of horde people will /yell FOR THE HORDE! when it fits.
That was in Warcraft III if you clicked on the troll enough times or issued certin commands, i.e. attacking an enemy or telling him to move somewhere.
I am talking in regards to accepting quests. Characters in WOW accept quests without so much as a "sure you got it pal" or "no problamo" or "Hardly worth the effort". Where as in BGII your character accepts quests they will often voice a dislike or show enthusiasm for it's mundaneness, ease, hardness, or they fact they were practically forced into doing it.
Makes the characters seem more human. Something that commonly occurs in the Diablo series, it's closeness or mirroring of our world.
Rollback Post to RevisionRollBack
-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
I doubt Blizzard would pull a dick move like that. They are or prehaps should be full aware what makes the Diablo series great, one being it's setting. I doubt they would throw in high tech and complex machinery. Unless it's siege enginery. That's probably the most advanced technology for the day.
Rollback Post to RevisionRollBack
-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
While I want the world and it's characters to feel alive, I don't really have a problem with my own character not speaking. Just as long as the gameplay is good
In WoW, this is not so much of a problem, the game revolves around player interaction and not NPC interaction. However in a singleplayer game it would have been more irritating for me I suppose.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
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Your characters are given quests like go over there and kill 12 of this, 10 of that, 6 of those, and 1 of them, oh and while your there can you pick me up some of these. And you character just does it without so much as a single comment. I think I might have something to say about quests like that.
And in regards to rewards, you risk your life doing all that for a pretty crappy item.
It seems a little strange to me that your character is rather mute, and just goes along with what NPCs tells him or her. I would like to see a little more emoting on the part of the Player Character. And yes I am aware that the second you start giving PC’s dialog you lose most if not all connection between you and the NPCs, as it’s not you playing anymore, it’s who ever your character is, as their voice is no longer yours.
The Diablo series does a pretty good job with voice acting, the characters don’t speak overly much, and what they do say is often pretty cool., esp. in Diablo 1, the character actual mocked their opponents with rather high levels of sarcasm, it was awesome. But if the character is speaking it’s more them than you.
This is largely why Nintendo continues to make Link a mute, so his voice is your voice. But I identify more with characters that think and act the same as I do, or perhaps how I think I would act in any given situation.
Take Baldur’s Gate II for example, there is one quest were a mage asks you to defend him why he traverses dimensions and enters some portals, he goes in the portal, picks up some items and you kill the monsters that spawn, at the end of which you divvy up the booty, initially you agree that your share is some lame item and the mage gets all the good gears, but after the last portal, you can go back on the deal, you actually get the dialog option of “I risk my neck for this useless item! I want more hand it over!” At which point you fight the mage, beat his ass black and blue, and get all the booty. You think I’m gonna let you take what is mine by right you got another thing coming sonny jim.
You’re out there doing a huge quest and to get some lame item, it’s just not fair, where is all the persuading or intimidating NPC’s into forking over better rewards.
And a second point is the reactions of the quest givers, this bugs me somewhat too. They send you on these quests, then act like it’s nothing special when you return triumphant. If some of these bosses and mini bosses they send you to kill are such menaces, shouldn’t they be more grateful you killed them? Even on some of the more fed ex type quests their reactions seem at odds with how people would react. You return some precious family heirloom and the NPC is all “gee thanks”. Hasn’t this think been in your family for generations? My Grandpa would kick my ass for losing his father’s war medals.
Taking Legend of Zelda: Ocarina of time as an example, one quest involves returning a chicken to it’s owner, upon doing so, the guy is so happy he is damn near ready to jump backwards over the moon, well were he not an old man who can barely stand. I kill some huge Gnoll who has been terrorizing local villages and its residents, and the person I take his head to is all “nice work”. Seems like he should be more ecstatic, I just made his job of defending the village easier.
And on some of these kill x number of Y quests, if these monsters are such a pest why can’t I grab a few of those guards who wander around aimlessly not doing a heck of a lot and go teach these vermin to encroach on my village! Or so that when the bandit lords go over their books they will see exactly what it cost them to mess with the village of [insert name here]. At least in act 3 of Diablo II Aeshera offers you the aid of some of her Iron Wolves, instead of sending you out into the wilderness alone, of course the lone gun approach does have a certain feel to it.
Sorry that was such a long opening for a poll. Long story short, in an RPG do you want to see more interaction between the PC and NPCs?
I like seeing interaction between the characters, it makes them seem more human, not just emotionless zombies only talking if they’re low on mana, taking excessive damage, or their inventory is full.
I definitely want to see more of this in Diablo III
i don't have a connection to play WoW (ive tried) so yaaa ^^^
It's time for us as a people to start makin' some changes.
Let's change the way we eat, let's change the way we live
and let's change the way we treat each other.
You see the old way wasn't working so it's on us to do
what we gotta do, to survive.
Tupac Shakur
100% Legit baal runners
SICK_Bambi 93 Barb (46th barb)
SICK_Paladin 95 Necromancer (12th necro)
SICK_ferret 95 Assassin (10th sin)
~~us West Ladder~~
It's the decisions you make when you have no time to make them that define who you are.
I think that's what set Neverwinter Nights (and similar games) apart from other RPGs. I remember that every time you were offered a quest, you had the option to either do it or not (and the NPC's speech would change accordingly). If you did choose to do the quest, when the NPC offered a reward, you could actually complain about it or pursuade the NPC for more ("This is all I get!?"). If I remember right, exiting out of an NPC's speech early would make them upset because you "interrupted" them. Pretty cool in it's own way.
This is somewhat related, but one thing that always bothered me about quests were the "prove yourself" types. Some random peasant or guard NPC will nearly always hit you with one of these.
"I see you have a gigantic sword and godly armor, and rumors of your greatness have spread across the land - so go prove yourself to me by killing twenty level one mushrooms."
Why should I? For a crappy weapon? To open up a lame quest? Details, please.
Another example of taking a few guards to help is in BoE1 where these two city guards tag along to help protect Nina in this cave going from one city to another.
I think that it would make shit alot better if you could have a few choices when you return or when you take the quest. (One of the few things I did like about Boulders Gate II. Heh...)
Yep, that's exactly what I talking about, were is all the "ok I'll go kill this ogre for you, but you better pay up!" or "Alright here's whatzisface's stinking head, now fork over the goods buddy" or "I risk my neck and you give me this, what you got back there, don't make me get 12th century on your ass"
That doesn't really fix the problem, WOW is still for all intents and purposes a grindfest. If you read the last line you would know we are talking about Diablo III, I used WOW as an example of a MMORPG, with a surprising large lack of RP.
Where was all the little lines your character delivered in DIablo, when they picked up a quest item, killed a boss, or entered a new area.
The Sanctity of this place has been fouled!
Your death will be avenged!
I'm sorry, did I break your concerntration.
WOAH, That's one big mushroom.
The smell of death surrounds me!
May the spirit of Arkaine portect me!
Rest in peace now Leoric
Your madness ends here betrayer!!
That could kill me!
That Could blow up the whole village!
Ha Ha Ha this is reward enough
Oh I grow tired of staining my hands with the blood of foul sorcerors!
No man should ever be caged
Such a waste of undead flesh
Oh I've just about had my fill of the walking dead.
The sun has never shone here.
And just as I was beginning to enjoy the darkness.
Yes, I would like to see more emotion (or at least more conversation) between characters instead of just mindlessly listening to others drone on and then doing their mindless quests.
I'd say a perfect example of a game that does this well is the God of War series. Not only do you frequently talk back to those who talk to you, but you don't always do what they want either.
Ultimately, that doesn't change my point, they still have little to nothing to do with your character in Diablo III having a larger emotional range.
The first two were awesome, then WOW came out, and lacks out in this department. I hope DIII is like it's predecessors with character interaction rather than being more like WOW.
And that is the issue I raised earlier, if the character is given too much dialog the character becomes more like Dante from Devil May Cry of Kratos from God of War, not so much the nameless hero, that is a representation of you, that you created.
Diablo 1 and 2 got it just right I think. They didn't have massive monologues like characters in BGII (although I did like that). Heck in BGI at one point your character actually says
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty ... quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
Can't say I haven't like that from time to time.
Too much dialog on the part of the character and it's harder to identify with them or have them be a representation of you, as they act and thick differently. Diablo's characters were just namelesss heroes, like in WOW, but at least the Diablo ones showed some goddamn emotion!
(similar games) - you can do this in Sacred too (I too like this feature), although you can't complain about it.
ROFL
I would like to direct some of that to all the mysteries going on here. :Dhehe
ugh - what do we have like 5 more days - sighs
Folks will always come and go, so enjoy them while they're meant to be in your life.
Lol, so true in so many RPG games. I'd agree, a strong reaction is key in any quest, and is a necessary component to a good RPG, since it's all about acting as another being, and frankly, if you are being emotionally persuasive, you're not a good actor. If you're not doing that well, you're not role playing well.
Even the intereaction between factions is little. Assuming they are the mortal enemies they are portrayed as shouldn't the animosity between them be rife and rampant. In WCI and WCII the orcs couldn't stand the humans, they fired a wide assortment of insults towards them, bastards, dogs, fools, vermin, scum, and with such hate in their tone.
WCIII had a bit of this, but most ofthe races came together to serve the common good and fight the legion. Though the Orcs still dislike the humans serving under Admiral Daelin Proudmoore, for breaking the truce, but they don't seem to hate them that much.
And on these defeat your village quests, the very first ones, It would be nice to have had your character say something on long the lines of For the Horde!! or For the Bronzebeards! or For Sen'jin! You have been tasked with serving a great faction, it should be an honour and a privilege to do so.
Yes more of this. You fork over these trophies of supposidly tough creatures and they don't seem too surprised you managed to pull it off. In Diablo II you give the tome of La Esme to Alkor and he his face would light up, were the camera zoomed in and the game detailed enough, but his voice expression was awesome, it's what you would expect someone to do when you pull of the seemingly impossible. You found the book!!!!
Actually (And we spoke about this before) the trolls say something along the "For Sen'jin" line. And alot of horde people will /yell FOR THE HORDE! when it fits.
And I would like even a cut scene or two, however knowing my luck, some jerk ass Alliance would come and kill me during the cut scene.
That was in Warcraft III if you clicked on the troll enough times or issued certin commands, i.e. attacking an enemy or telling him to move somewhere.
I am talking in regards to accepting quests. Characters in WOW accept quests without so much as a "sure you got it pal" or "no problamo" or "Hardly worth the effort". Where as in BGII your character accepts quests they will often voice a dislike or show enthusiasm for it's mundaneness, ease, hardness, or they fact they were practically forced into doing it.
Makes the characters seem more human. Something that commonly occurs in the Diablo series, it's closeness or mirroring of our world.
Don't make it like Two Worlds though. *Shudders at the fact that robotic voices are contained in a medieval game*
It's the decisions you make when you have no time to make them that define who you are.
In WoW, this is not so much of a problem, the game revolves around player interaction and not NPC interaction. However in a singleplayer game it would have been more irritating for me I suppose.