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Here are two of Game of Thrones previews from a couple of days back I'm only just getting to. First, from X360Achievements:
From IGN, and I'm glad Cyanide recognise the limitations in BioWare's dialogue wheel:There's a reason that the novels take precedence over the hit TV series, as developer Cyanide started building Game of Thrones three years ago with the literature as the sole inspiration for the game, before the HBO show aired. As soon as the show hit though, the developer was quick to negotiate a deal with HBO, acquiring the music, look and feel in the process, as well as a few of the characters and some of the most iconic pieces of imagery associated with the show, like the house sigils, the Iron Throne and so on. With the success of the TV series comes additional pressure to do right by the legion of fans, so an authentic adaptation is the order of the day for Cyanide who not only reveal the lengths the team has gone to in creating an in-depth RPG with a sweeping narrative, but also the attention to detail that's being put into the game.
More information.Choices made both in dialogue and action will be far-reaching - Sechi confirms that conversations will move to a natural close with appropriate consequences, rather than continuing until all of the dialogue options have been exhausted. Despite this, Cyanide has deliberately avoided providing clues to how your words or actions will be received, insisting that there should be no sliding scale of morality or visual representation of your alignment.
"Mass Effect is a good reference here, because I love that game but think that the red and blue dialogue options give too much away," says Sechi. "By highlighting the 'good' and 'bad' choices it's possible for players to adopt the stance of playing as a 'good Shepard' or 'badass Shepard' and that can mean that players aren't reading the dialogue options, they're just picking a response based on colour to fit the way they've decided to play Shepard."
Game of Thrones project manager, Thomas Veauclin, agrees. "As a designer, by allowing the player to see that there is a predetermined gameplay outcome tied directly to the choice that they make you are actually directing the answer that they choose and giving them less freedom, not more; we didn't want that."