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Bioware, you are making a huge mistake. Don't do it !!


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#101
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AmstradHero wrote...

Magnum Opus wrote...
If  Bioware can't figure out a way to establish the correlation between any given object and what clicking on that object is going to do (or even who's going to do it, because with the Awakening system, my protagonist clicking on that beer Keg makes Oghren talk to me, then the mechanic is going to be worse than useless as a story-telling tool.  

You mean like having the cursor turn into a speech bubble when you mouse over the object?
Oh... wait...

Precisely.  'course, that's also exactly what they failed to do in Awakening.  And that wouldn't address the issue of just who's going to start talking in response to my character trying to do something, either, but that's a somewhat more minor point, AFAIC.

We get that you don't like the system.

Correction:  I didn't like Awakening's presentation of the system.  I actually think it's got a fair amount of promise when it comes to keeping NPC dialogue manageable in camp and relevant while on the road.  And I'd prefer a system that didn't treat everyone in the recruitable NPC pool as if they'd been in the active party when they really weren't.  Letting conversations and NPC familiarity/friendship ratings (and the amount of depth they're willing to go into about themselves) be dictated by how much time they've spent with my PC and what they've gone through with him, instead of how many bribes I've given them, seems to me to be a huge step in the right direction. 

I don't, for instance, buy into the notion that in an Awakening-like system I'm going to have to drag everyone in the NPC pool around to all of the areas in the game looking for interacible dialogue objects, and that the game will therefore become tedium personified.   I don't have to do anything of the sort.  I could  play the game that way if I wanted to, but if it's so bloody boring for me, why would I?  No one's forcing me.

But the way Awakening presented itself was indeed very much arbitrary.  Not stupid -- there was method to the madness, but in the end, it still presented itself as madness to me.  That, if this model is indeed the one that's going to become standard in Bioware games, is something that I think will have to be improved.  Presentation, not necessarily the actual system, is my issue with Awakening's implementation.

Don't get me wrong, I don't mind the camp mechanic, but I don't see how you could argue that a mechanic like KotoR's (let's have a chat every time I level up) is any less mechanical and arbitrary than finding objects in the world to click on.

I don't believe I did argue that. ;)

I haven't played KotOR, but an enforced chat at level up doesn't sound like something I'd enjoy either, precisely because it sounds too artificial and arbitrary.

I do understand your gripe, though.  Gross exaggeration and an "if you're not wholly in favour of it, you're wholly against it" attitude regarding any aspect of a game tend to irritate me, as well.  I hope I don't do too much of that, personally.

Modifié par Magnum Opus, 23 mai 2010 - 11:50 .


#102
Lyna357

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Hi there, 360 "Konsole Kiddie" here.Image IPB Although I am hardly a kid, I just happened to have an XBox that my husband gave me 2 years ago for my birthday along with a copy of Lost Odyssey (a game that I love for the story and the romance). Please indulge me for a moment, I am going somewhere with this. After reading through this entire thread I know people really are as passionate about this game as I am.
When I first saw my son play Dragon Age: Origins, it was love at first sight. I had to get my own copy. I am embarrassed at how many hours I have spent playing it. I am basicly a very curious person, and the dialogue system was something new to me and the fact that I could "talk" to the characters was intriguing. Repeating the conversations in subsequent playings did not bother me at all, in fact, there was so much dialogue that I kept discovering new things each time through.

Then came the much anticipated Awakening. It was like giving me a box of my favorite assorted chocolates and then told I couldn't eat them! Five interesting new characters and hardly any of the conversations I had grown to love in Origins was so disappointing. I managed to find the "clickable" conversations, although I only found a few of the triggers (three I remember on my one full play of the game). This made Awakening seem hollow. Maybe my expectations were too high and it is probably my fault because I was already indulged by the generous and excellent dialogue/conversations in Origins.

That being said I guess I would not mind a combination of the two systems. I also think the idea of using more un-voiced dialogue would be okay with me as an option, if it means keeping more conversations, and to cut down on time/cost restraints. Let me say that I am one who doesn't mind reading a lot (loved the 1000 years of Dreams in LO). And please say that there will still be the random banter between the party members as we are trekking thought the game world.

To Mr. Gaider: It is always a pleasure to hear from the you on the forums. Thanks for taking the time to comment. I would like to add that I am a fangirl of both of your Dragon Age booksImage IPB and I wish that there had been more of "The Calling" fleshed out in Awakening, especially by way of dialogue.  Good luck with the new game coming out. I sincerely hope that you will do your best not to disappoint the fans that have grown to love all that is good about Dragon Age: Origins.

#103
AmstradHero

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Maybe I'm misremembering, but I'm fairly certain that placeables did come up with a speech bubble upon mouseover. It certainly did for Oghren's keg, and I was sure it did for the other objects too. Also, as far as I'm concerned, unless the relevant party member is in the party, the placeable should be non-interactive. i.e. it shouldn't show up as something I can mouseover.

For that matter, party presence should matter for approval ratings upon completing quests. If someone isn't with me and I complete a quest, I should not be getting an approval change for someone that isn't there. That applies whether it's positive or negative. I suppose maybe the party members will talk about what I did at camp and then the missing party members will or will not like it and thus their approval would change... but it still didn't seem like a sensible thing to do.

It's almost taking me back to BG2 days (damn, yes, I hate being nostalgic and referencing it, but in this case it is relevant) where you had to have someone in your party in order to learn about them. I still think that makes sense from a roleplaying perspective, despite that players now want to be able to do whatever they like and still get in everyone's good books. But heck, if I'm never adventuring with Sten or Oghren, then I don't think I should be able to make them feel like they're my best buddy.  Sure, I like that I can do that, but that's because I like playing a silver-tongued goody-two-shoes who is friends with everyone and gets the fairy tale ending.

I agree that you shouldn't be forced to drag companions around or be forced to learn nothing about them. But on the other hand I don't believe you should get to know them really well unless you do take them with you.  I figure after you save someone's life quite a number of times, go through some tight spots together, you'd grow to like them and change as people. Just like in real life.

PS What is with this forum occasionally mangling posts and adding extra new lines in?

Modifié par AmstradHero, 23 mai 2010 - 01:26 .


#104
GardenSnake

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dan107 wrote...

I actually like the Awakening style conversation system. It's much more realistic to have NPCs comment about events and people in the world, as opposed to playing twenty irrelevant questions back at camp. Ideally I'd like to have them comment and go into depth on the various decisions and situations that are meaningful to me as a player, rather than random trees and such, but this is a step in the right direction IMO.

FAIL

#105
bluewolv1970

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I think what really concerns fans over the conversation system...is the underlying concern that bioware is moving away from character development in the dragon age franchise...and honestly since dragon age has gone from awakenings, which was a poor game (IMO) from a character development/continuity department to darkspawn chronicles (which has non-existet character development/comtinuity) I would say that those concerns are warranted...the fact that in general bioware acts like both awakenings and darkspawn chronicles were well received, depsite overwhleming evidence to the contrary does not help and possibly explains the frustration directed at Mr. Gaider...

#106
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soteria wrote...
I'd pick up the basketball and shoot some hoops, you know, and one of my buddies might comment, "Did you know I was drafted to play at Texas Tech?" Makes sense, doesn't it? There's really no need to try to make this a ridiculous affair, so I don't know why you're trying to equate "interact" in computer game terms with "interact" in real life terms. Heck, as long as we're equating the terms, if you told me to "interact" with that person over there, I might just go kill them, right? After all, that's probably the most common result from clicking on an NPC.

Yes, but I'm only making an issue of it because Awakening stripped away the meaning from the mouse click and from images and from quests too many times for my comfort, instead falling back on mechanics to get players by (am not talking solely about dialogue objects here, but everything which highlighted the mechanical aspect of the game, instead of its story-driven nature), which is something I find to be ridiculous in a game that sells itself as being story driven. As long as games are going to portray real life objects and expect to have players identify with them in real life ways, they should at least attempt to have those interactions make a little bit of sense, IMO, given all of the contexts in which those objects appear. Action and consequence shouldn't, IMO, be too far separated (that's just personal preference; I absolutely HATED opening the door to the Gargelflump headquarters in Origins, only to have a cutscene have my group blithely walk straight into the middle of a room full of Gargelflumps I knew full well I was going to try to kill... put me in a horrible position for that fight, they did. Sure, it made for a fine moment of drama (the first time they did it), but sheesh... not something that character would ever do, that's for sure).

The issue here is that clicking an object in a game does not automatically mean that I want to TALK with or about that object to someone, and my avatar's choice to do something with an object certainly shouldn't force someone else into any sort of action. When I've got one character selected, that mouse click really means "have that specific character interact with the object you just clicked", and that can mean a lot of different things depending what I'm clicking on (the basketball carries an implicit suggestion with it), or even the conditions under which I'm clicking it.


Because you're not used to it. At first, when I was trying to talk with my companions, I was just switching control. "Arg! I didn't want to control that party member, I wanted to talk to them!" Then I learned to use the other mouse button. Your inference is based off past behavior.

That's.... a possibility, I'll admit. But it's also a possibility that they're simply inconsistent in their interface and assuming more than I'm willing to have them assume on my behalf as a player, in which case I can't form any inferences about which of my actions in the game will garner which results, which in turn makes most of my actions seem random at worst, and incidental at best.

Clicking a chest with my mage will not unlock the chest. Clicking on it with my thief will, if the skill is there. Direct and precise action/consequence. And predictable. But with a dialogue tree the mouse click becomes a lot more abstract, and may or may not apply to my selected character (Anders could just as easily have started talking to Velanna as to me), and it may or may not have an effect on the tree itself, and it may or may not initiate conversation at all depending on who's in my group at the time. I find that sort of ambiguity annoying, personally, because I'm never sure what that mouse click is going to mean and I'm just left wondering "what on earth are the developers going to do to me now?" If that's the case, it doesn't matter what my own expectations of the game are. It doesn't even matter what the game in question did in previous situations: If they change what it means when I click an object, then the interface is what I'm going to be noticing, not the game world which that interface is allowing me to access, and that's what I want to avoid in a story-based game. Mechanics in such a game should be specific enough and consistent enough to allow me access to the world and then ignore them. I can't do that when what it means when I click that mouse button changes every time I click it.

You might be right though; are certainly right in part, at least. I've been playing games for a long time, games which have had specific and more or less consistent levels of interaction WRT mouse clicks and in-game effects, and getting used to an ambiguous, contextually-specific level of interface design is going to take some getting used to, even in those instances where it might make sense to have one. Maybe it's just a matter of me getting used to the fact that my mouse clicks are really just the entry point into a developer set-piece, instead of my character attempting to do something specific. Maybe.

Besides, I'm not sure if there's an equivalent to your basketball example in the game, unless you count gifts. Most of the things you click on, such as statues, paintings, and trees, are things that normal people might walk up to and comment on in real life if there's something remarkable about them.

That's just the thing, though: The mechanic in Awakening wasn't portraying me walking up to an object and commenting on it. It was me walking up to an object and having someone else comment on it, and letting the conversation flow from there. That's what I find jarring.

Nor would I consider a single tree in a city with many such trees, a generic statue of Andraste in the Chantry dominated Ferelden, or a picture of the late Arl's wife remarkable enough to walk up to. Those exact trees, statues, and pictures were literally everywhere.

Thankfully, suggestions have already been put forward that would address both of these issues for me. Is up to Bioware to make use of them, I suppose.

"Click on rock" can carry an infinite amount of expectations with it, depending on the context.

Sure. In past games, I've often seen clickables and not known exactly what would happen if I chose to interact, but I never hesitated to do it, did you?


Yes, I have. But then, I've played some games where developers actually let you lose or do things that would have negative consequences. Flip the wrong switch at the wrong time and you have to retrace your way to the beginning of the puzzle. Push the wrong button and end up trapped forevermore. Bioware has never been that extreme, but I still consider potential outcomes whenever I see something to click. Things have gone wrong too many times for me to just clickclickclick my way through any game and hope it all works out for the best.

This mechanic is pretty old--in NWN 1 & 2, running around with frequent applications of the 'z' key was normal for me, and, I believe, my friends as well. Don't want to miss the lewtz, right? That, and the sidequests and stuff. In Origins it was the tab key, and it was pretty much the same thing, and many learned never to leave a room without toggling tab. Didn't you? Awakening didn't introduce anything new in this regard.

That's the point where I think I'll have to disagree. Awakening introduced necessity to the tab key. Instead of simply pressing it once in a while to make sure you didn't miss anything, they required you to use it if you wanted to really talk to your companions -- the objects that triggered companion dialogue were simply too unremarkable. Hundreds of trees in the game, dozens of pictures exactly like the one Nathaniel stands in front of in the Vigil great hall... without the Tab key being constantly pressed, I miss out on a chunk of what is perhaps the best feature of a Bioware game because I don't know what to click on to initiate a dialogue anymore. Characters end up seeming far more shallow than they were written, simply because the interface didn't quite make enough sense for me to recognize all of the places where dialogue could occur.

Sadly, it was my second run through Awakening before I even recognized Nathaniel's Picture for the mouthpiece that it was... I'd found other triggers on my first run, not many but some, and mostly by blind luck when I happened to swing my mouse over a certain spot on the screen and noticed the cursor change, but I just plain missed that one. I just either didn't press the tab key that often, or wasn't looking in that direction when I did.


Edit: Gotta remember that this is the No Spoiler forum...

Gargelflump.  Heh.

Modifié par Magnum Opus, 23 mai 2010 - 03:45 .


#107
GardenSnake

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soteria wrote...


Look ANYWHERE in the forums genius. The majority of us hated it. You seem to be turning a blind eye to that fact.


I've frequented several video game-related message boards, and the majority of comments and threads have always been negative or neutral in tone and substance. You would think that most people were at best indifferent about those games if you didn't know better.

That fact aside, you're vastly overstating your case. "ANYWHERE" I'll find that the majority "hated" Awakening? Really? I know a lot of people have expressed dissatisfaction with the numerous bugs and general shortness of Awakening at the $40 pricetag, but to say "the majority hated Awakening" is far from what I've seen. Even if they did, isolating a single factor like the dialogue system for why they "hated" it is quite a stretch.

They're all 'indifferent' because it's a game from Bioware. They're so used to great games from them so they just go along with it. The dialouge system blowing was exactly what made the game worse than any of their others (see, notice how I didn't call it bad? Even I do it). With a crappy dialouge system, you care less about the characters which results in you not giving a crap about the overall story. Story equals most important and enjoyable part of Bioware games. There, the dialouge system complaint may seem minor, but that's just the root of the problem.  

#108
GardenSnake

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[quote]Catcher wrote...

[quote]Zanderat wrote...
I don't apologize for anything.  If you don't believe or think that this game was mainstreamed for the masses, then you are sadly mistaken.  I never said that there wasn't room for improvement.  But do you really think that clicking on a tree is more intuitive than, say, clicking on an NPC to initiate dialogue?  And I don't apologize for proclaiming that the camp conversations are what made the game for me.[/quote]

    Thanks for proving that you are the one being elitest and condescending. Image IPB BTW, do you have any quotes from david that he's elminating camp conversations? Or any actual facts to refute anything I've said? Arguementation works far better with Assertion, Fact Fact, Fact, Conclusion instead of Assertion, Assertion, Assertion. Image IPB   Here's an example for your perusal...

[quote]
What I DID say was that David G.'s stubborn insistence that the Awakening system is superior is arrogant and blatantly disrespectful of the wishes of his payng customers.  At least, he could be respectful in his disagreement.
[/quote]

     From your post.

Assertion: David Gaider has shown no insistence, stubborn or otherwise, that the Awakenings conversation system is superior nor has he been disrespectful of posters (who we'll assume are, indeed, all paying customers).

Fact:


[quote]The approval system itself needs some looking at, but insofar as the dialogues in Awakening go, consider it a work in progress.[/quote]

Fact:


[quote]Feel free to offer suggestions if you have them, but keep in mind what I'm trying to avoid. Just because someone may have liked the system despite its flaws doesn't mean it didn't have them, or that it couldn't be improved on -- and that goes for the new system as well as the old.[/quote]

Fact:


[quote]If your opinion is you'd like to do it anyway, and that your preference is to be able to explore the thoughts and feelings of your party members whenever you'd like, that's fine. Feel free to say so. From a developer perspective, I'm simply going to look at it from different angles.[/quote]  (Note: Angles plural not angle singular)

Fact:
[quote]That's an interesting idea, though if you were going to ask Alistair about the Templars at the beginning of the Mage Tower segment it would still require you to click on him to see if he had anything relevant to say -- and if he did, would you not be checking every party member at every major location just in case?
Mind you, if Alistair made some comment that amounted to "Huh, I know a lot about Templars" when you entered the area... that might provide a good cue that eliminated the need for for dialogue-trolling, as it were. Though really it's the difference between clicking on an ambient object to start a conversation and clicking on the party member themselves. But it seems that's a real sticking point for some people. I'm not convinced it's a big issue, but it's something to consider.[/quote] (Note: Actually considering a Fan suggestion. Stubborn man that Gaider!)

Fact:
[quote]There's food for thought, here. I'll take it into account when I decide how to proceed in the future, so thank you for those who offered their insight. I do, of course, have to add a grain of salt that this is feedback from the bunch that are *most* likely to be biased in favor of the Origins system by virtue of their presence here... but that's not a bad thing at all. Just realize it's one part of what we need to take into account.
So thank you[/quote] (Note: Everyone who says thank you to customers is obviously condescending.)

Fact:


[quote]Very interesting thoughts. Some of the solutions you suggest have technical barriers that would prevent them, while others might be problematic due to more practical limitations (word budget, for instance -- yes, there is a budget for that) but on the whole very well spoken.[/quote](Note: The nerve of the man! Complementing a different viewpoint instead of ridiculing it!)

Fact:
[quote]Is what we tried in Awakening an effective answer to this? In some ways yes and in some ways no. It doesn't offer the clearest picture primarily because the amount of content to impart in an expansion of this size is not all that great, compared to the expectations of some, but I would say my impression taken from those who didn't like how it was presented was a feeling that they lacked agency. Why they feel that way and why they say they feel that way don't always seem to jibe, in my view, but I guess that comes with the territory.
Even so, there are some ways this could be ameliorated (or I think so, anyhow) and some of the things you suggest certainly have merit. Thanks for offering your thoughts.[/quote] Note: He's doing a bad job making Awakenings the next coming of RPG Godhood. Oh, and he complemented a different viewpoint agin. Fiend!)

Fact:


[quote]Zanderat thinks a battle of wits is a form of unarmed combat[/quote]
(Note: OK, I made that one up, but the rest you can find in the big, long thread that started this sillieness.)

Conclusion: David Gaider is remarkably even-handed in his treatment of the Origins Conversation system and its weaknesses, the Awakenings system and its weaknesses, and the ideas and thoughts of many other posters. Zanderat is a clod who doesn't need to apologize for his preferences, but does need to apologize to David for unsubstantiated personal attacks or produce some sort of evidence of his Assertions, forthwith.
 [/quote]
Hey Zanderat, put that in your stupid display picture's pipe and smoke it! Very well done by Catcher. Remind me to never get in an arhuement with him. We all have to realize that they're gonna make a great game regardless of what's in it. However, be that as it may, a convo system straight out of Awakening wouldn't do it for me. A combo of the two sounds about right but to what extent? Most people just say it should be a combo of them both and leave it at that. I of course, wouldn't mind just the Origins system, but if it must be a combo of the two, I'd prefer a system that was more Origins and less Awakening. Like Origins is the cupcake and the icing and the sprinkles is Awakening. You should still be able to activate convos whenever you want with your companions, however when there's an object in the area that would trigger a convo, if the character that it corresponds to is with you at the time, when you walk past the object instead of having to select it, the convo would be triggered.
Another thing that Gaider mentioned could be implemented. Lets say that you pick some party members to go to some place and it just happened to have some convo triggers for a character that you're not taking along with you. Right before you leave, that specific party member could run over to you and tell you that they have a lot of childhood memories there, or they really want to be taken along because they have pressing matters that need to be attended to. This could tip you off that there's some potential convo up ahead and could switch out an NPC for that companion. This could also serve as an entry way into character specific quests, and if they really wanted to go and you did/didn't take them with you, you could gain or loose some approval. Image IPB

Modifié par GardenSnake, 23 mai 2010 - 04:40 .


#109
soteria

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As long as games are going to portray real life objects and expect to have players identify with them in real life ways, they should at least attempt to have those interactions make a little bit of sense, IMO, given all of the contexts in which those objects appear. Action and consequence shouldn't, IMO, be too far separated (that's just personal preference; I absolutely HATED opening the door to the Gargelflump headquarters in Origins, only to have a cutscene have my group blithely walk straight into the middle of a room full of Gargelflumps I knew full well I was going to try to kill... put me in a horrible position for that fight, they did. Sure, it made for a fine moment of drama (the first time they did it), but sheesh... not something that character would ever do, that's for sure).




Fair enough. Or the time you have a random encounter where you're basically told, "Hey, you're about to walk into an ambush." And then regardless of how you act or want to RP, you're required to walk into the ambush and initiate dialogue.



But with a dialogue tree the mouse click becomes a lot more abstract, and may or may not apply to my selected character (Anders could just as easily have started talking to Velanna as to me), and it may or may not have an effect on the tree itself, and it may or may not initiate conversation at all depending on who's in my group at the time.




With a few exceptions, the clickables that you "talk" to turn into the chat bubble when you mouse over them. It's possible that the exceptions made it harder for you to notice the trend, but if all of them were the same, or the feedback were more specific, would you be happier with the system? Also, I'm wondering about the comment about being able to click on objects that apply to NPCs not in the party, because that's not something I saw in my two playthroughs. There is one statue that multiple NPCs can interact with, and there are a couple trees in town that different NPCs interact with, but I don't remember seeing any of the wrong ones when a companion wasn't there. Unless there was a bug, which would unfortunately not be surprising.



I find that sort of ambiguity annoying, personally, because I'm never sure what that mouse click is going to mean and I'm just left wondering "what on earth are the developers going to do to me now?" If that's the case, it doesn't matter what my own expectations of the game are. It doesn't even matter what the game in question did in previous situations: If they change what it means when I click an object, then the interface is what I'm going to be noticing, not the game world which that interface is allowing me to access, and that's what I want to avoid in a story-based game. Mechanics in such a game should be specific enough and consistent enough to allow me access to the world and then ignore them. I can't do that when what it means when I click that mouse button changes every time I click it.




I too would have preferred if they had done the dialogue more consistently, among other things, but as you said in your other post, I don't fault the idea or the system, just the implementation. Another complaint I have is that some of the clickables were amazingly hard to click on--they seemed to have a little node sticking out the side of them a few feet up you had to find, which was sometimes frustrating.



Yes, I have. But then, I've played some games where developers actually let you lose or do things that would have negative consequences. Flip the wrong switch at the wrong time and you have to retrace your way to the beginning of the puzzle. Push the wrong button and end up trapped forevermore. Bioware has never been that extreme, but I still consider potential outcomes whenever I see something to click. Things have gone wrong too many times for me to just clickclickclick my way through any game and hope it all works out for the best.




You mistake me, or maybe "I don't hesitate to click on stuff" is putting it too strongly. In Bioware games, I can't think of a time when clicking on something in and of itself had negative consequences. Usually that happens from clicking on something and then getting a list of choices: Loot the corpse, burn it, leave it alone, etc. I played a text-based game that had extreme and realistic consequences for actions. Eat belladona root? You die, instantly, losing a level and possibly your money as well. But, in a Bioware game, there's really no reason *not* to click on something, at least to find out what it's going to do.



That's the point where I think I'll have to disagree. Awakening introduced necessity to the tab key. Instead of simply pressing it once in a while to make sure you didn't miss anything, they required you to use it if you wanted to really talk to your companions -- the objects that triggered companion dialogue were simply too unremarkable. Hundreds of trees in the game, dozens of pictures exactly like the one Nathaniel stands in front of in the Vigil great hall... without the Tab key being constantly pressed, I miss out on a chunk of what is perhaps the best feature of a Bioware game because I don't know what to click on to initiate a dialogue anymore. Characters end up seeming far more shallow than they were written, simply because the interface didn't quite make enough sense for me to recognize all of the places where dialogue could occur.



Sadly, it was my second run through Awakening before I even recognized Nathaniel's Picture for the mouthpiece that it was... I'd found other triggers on my first run, not many but some, and mostly by blind luck when I happened to swing my mouse over a certain spot on the screen and noticed the cursor change, but I just plain missed that one. I just either didn't press the tab key that often, or wasn't looking in that direction when I did.




Not surprisingly, I disagree with your disagreement. I don't see mashing the tab key as any more or less necessary in Awakening as I did in Origins. I don't like missing loot and sidequests, so I used it all the time. Same thing in both NWN games. If you didn't use it extensively in Origins, I suspect you missed a fair number of things, which may or may not be acceptable to you. For me, the possibility of missing loot and exp already "necessitated" the heavy [ab]use of tab.



I'd prefer to see the tab key go away and make figuring out what you can interact with more intuitive, but I'm not sure how that would work from a design standpoint. One possibility you implied was that talking to *any* tree in the city would trigger the appropriate dialogues for the companions who like to talk about trees. Assuming it's not too much work, it could make sense. More generally, allowing multiple triggers to start the same dialogue might alleviate some of the frustrations with the system. Otherwise, I'm not really sure how to deal with the tab key issue, though I'll repeat that it's definitely nothing new. The sparklies helped for lootable stuff, so maybe they could do something for objects that start quests/dialogues.

#110
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AmstradHero wrote...

Maybe I'm misremembering, but I'm fairly certain that placeables did come up with a speech bubble upon mouseover. ...

Hmmm... might be a bug in my game, then... installation error, perhaps? Corrupted file, maybe?  What I'm remembering is the movement arrow, only highlighting an interactive placeable or person.  Been meaning to reinstall lately to see if it would clear up a few issues I've been having.  This might be one of them.  Or perhaps I'm the one misremembering...

Still, even when the cursor does change, it doesn't tell me who I'm going to be talking with, does it? Because if I'm clicking on a beer keg, it sure ain't gonna be the thing I'm clicking on.  That still makes it more of a guessing game than I'd like.  An interface should be more explicit than that, I think.

I do know that there was a message board in Denerim that doubled-up, though: the "Oghren's Itch" message board.  That one was clickable (perhaps just once) when Oghren wasn't in the party, but it just said something like "Keep Amarathine clean" if you did.  But on again/off again clickables just reinforces the necessity of the Tab key and the mechanical way in which the game has to be played if you want to see these things.

Regarding Approval and the Absent Party Member... agree with you there entirely.  How did they know? (is the same sort of question I ask when party members automagically level up with me when they've been standing around in camp for the entire game, but that's just a bit of silliness I've learned to ignore by now, even if I might wish I hadn't had to)

The point, I suppose, is that I'm rather glad to hear the developers when they say this new system is still a work in progress.  It's got potential, but needs refining rather badly, IMO.  Though I have to wonder whether the old system, which makes more intuitive sense to me, doesn't have just as much potential.  *shrugs*

Wait and see, wait and see.

#111
soteria

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They're all 'indifferent' because it's a game from Bioware. They're so used to great games from them so they just go along with it.

Logic failure: if we're so used to great games from them, if it's really horrible we should be all the more outraged. If some developer I never heard of made a crappy game, then I would be indifferent. But if Bioware made a truly crappy game and I bought and played it, I would be mad, not indifferent.  If the Lions lose to the Colts, I'm indifferent.  We have higher expectations of Bioware.

The dialouge system blowing was exactly what made the game worse than any of their others (see, notice how I didn't call it bad? Even I do it). With a crappy dialouge system, you care less about the characters which results in you not giving a crap about the overall story. Story equals most important and enjoyable part of Bioware games. There, the dialouge system complaint may seem minor, but that's just the root of the problem.

In your opinion. You're still moving from a claim you can't prove and haven't supported ("majority hated it") to another claim that's obviously disputed ("dialogue system sucked") to an unfounded conclusion ("the majority hate it because the dialogue sucked"). Maybe you really did hate Awakening because the dialogue sucked, but that doesn't mean a majority or even a lot of people "hated" Awakening for that reason. Even in a group of bona fide Awakening haters I bet you'd find a number that would argue with what you're saying.

Modifié par soteria, 23 mai 2010 - 05:17 .


#112
Guest_Magnum Opus_*

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soteria wrote...
Fair enough. Or the time you have a random encounter where you're basically told, "Hey, you're about to walk into an ambush." And then regardless of how you act or want to RP, you're required to walk into the ambush and initiate dialogue.

Yup.  That was another one.


With a few exceptions, the clickables that you "talk" to turn into the chat bubble when you mouse over them. It's possible that the exceptions made it harder for you to notice the trend, but if all of them were the same, or the feedback were more specific, would you be happier with the system?

I strongly suspect I would.  As mentioned above, my mouseover "talk" icon doesn't seem to show up the way it should (will reinstall to see if that takes care of that (and other) issues I've been experiencing recently).  Mostly, though, I think it's still something that, as you said, I'd just have to get used to.  Expecting dialogue to result when I click a tree... that doesn't seem natural to me.  Yet.  But it's certainly possible that I'll be able to come to expect it

Another complaint I have is that some of the clickables were amazingly hard to click on--they seemed to have a little node sticking out the side of them a few feet up you had to find, which was sometimes frustrating.


I noticed that, too.  There was also the clickable whose picture simply didn't show up in the game.  The object existed, the label could be seen if you pressed Tab, and the thing could be picked up, but just looking at the un-Tabbed game screen, you'd never know it was there.  Like the floating node you mentioned, I'm sure that was just an oversight, but in another system an object failing to appear in the game world might have been a quest-breaker.  That it wasn't in this one tells me just how mechanically oriented the system really is.

Not surprisingly, I disagree with your disagreement.

And I disagree with your disagreement of my disagreement.  :lol:  I'll just leave it there, though; I think we understand each other well enough by now.  The differences in our positions on this issue are slight, I think.

But in this:

I'd prefer to see the tab key go away and make figuring out what you can interact with more intuitive, but I'm not sure how that would work from a design standpoint.


we agree.

Not sure about the Every-tree scenario.  I can't see the Tab key going away entirely, and pressing tab in a forest in which every tree was a clickable object might burn out my retinas (or monitor, or mostly likely just cause my video card to lag something fierce, etc) ... though, granted, that would be an effective disincentive towards its use, if a developer were inclined to move away from Tab key use in general. 

For conversation, I think the suggestion I liked the best -- I forget who proposed it, now -- was to choose such objects carefully, making them unique enough to draw my attention naturally (ie. not just any old tree in the forest), place them in high-traffic areas, and then have a field attached to that object which, once entered, would prompt the appropriate companion to pipe up with a non-forced audio cue... a bit of floater text to let me know that they had something interesting to say if I wanted to click on them.  Dialogue is still location- and character-specific, it's not all that easy to miss, but it still preserves the notion of player agency  without introducing unnecessary abstractions/ambiguities in the interface.  Move out of that field, though, and the dialogue is removed from the table as an option. 

No idea how well it would work in practice, no idea how hard it would be to implement, and I can still see a few scenarios that would make it a little awkward, but it sounds reasonable... to me, anyway. It does seem fairly convoluted as far as solutions go, though, which leads me to believe that it's not all that practical if they expect to have to use it for hundreds of dialogues.

But you're right. The tab key isn't new.  And because it isn't new, I suspect it'll simply... stick around.

I think I can deal with that, though. 

#113
Hollingdale

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If anything is a huge misstake it's making the same game twice just to please the addicted fans. Don't listen to them Bioware.

#114
David Gaider

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Hollingdale wrote...
If anything is a huge misstake it's making the same game twice just to please the addicted fans. Don't listen to them Bioware.

It's a pretty common thing for people who frequent a game's forums to get the impression that they represent the entire customer base or that their appeasement is required in order for a game to be successful. I call that "the fishbowl effect", as it's a matter of perception more than anything else.

That said, getting feedback is a good thing-- because if we're not going to get it here, from where are we going to get it? So long as that feedback is offered with the understanding that the people on the forums represent the most hardcore (and, yes, dedicated) minority of our customers and that, while a lot of it is great, it's also often made without the business component that we do have to take into account, it can be quite useful.

Any changes we make to the formula are going to upset the people who didn't feel the formula needed to be changed, no question. We know that. But I don't think we're going to feel beholden to stick to it just because it's what we've done previously. We're going to make the game that we want even if it doesn't please everyone who comes here. Some people might interpret that anger as entitlement (even I do, on occasion, when it gets strident enough), but hey-- we all only want a game that is going to please us personally. You're hardly going to argue in favor of a game that someone else is going to enjoy, are you? ;)

So thanks to those who take the time to offer their thoughts. It makes for interesting reading.

Modifié par David Gaider, 24 mai 2010 - 03:23 .


#115
Gecon

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I think what was suggested might lead to a better game overall, with a more natural way to interact with your party. Because its really not natural that you run around in camp trying to talk to everybody all the time.



Thats all there is to say at this point, really.


#116
Brockololly

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Gecon wrote...
Because its really not natural that you run around in camp trying to talk to everybody all the time.


But its perfectly natural to run around huge maps trying to talk to trees, rocks and floating ships in hopes interacting with an inanimate object magically triggers a conversation with a random party member?:huh:

I agree with much of what Magnum Opus has mentioned- one of my main gripes with the Awakening system is the whole not clicking on the companion to have the PC initiate dialogue. Seems like a little, insignificant thing, but for me at least its just not very intuituive, especially after you've been playing through Origins' system. 

While I didn't have any big issues with Origins and going around camp to check in on party members never bothered me, there is certainly room for improvement. My issues with the changes in Awakening were that those changes largely stripped the player of any sense of agency in starting conversations with companions. Clicking on random tree #6571 doesn't start a conversation, it just all of a sudden causes Velanna to discuss to herself how unique this tree is, when it looks exactly like every other tree we've walked past. And then you can interject into the companion's little monologue.

Like Magnum Opus has said, I like the idea behind Awakening's system, but it turns just being able to engage in dialogue with companions almost into a little minigame of scavenger hunting for the dialogue points. My own impression of it in Awakening was that it too often acted as an obstacle to getting to know the characters. I'm all for having the characters be more reactive to the surroundings and events going on around them, but if thats the aim, then the mechanism needs to be disguised better than clicking on random objects. This thread and the older thread have alot of good ideas that would work well ( in concept at least), so I'm eager to see what kind of system DA2 ends up with.

#117
Vicious

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Hollingdale wrote...

If anything is a huge misstake it's making the same game twice just to please the addicted fans. Don't listen to them Bioware.



#118
Spitz6860

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does "i saw this guy murder my sister somewhere" hold up in court?  i'm really asking because i don't know

Modifié par Spitz6860, 24 mai 2010 - 07:06 .


#119
dan107

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GardenSnake wrote...

dan107 wrote...

I actually like the Awakening style conversation system. It's much more realistic to have NPCs comment about events and people in the world, as opposed to playing twenty irrelevant questions back at camp. Ideally I'd like to have them comment and go into depth on the various decisions and situations that are meaningful to me as a player, rather than random trees and such, but this is a step in the right direction IMO.

FAIL


Because I have an opinion that's different from yours? Lol, you're not the sharpest knife in the drawer, are ya? :P

#120
KragCulloden

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[quote]soteria wrote...
Sure it's relevant--unless you just blindly ignore the similarities.  You target aoe's by selecting the area.  You click on a statue to talk about it.  You click on a painting to talk about that, and you click on a tree to talk about that.  You're in the Fade, and you click on something in the Fade to talk about being in the Fade.  What doesn't make sense about that?  IIRC, there was also a connection between the bulletin board and the rash, but it's probably easier for you to make your point if you ignore all those connections.
[/quote]

Nice sarcasm - but it doesn't help you much.  You made a bad analogy and now keep trying to stretch it - it doesn't work.  The AOE goes where I click - its a targeting mechanic.  Clicking on a random scenery object and getting a random conversation piece is not the same - and that is what happens in Awakenings.    Clicking is an interaction or targeting action, but Awakenings now tries to add a third use - and doesn't even take the time to make sure the dialog is always RELATED to the item clicked.  Its just a bad implementation of a bad design concept.  Having item or location related dialog could be a great addition - but not the way Awakenings tried to do it.


[quote] What makes more sense, initiating dialogue based on who you're talking to or based on what you're talking about?  They both make sense; people start conversations based on things they see all the time.[/quote]

No they don't - it depends entirely on what else is happening when the item is seen.  In gaming terms, it makes more sense and follows convention to click on the target of the conversation - the conversation partner.  There are simply too many objects and too many places to talk about to make it another standard clickable action - given the contraints of current standard input items of keyboard and mouse, it makes the most sense to stick with convention and select the person I want to talk to.  If the game wants to indicate to the player that particular people have something to say - do it through audible or visual signals that indicate who I should talk to. 

[quote]
If I wanted to go the realism route I could even make a great argument that just randomly starting a conversation with someone, especially given the context of the game (you're on a mission) is pretty weird.  Sometimes I'll have a thought in my head that I want to talk to someone about, but rarely to never do I think, "I'm going to talk to Joe when I get off work tonight.  I wonder if he has anything to say about his life story." (Which is pretty much exactly the way a lot of the conversations worked in Origins) In that way, the Awakening system makes way more sense then what is in Origins.  You get to know your companions by travelling and fighting with them, not by interrogating them at night by the campfire.[/quote]

I disagree entirely with this paragraph - and have to ask - have you served in the miliitary are even just gone camping before?  Nighttime by a campfire is a special place, and VERY conducive to all sorts of conversations.  Talking is also a great way to pass the boredom between final meal and bedtime in a campsite, as there is little other activity that nightime allows in the wild.  Those campfire talks in Origins are extremely plausible and natural in my opinion.

In terms of contextual talks - given the situation of a quasi-military unit on a mission of world-saving importance - it seems far more plausible that folks would file away stuff they see at the moment and bring it up later, when time and situation permits.  Again, sitting around a campfire is a great time to say - "Remember that tree we saw today, it made me think...."  Its a time for reflection, unwinding, and letting down one's guard.  That typically does not occur during the day while "on the job" with a million things going through your head and various inputs vying for brain time - Joe Moron deciding to talk about  his rash at that point is likely to get a curt STFU or head slap, instead of a sympathetic ear.   :) 


[quote]
[quote]"Is there a complaint about the concept of talking to companions about things they see in the game world?" - Yes, when that is the only form of conversation in the game, more than few people are complaining about it.  When it is in addition to a existing party conversation system, its a great touch.  Not as a replacement.
[/quote]

So, no.  In that case, I stand by my assertion that "I don't like clicking on trees to talk about trees" is silly, barring a better suggestion for how to do it.[/quote]
[/quote]

That was a pretty clear "Yes" - and other ways have been suggested by me, others, and by bioware itself in other titles.  You also keep ignoring the fact that in Awakenings you didn't always even talk about trees by clicking on trees - that was the most annoying part - the lack of relevence of the object to the conversation in some cases.

#121
Guest_Magnum Opus_*

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KragCulloden wrote...

In terms of contextual talks - given the situation of a quasi-military unit on a mission of world-saving importance - it seems far more plausible that folks would file away stuff they see at the moment and bring it up later, when time and situation permits.  Again, sitting around a campfire is a great time to say - "Remember that tree we saw today, it made me think...."  Its a time for reflection, unwinding, and letting down one's guard.  That typically does not occur during the day while "on the job" with a million things going through your head and various inputs vying for brain time - Joe Moron deciding to talk about  his rash at that point is likely to get a curt STFU or head slap, instead of a sympathetic ear. 

This paragraph was a bit of an eye-opener for me.  My opinions of where such dialogues take place and when are formed from a purely civilian, purely casual perspective, but no matter how much Bioware may have tried to convey the sense of urgency or of daily rigor that military life provides, I never even came close to actually feeling it.  I don't know that they tried to do this at all; I don't know that any cRPGs have actually tried to do this, now that I think about it, try and provide a sense of daily regimen and duty and discipline in their experiences; the Adventurer profession has always been very much a "free spirit, go where you want, when you want" kind of deal, I think.

The campfire, to me, wasn't a "safe haven against the darkness with nothing to do but eat and sleep or talk", it was more like a living room where there are still a dozen things to do, chatting up your teammates just being one of them.  I never really got into the Laundy List scenario with my companions because I was always more interested in equipping the party and selling goods than with prying every last scrap of information out of someone.

To me, those road-side chats in Awakening... the means by which they were triggered was silly, I thought, and a barrier in itself, but that the conversations would happen there in the first place... that seemed fine to me.  The game never had any sense of urgency for me that would dictate otherwise, and any irritation I felt whenever I encoutnered one was based on either the mechanic (clicked a job board expecting to get a list of money-making job, but instead got Oghren yammering on about his rash), or the fact that I just didn't want to talk to that specific character at that time.  But this... this is a new slant on pretty much everything for me.

Good post.

#122
soteria

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But its perfectly natural to run around huge maps trying to talk to trees, rocks and floating ships in hopes interacting with an inanimate object magically triggers a conversation with a random party member?




At this point, that's just a straw man. We've already pointed out that first, the game tells you you're about to trigger a conversation by changing the cursor to a dialogue bubble, and second, you're obviously not talking to the inanimate object. Additionally, it's a faulty comparison because the post you quoted said "running around camp talking to everyone is unnatural" in the sense that it doesn't make sense for human interaction. Your response isn't about what makes sense for human interaction at all; it's an interface issue.

#123
Tirigon

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If OP is right I see a time coming where I will be limited to play years-old games and / or shooters. RPG with the Awakening system would be goddamn awful.



If anyone is going to make a petition against it, tell me, I´ll sign.

#124
NamiraWilhelm

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Zanderat wrote...

David Gaider wrote...

A) As was pointed out above, despite what you "read somewhere", that's not what we're doing. Just because we're not doing one thing does not make it the extreme and exact opposite. Chances are it will end up somewhere in-between... which is, frankly, the case every time someone on the forums begins panicking over a perceived change.

B) On the off chance what we implement isn't what you're looking for, I apologize in advance. Even so, we'll muddle through somehow despite what "most" people think.



I don't care for your dismissive eltiist attitude.  Maybe you should LISTEN and acknowledge what your CUSTOMERS are saying.


Haha oh no he didnt!
Im a little worried too. What would be awesome if we had the origins way of conversation, plus the chance to click on objects on excursions.

#125
Lyna357

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Does anyone remember the New Coke from the 80's? Coca Cola tried changing the formula for its most popular soft drink and what happened with that? Companies can experiment all they want but people like what they like. Dragon Age: Origins had sales of 3.2 million copies the last I'd heard. I'd say that's pretty good for a new franchise, and I'd wager that many of those sales were from word of mouth. I know I was skeptical about buying it until I saw it being played. Advertising hype doesn't influence me much. Mr. Gaider states, "We're going to make the game that we want even if it doesn't please everyone who comes here." This considered, I will take a wait and see stance. I hope Bioware isn't thinking of taking the MMO route thus requiring these changes?
I certainly don't feel entitled to anything and I know that I don't I represent the entire customer base. As for "New and Improved" Dragon Age 2 being successful, it remains to be seen.

Modifié par Lyna357, 24 mai 2010 - 11:49 .