A dialogue wheel or origins system?
#26
Posté 10 juillet 2010 - 12:03
#27
Posté 10 juillet 2010 - 12:04
Tiuwaz wrote...
reader who already got the GI issue says DA2 will have ME style dialogue wheel.
still screaming nooo about it
link please.
and if this is true, ffffffffffffffffffuuuuuuuuuuuuuuu
#28
Posté 10 juillet 2010 - 12:07
#29
Posté 10 juillet 2010 - 12:08
Indoctrination wrote...
You guys are overreacting a little. The change is purely aesthetic aside from the icon which shows the intent of a line (which I like a lot).
its also paraphrased so you wont know what you will say until you hear yourself talk
#30
Posté 10 juillet 2010 - 12:08
epoch_ wrote...
Tiuwaz wrote...
reader who already got the GI issue says DA2 will have ME style dialogue wheel.
still screaming nooo about it
link please.
and if this is true, ffffffffffffffffffuuuuuuuuuuuuuuu
social.bioware.com/forum/1/topic/141/index/3054393/5
info seems legit
#31
Posté 10 juillet 2010 - 12:09
#32
Posté 10 juillet 2010 - 12:09
In DAO you choose exactly what to do - intimidate character or just knock him out. And how to intimidate exactly. In ME I reloaded ****load of times when Shep**** did not what I intended. Managed to complete this POS game, uninstalled and never touched again.Leafs43 wrote...
Lord Gremlin wrote...
I hope it's a joke. I hate this ****ing wheel system from ME.
Why?
It's not like the 2 systems are really that different.
In DAO, you take the top option to be good, the bottom option to be bad and depending who you are talking to they respond accordingly.
This is no different then top good option and bottom bad option in the wheel system.
If you are complaining about the amount of text, you are getting voice instead of text.
I complain about being unable to see what exactly are you going to say or do. I don't want MY character to have personality of his own, I have action games for that. I want to create his personality. Yes, create it from pre-determined blocks, but clearly visible blocks.
#33
Posté 10 juillet 2010 - 12:11
There is precisely 0 role-playing in Leliana's Song. It's an action add-on.Merci357 wrote...
You simply need the wheel (or a similar system that indicates the general tone of your response) in a game with a voiced PC - just like in ME/ME2 or, as a more recent example, Leliana's Song, you don't get the exact wording of your response, just a paraphrase. If there are more then two possible responses, it's quite helpfull to easily see what kind of response you'll pick. If anything, this helps to keep the flow of a dialogue, cinematic style - since that is what DA2 will offer, no NPC monologue anymore with unnatural breaks while you read all possible responses.
#34
Posté 10 juillet 2010 - 12:12
Leafs43 wrote...
Lord Gremlin wrote...
I hope it's a joke. I hate this ****ing wheel system from ME.
Why?
It's not like the 2 systems are really that different.
In DAO, you take the top option to be good, the bottom option to be bad and depending who you are talking to they respond accordingly.
This is no different then top good option and bottom bad option in the wheel system.
If you are complaining about the amount of text, you are getting voice instead of text.
They are extremely different. In Mass Effect I may choose the aggressive option to try to sway someone (let's say a person holding someone hostage). But I really don't know exactly what's going to happen. Perhaps I wanted to threaten the person. Instead, Shepard pulls out his gun and shoots the guy in the head. While it can be hillarious to see how quickly things excalated, it can be detrimental when I wanted my character to be aggresive but not a murderer.
On the other hand, if I see exact statements of what I'm going to say, I can control just how aggresive or not aggresive I want to be. Hence, I can much more easily shape the personality of my character.
So basically, a dialogue wheel makes you feel like you're controlling the character. A dialogue menu makes you feel like you are the character. So there's a completely different level of immersion.
#35
Posté 10 juillet 2010 - 12:12
Lord Gremlin wrote...
In DAO you choose exactly what to do - intimidate character or just knock him out. And how to intimidate exactly. In ME I reloaded ****load of times when Shep**** did not what I intended. Managed to complete this POS game, uninstalled and never touched again.
I complain about being unable to see what exactly are you going to say or do. I don't want MY character to have personality of his own, I have action games for that. I want to create his personality. Yes, create it from pre-determined blocks, but clearly visible blocks.
Uuuuhhhhh
You should try it again as these options are clearly labeled as you progress dialog.
So apparently you are complaining about a system you never really tried.
#36
Posté 10 juillet 2010 - 12:13
Tiuwaz wrote...
epoch_ wrote...
Tiuwaz wrote...
reader who already got the GI issue says DA2 will have ME style dialogue wheel.
still screaming nooo about it
link please.
and if this is true, ffffffffffffffffffuuuuuuuuuuuuuuu
social.bioware.com/forum/1/topic/141/index/3054393/5
info seems legit
Lol. Glad to see you found the source. Info sounds completely fake.
#37
Posté 10 juillet 2010 - 12:14
Merci357 wrote...
You simply need the wheel (or a similar system that indicates the general tone of your response) in a game with a voiced PC - just like in ME/ME2 or, as a more recent example, Leliana's Song, you don't get the exact wording of your response, just a paraphrase. If there are more then two possible responses, it's quite helpfull to easily see what kind of response you'll pick. If anything, this helps to keep the flow of a dialogue, cinematic style - since that is what DA2 will offer, no NPC monologue anymore with unnatural breaks while you read all possible responses.
I absolutely hate how the wheel decides for you which response is "paragon" or "renegade".
#38
Posté 10 juillet 2010 - 12:14
#39
Posté 10 juillet 2010 - 12:15
Phazor58 wrote...
They are extremely different. In Mass Effect I may choose the aggressive option to try to sway someone (let's say a person holding someone hostage). But I really don't know exactly what's going to happen. Perhaps I wanted to threaten the person. Instead, Shepard pulls out his gun and shoots the guy in the head. While it can be hillarious to see how quickly things excalated, it can be detrimental when I wanted my character to be aggresive but not a murderer.
On the other hand, if I see exact statements of what I'm going to say, I can control just how aggresive or not aggresive I want to be. Hence, I can much more easily shape the personality of my character.
So basically, a dialogue wheel makes you feel like you're controlling the character. A dialogue menu makes you feel like you are the character. So there's a completely different level of immersion.
lmao....
"I don't know what is going to happen."
Lamest excuse ever to complain about a system that is nearly identical.
#40
Posté 10 juillet 2010 - 12:15
Phazor58 wrote...
Tiuwaz wrote...
epoch_ wrote...
Tiuwaz wrote...
reader who already got the GI issue says DA2 will have ME style dialogue wheel.
still screaming nooo about it
link please.
and if this is true, ffffffffffffffffffuuuuuuuuuuuuuuu
social.bioware.com/forum/1/topic/141/index/3054393/5
info seems legit
Lol. Glad to see you found the source. Info sounds completely fake.
Indeed. My fears have subsided. For now.
#41
Posté 10 juillet 2010 - 12:16
#42
Posté 10 juillet 2010 - 12:16
epoch_ wrote...
I absolutely hate how the wheel decides for you which response is "paragon" or "renegade".
This happens in DAO too.
You'd have to not read the text at all if you didn't recognize the pattern.
#43
Posté 10 juillet 2010 - 12:17
#44
Posté 10 juillet 2010 - 12:17
Leafs43 wrote...
Phazor58 wrote...
They are extremely different. In Mass Effect I may choose the aggressive option to try to sway someone (let's say a person holding someone hostage). But I really don't know exactly what's going to happen. Perhaps I wanted to threaten the person. Instead, Shepard pulls out his gun and shoots the guy in the head. While it can be hillarious to see how quickly things excalated, it can be detrimental when I wanted my character to be aggresive but not a murderer.
On the other hand, if I see exact statements of what I'm going to say, I can control just how aggresive or not aggresive I want to be. Hence, I can much more easily shape the personality of my character.
So basically, a dialogue wheel makes you feel like you're controlling the character. A dialogue menu makes you feel like you are the character. So there's a completely different level of immersion.
lmao....
"I don't know what is going to happen."
Lamest excuse ever to complain about a system that is nearly identical.
You obviously haven't played Mass Effect. The situation I used as an example is exactly what happened to me in Mass Effect 2. However, in Mass Effect I had no problem with it because that's the type of game I expected it to be. Given the precedent in DA:O, it is a terrible idea to completely change a system that works and makes the game different (i.e. the spiritual successor or Baldur's Gate).
#45
Posté 10 juillet 2010 - 12:18
#46
Posté 10 juillet 2010 - 12:18
Leafs43 wrote...
You'd have to not read the text at all if you didn't recognize the pattern.
I saw no pattern, I wasn't looking for one, but what you just said, made absolutely no sense at all.
#47
Posté 10 juillet 2010 - 12:20
#48
Posté 10 juillet 2010 - 12:21
Phazor58 wrote...
Leafs43 wrote...
Phazor58 wrote...
They are extremely different. In Mass Effect I may choose the aggressive option to try to sway someone (let's say a person holding someone hostage). But I really don't know exactly what's going to happen. Perhaps I wanted to threaten the person. Instead, Shepard pulls out his gun and shoots the guy in the head. While it can be hillarious to see how quickly things excalated, it can be detrimental when I wanted my character to be aggresive but not a murderer.
On the other hand, if I see exact statements of what I'm going to say, I can control just how aggresive or not aggresive I want to be. Hence, I can much more easily shape the personality of my character.
So basically, a dialogue wheel makes you feel like you're controlling the character. A dialogue menu makes you feel like you are the character. So there's a completely different level of immersion.
lmao....
"I don't know what is going to happen."
Lamest excuse ever to complain about a system that is nearly identical.
You obviously haven't played Mass Effect. The situation I used as an example is exactly what happened to me in Mass Effect 2. However, in Mass Effect I had no problem with it because that's the type of game I expected it to be. Given the precedent in DA:O, it is a terrible idea to completely change a system that works and makes the game different (i.e. the spiritual successor or Baldur's Gate).
I would agree with your analysis. It makes sense. I just think because they are telling different story from a different angle. Thought I would have been better implemented as an expansion rather than a whole game.
#49
Posté 10 juillet 2010 - 12:21
Phazor58 wrote...
You obviously haven't played Mass Effect. The situation I used as an example is exactly what happened to me in Mass Effect 2. However, in Mass Effect I had no problem with it because that's the type of game I expected it to be. Given the precedent in DA:O, it is a terrible idea to completely change a system that works and makes the game different (i.e. the spiritual successor or Baldur's Gate).
The only Bioware game I haven't played is Jade Empire.
Top = good, bad = bottom stretches all the way back to BG. It has always been that way.
So if anything, you'd be getting away from "spiritual successor of Baldur's Gate" if you did it any other way. Even KotoR was the same
The system hasn't changed at all other then replacing text with voice.
Modifié par Leafs43, 10 juillet 2010 - 12:24 .
#50
Posté 10 juillet 2010 - 12:22
More dumbing done than even I imagined........ Wow. Sad and pathetic.Tiuwaz wrote...
DraCZeQQ wrote...
please link to post where Bioware representative confirms it
"Dragon Age II uses a conversation system similar to Mass Effect's,
where players select paraphrased versions of the dialogue from a wheel.
An icon in the middle of the wheel even illustrates the line's basic
intent (like aggressive or sarcastice), so you can focus more on the
interaction rather than reading and analyzing your dialogue choices."
quote from the GI issue, several people already got it





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