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A dialogue wheel or origins system?


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#51
Zanderat

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Rubbish Hero wrote...

The lack of reading is for console users, make the game more accessible for Gears Of War and Halo players.

Sad but true.......

#52
Phazor58

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Leafs43 wrote...

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.


Again, the wheel is different.  In Mass Effect, you have the top choice, the bottom choice, and a middle choice.  The top is good, the middle is neutral, and the bottom is bad.

In Dragon Age you can have a list of 5 dialogue options.  While they may be in order of good to bad (Sometimes true not always.  Believe me, I specifically noticed this while playing), there are different levels of good, bad, and neutral.  Taking the situation I used before:

1. Try to help the hostage holder so that everyone comes out alive
2. Negotiate (can be kind of bad because you're "negotiating with terrorists")
3. Let someone else handle the situation.  You don't need to get inolved.
4. Threaten the hostage holder.
5. Kill the hostage holder.

As you can clearly see, there is a much wider array of options and you can choose them based on what you yourself might do in this situation.  Whereas with the dialogue wheel, you're going to either kill the person, help the person, or let someone else handle the situation.

#53
Phazor58

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Rubbish Hero wrote...

The lack of reading is for console users, make the game more accessible for Gears Of War and Halo players.


As a console and PC gamer, I take extreme offense to this.

#54
Rubbish Hero

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Phazor58 wrote...

Rubbish Hero wrote...

The lack of reading is for console users, make the game more accessible for Gears Of War and Halo players.


As a console and PC gamer, I take extreme offense to this.


Why? I am right.

#55
Tooneyman

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Phazor58 wrote...

Leafs43 wrote...

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.


Again, the wheel is different.  In Mass Effect, you have the top choice, the bottom choice, and a middle choice.  The top is good, the middle is neutral, and the bottom is bad.

In Dragon Age you can have a list of 5 dialogue options.  While they may be in order of good to bad (Sometimes true not always.  Believe me, I specifically noticed this while playing), there are different levels of good, bad, and neutral.  Taking the situation I used before:

1. Try to help the hostage holder so that everyone comes out alive
2. Negotiate (can be kind of bad because you're "negotiating with terrorists")
3. Let someone else handle the situation.  You don't need to get inolved.
4. Threaten the hostage holder.
5. Kill the hostage holder.

As you can clearly see, there is a much wider array of options and you can choose them based on what you yourself might do in this situation.  Whereas with the dialogue wheel, you're going to either kill the person, help the person, or let someone else handle the situation.


I'm sorry from playing the game and being obsessed with Mass Effect your wrong on  the GOOD-BAD-NUETRAL. Idea. Its more like Grey zone with ever decision. Think more morals than good and bad. Your a soldier so your decisions are based off of personal feeling or the mission. The renegade is more of a cold factor. Not really bad in what decisions are made more of just getting the job done. The paragon decisions are more of a moral stand pont towards people and caring. If that makes any sense.

#56
Special_Agent_Goodwrench

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Rubbish Hero wrote...

Phazor58 wrote...

Rubbish Hero wrote...

The lack of reading is for console users, make the game more accessible for Gears Of War and Halo players.


As a console and PC gamer, I take extreme offense to this.


Why? I am right.


As a console gamer, I'm offended. This comes from a guy who turns on the subtitles every chance he gets and spent hundreds of hours on DA and games such as the older Final Fantasies, which had no voice acting whatsoever.

#57
Tooneyman

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Phazor58 wrote...

Rubbish Hero wrote...

The lack of reading is for console users, make the game more accessible for Gears Of War and Halo players.


As a console and PC gamer, I take extreme offense to this.


I'm am as well. This is kind of just out there. Posted Image

#58
Jestina

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I wonder if renegade Shepard Hawke will get all scarred up as she/he goes along.

#59
Phazor58

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Tooneyman wrote...

Phazor58 wrote...

Leafs43 wrote...

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.


Again, the wheel is different.  In Mass Effect, you have the top choice, the bottom choice, and a middle choice.  The top is good, the middle is neutral, and the bottom is bad.

In Dragon Age you can have a list of 5 dialogue options.  While they may be in order of good to bad (Sometimes true not always.  Believe me, I specifically noticed this while playing), there are different levels of good, bad, and neutral.  Taking the situation I used before:

1. Try to help the hostage holder so that everyone comes out alive
2. Negotiate (can be kind of bad because you're "negotiating with terrorists")
3. Let someone else handle the situation.  You don't need to get inolved.
4. Threaten the hostage holder.
5. Kill the hostage holder.

As you can clearly see, there is a much wider array of options and you can choose them based on what you yourself might do in this situation.  Whereas with the dialogue wheel, you're going to either kill the person, help the person, or let someone else handle the situation.


I'm sorry from playing the game and being obsessed with Mass Effect your wrong on  the GOOD-BAD-NUETRAL. Idea. Its more like Grey zone with ever decision. Think more morals than good and bad. Your a soldier so your decisions are based off of personal feeling or the mission. The renegade is more of a cold factor. Not really bad in what decisions are made more of just getting the job done. The paragon decisions are more of a moral stand pont towards people and caring. If that makes any sense.


I do see your point.  It's not quite good/bad it's more renegade/paragon.  So you're always doing what you think is good, but you might take a more controversial action in order to achieve your objective.

But my point still stands about there being more options in order to achieve your objectives.

#60
Korva

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I can't stand the wheel, it is one reason why I never felt immersed in Shepard or the game as a whole. Shepard is my character, I want to feel like I am her, not like I'm remote-controlling a faulty puppet. A conversation system in which I never know WHAT my character will say, nor HOW she will say it, is absolutely awful.

#61
Eternal Dust

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Jestina wrote...

I wonder if renegade Shepard Hawke will get all scarred up as she/he goes along.

No, but there will be horns.

#62
CybAnt1

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Leliana's Song demonstrates that you can use a multiple choice system 1. 2. 3. with a fully voiced protagonist; you don't have to have a wheel. However, I will point out I was rather oddly perplexed by the fact that for the first time, what she actually said aloud was not what I clicked on, which I found confusing. (Little did I know this is the way things already work in ME.) I guess I should have realized it should be taken as a harbinger of the future ... as well as the DA:A system.



However, it could be that the only way a multiple choice system is compatible with full voice acting is in something as short as the Leliana's Song DlC. I also definitely seem to recall Leliana having just about 3 dialogue options for every situation ... hmmm, paragon/good, neutral, renegade/evil...



Erg.




#63
Rubbish Hero

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Korva wrote...

I can't stand the wheel, it is one reason why I never felt immersed in Shepard or the game as a whole. Shepard is my character, I want to feel like I am her, not like I'm remote-controlling a faulty puppet. A conversation system in which I never know WHAT my character will say, nor HOW she will say it, is absolutely awful.


I agree, the wheel sucks balls. Even worse is that we get icons than carefully examining a response.
We will be controlling generic hero than actually being the hero.

Modifié par Rubbish Hero, 10 juillet 2010 - 12:43 .


#64
Tooneyman

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octoberfire wrote...

Jestina wrote...

I wonder if renegade Shepard Hawke will get all scarred up as she/he goes along.

No, but there will be horns.


I don't want to think of peter. I will kill him personally if bioware goes that route!. All you will see on the TV is dead little petey!. lol. As horns where forced into his skull, but unknown assaliant. Posted Image ,but in all seriousiness. I'm wondering if Bioware will make Hawke turn into a warden and if he makes the incorrect deicisons will his body start to look like its tainted?Posted Image

#65
Phazor58

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CybAnt1 wrote...

Leliana's Song demonstrates that you can use a multiple choice system 1. 2. 3. with a fully voiced protagonist; you don't have to have a wheel. However, I will point out I was rather oddly perplexed by the fact that for the first time, what she actually said aloud was not what I clicked on, which I found confusing. (Little did I know this is the way things already work in ME.) I guess I should have realized it should be taken as a harbinger of the future ... as well as the DA:A system.

However, it could be that the only way a multiple choice system is compatible with full voice acting is in something as short as the Leliana's Song DlC. I also definitely seem to recall Leliana having just about 3 dialogue options for every situation ... hmmm, paragon/good, neutral, renegade/evil...

Erg.


I'd be okay with paraphrased dialogue choices as long as we can have more than the paragon/good, neutral, and renegade/evil choices.  At that point, you might as well have a freakin' dialogue wheel.

#66
EmperorSahlertz

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Wait, wait, wait... So the inclusion of a simple and effective dialogue wheel equals that DA2 will be THE EXACT SAME as ME2 just with swords?..... Oh man RPG'ers are more than just the usual conservative bunch.....

#67
Zanderat

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EmperorSahlertz wrote...

Wait, wait, wait... So the inclusion of a simple and effective dialogue wheel equals that DA2 will be THE EXACT SAME as ME2 just with swords?..... Oh man RPG'ers are more than just the usual conservative bunch.....

The flaw with this arguement is that you think the wheel is a good thing........

#68
The Blue bird

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Rubbish Hero wrote...

Phazor58 wrote...

Rubbish Hero wrote...

The lack of reading is for console users, make the game more accessible for Gears Of War and Halo players.


As a console and PC gamer, I take extreme offense to this.


Why? I am right.

That doesn't make it less offensive. Were I to say that men are better at Math and Science than women, someone will get (rightfully) offended. But statistically it's still true. See my point?

#69
Jestina

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I think they are kicking their RPG fans to the curb and this break-up is going to get messy.

#70
Paul E Dangerously

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Honestly, there weren't all that many conversations that gave you more than three options to begin with. It's not like you're going to be losing hundreds of lines of dialogue because they switched to a conversation wheel.

Modifié par Sopa de Gato, 10 juillet 2010 - 12:59 .


#71
Zanderat

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Jestina wrote...

I think they are kicking their RPG fans to the curb and this break-up is going to get messy.

Agree.  The fact is that DAO sold over 3.2 million copies.  I don't get it.  Why the dumbing down?

#72
EmperorSahlertz

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the dialogue whell is good... instead of givng us options like: Be nice, be less nice, be polite and nice, be a douche, be an über douche, [Kill him]. It gives us a few clear cut choices with tangible results: Be nice, be neutral, be a douche, [Kill him].



If i wanted to read and analyze I would buy a book not a game (could be one of those game nooks though)...

#73
Tooneyman

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I have a feeling its got something to do with polls. Like this new one I created.

http://social.biowar...331/polls/7838/

#74
Stefanocrpg_rev91

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Well, this should supposed to be Dragon Age 2, and not a fantasy version of Mass Effect, so I really hope that the only thing in common between the two games will be the inability to choose a race and the name already given to the pg (Hawke in this case).

Although, the traditional system adopted in DAO is far better than the one used in ME, and I definetely prefer to know everything my character will do or say.



Please, BioWare, don't dumb down DAO nor make it just a Dragon Effect.

I like ME, but it's a different kind of game. DA should be more a classic rpg, so the way to follow should be the one of games such as Baldur's Gate and Planescape: Torment.

#75
DPB

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I'd be more receptive to a dialogue wheel if what each option does was more clearly labeled. I don't want my character performing actions I didn't pick, like drawing a weapon or attacking someone.