Sad but true.......Rubbish Hero wrote...
The lack of reading is for console users, make the game more accessible for Gears Of War and Halo players.
A dialogue wheel or origins system?
#51
Posté 10 juillet 2010 - 12:24
#52
Posté 10 juillet 2010 - 12:30
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
Posté 10 juillet 2010 - 12:31
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
Posté 10 juillet 2010 - 12:31
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
Posté 10 juillet 2010 - 12:35
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
Posté 10 juillet 2010 - 12:35
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
Posté 10 juillet 2010 - 12:35
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.
#58
Posté 10 juillet 2010 - 12:37
#59
Posté 10 juillet 2010 - 12:39
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
Posté 10 juillet 2010 - 12:40
#61
Posté 10 juillet 2010 - 12:40
No, but there will be horns.Jestina wrote...
I wonder if renegade Shepard Hawke will get all scarred up as she/he goes along.
#62
Posté 10 juillet 2010 - 12:42
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
Posté 10 juillet 2010 - 12:43
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
Posté 10 juillet 2010 - 12:44
octoberfire wrote...
No, but there will be horns.Jestina wrote...
I wonder if renegade Shepard Hawke will get all scarred up as she/he goes along.
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.
#65
Posté 10 juillet 2010 - 12:47
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
Posté 10 juillet 2010 - 12:48
#67
Posté 10 juillet 2010 - 12:51
The flaw with this arguement is that you think the wheel is a good thing........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.....
#68
Posté 10 juillet 2010 - 12:51
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?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.
#69
Posté 10 juillet 2010 - 12:52
#70
Posté 10 juillet 2010 - 12:54
Modifié par Sopa de Gato, 10 juillet 2010 - 12:59 .
#71
Posté 10 juillet 2010 - 12:55
Agree. The fact is that DAO sold over 3.2 million copies. I don't get it. Why the dumbing down?Jestina wrote...
I think they are kicking their RPG fans to the curb and this break-up is going to get messy.
#72
Posté 10 juillet 2010 - 12:58
If i wanted to read and analyze I would buy a book not a game (could be one of those game nooks though)...
#73
Posté 10 juillet 2010 - 01:01
http://social.biowar...331/polls/7838/
#74
Posté 10 juillet 2010 - 01:02
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
Posté 10 juillet 2010 - 01:09





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