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The Dialogue Wheel Confirmed


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#251
Arttis

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Lets hurry up an accept it.The wheel is not gonna ruin any game.Although it is something i will dislike.

#252
RunCDFirst

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TiaraBlade wrote...

The dialogue wheel just encourages you to become more of a passive participant during dialogues, which makes it all the more frustrating, like you're watching hours of fixed cutscenes.
 
How does a dialogue wheel make one more passive than a non voiced response selected from a bunch of written lines?


With the dialogue wheel, players will choose one response and then the game will play out large portions of the conversation without any further input from the player. Compared against text based dialogue where the player is required to pick every response from this character, I think that saying the wheel encourages passive participation is an accurate complaint.

#253
FollowTheGourd

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TiaraBlade wrote...

FollowTheGourd wrote...
The dialogue wheel just encourages
you to become more of a passive participant during dialogues, which
makes it all the more frustrating, like you're watching hours of fixed
cutscenes.

 
How does a dialogue wheel make one more passive than a non voiced response selected from a bunch of written lines?

With the dialogue wheel you get to choose some short response and sit back and watch while it unfolds into some "cinematic experience" where you learn the true meaning of your choice. You might get that too with fully written lines, but then it'd be because something truly unexpected happened to your PC and not to you (the player). I would hope.

TiaraBlade wrote...

FollowTheGourd wrote...
I can only assume that the wheel is to cover up the lack of diverse dialogue now that the PC has to be fully voiced as well

Does
not compute given how the NPC's are fully voiced. They have a ton of
diverse dialogue so why would having a voiced PC be any different?

Presuming there's only one voice actor for each PC gender, they're probably not going to have the time or budget if they want to get through the whole game. If you look at Mass Effect, there are dialogue wheel choices with different paraphrasings that lead to the same spoken response. On the flip side are different PC responses that lead to the same NPC lines; at least if it's text only then you might still be able to track side information about that response even if the NPC doesn't have anything immediately different to say about it.

You couldn't really justify different dialogue wheel choices giving voice to the same line by saying it's the difference between what the PC thought and what the PC said - too different and you'll only confuse people more. If there's supposed to be a difference, just have different choices like "(Lie) I like this idea." or "(Truth) I like this idea." Otherwise it's nothing more than flavour text; which can be OK, but let's not say that's better than it actually making some real difference.

EDIT: fixed quotes

Modifié par FollowTheGourd, 10 juillet 2010 - 11:37 .


#254
Anathemic

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Way late into here, but this is for people who are still speculating whether the dialogue wheel is confirmed or not



Mary Kirby wrote...



I haven't played Alpha Protocol yet, so I can't compare the DA2 system with theirs. However, it looks like you've got the gist of the new system. You have a wheel like Mass Effect's, and when you move over a selection, you get an icon in the center of the wheel that indicates the intent of the player line: Flirty, violent, sarcastic, etc.






Going to put this on front page

#255
AllThatJazz

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Thought the dialogue in ME2 was an improvement over that of ME1 in one respect particularly. In ME1, Paragon or Renegade dialogue choices could lead to unexpected actions such as punching or even shooting (not for me, but I play Paragon). In ME2, the Interrupts provided the action, and the dialogue options just seemed to provide, well, dialogue. Implementing something like this might work alongside the wheel, so players would know their conversation options wouldn't lead to anything too extreme.

#256
FollowTheGourd

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AllThatJazz wrote...

In ME2, the Interrupts provided the action, and the dialogue options just seemed to provide, well, dialogue. Implementing something like this might work alongside the wheel, so players would know their conversation options wouldn't lead to anything too extreme.

But you didn't even always know what the interrupts would do, and that was with paragon/renegade interrupts which probably won't have an analogue in DA (I don't really imagine things like flashing skull icons for killing, or crosses for healing).

#257
IronVanguard

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NOOOOOOOOOOOOOOOOOO

#258
Selerz

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Hate that stupid dialogue wheel,

#259
Special_Agent_Goodwrench

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Pheew!



Since the wheel tells me in what way will my character respond, I'm all good. For now at least.

#260
AllThatJazz

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Maybe you didn't know exactly what the interrupts would do, but you knew it would be something physical, rather than just another dialogue choice. I find it kind of realistic, actually. I guess it's that element of spontaneity that I liked with the Interrupts, and if I wasn't comfortable with the idea of a more physical response I could just ignore the option and go through the conversation.

#261
TheMadCat

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Well hell, why even bother with the paraphrases. I humbling ask BioWare to remove all paraphrases and simply go to a color coded system for dialogue. We can have green for happy, red for angry, blue for sarcastic, yellow for joking, and pink for flirting. Hell we can even have it be like a little minigame, like the barter wheel from Oblivion. Do it, it would be epic.

#262
Brockololly

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TheMadCat wrote...
 Hell we can even have it be like a little minigame, like the barter wheel from Oblivion. Do it, it would be epic.


Oh God, shoot me now...:blink:

#263
AllThatJazz

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There are presumably still going to be Intimidate/Persuade options in dialogue. Not a thousand miles away from Paragon/Renegade. Interrupts wouldn't be impossible, though I concede they're unlikely. Just an idea to stop players worrying whether a dialogue option they think is innocuous will actually lead to a fight.

#264
AllThatJazz

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TheMadCat wrote...

Well hell, why even bother with the paraphrases. I humbling ask BioWare to remove all paraphrases and simply go to a color coded system for dialogue. We can have green for happy, red for angry, blue for sarcastic, yellow for joking, and pink for flirting. Hell we can even have it be like a little minigame, like the barter wheel from Oblivion. Do it, it would be epic.






Let's face it, this is probably coming. In fact, hasn't it pretty much happened already in the Fable games? No proper speech with the random NPC people, just little pictures. Having said that, I enjoyed hearing what Shepard would say. It wasn't necessarily what I would have said if I could have typed in my own response, but then neither  is choosing one of several lines of dialogue any closer to what I would have said IYSWIM. Which I'm not sure I do anymore, I'm tired. Night!

#265
Sidney

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Dave of Canada wrote...

You're able to fail in convincing Bastila to go back to the lightside, it all depends on your chosen responses. If it's voiced over, than you're essentially just going to watch the character do the convincing for you. If it has the Mass Effect, then you pick the charm / intimidate option and just watch the character magically convince the person everything is okay.


No, that's not it anymore than the persuade intimidate option is a short cut in DAO. In both games, these things short cut simple conversations but there are conversations where you have a selection, dialog, selection, dialog, selection, dialog just liek you had selection, monologue, selection, monologue, selection, monologue in KoTOR.

There is nothing in "the wheel" that means you can't have a branching conversation....if you played the games you;d know that because you have plenty of them

It is like you groupthinkers have created this myth of what ME2 was so you'd have something to rail against but I begin to suspect you never played it.

#266
Sneelonz

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Morrigan disapproves (-9000)

#267
Lenimph

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As a console player I must say the stupid wheel Isn't any easier then the list. I would prefer the list since I'm used to it actually, so stop blaming it on the console players. It hurts my feelings... It's not my fault I prefer to see and hear Leliana on my large tv with surround sound. :(

I more worried about this icon nonsense... are they trying to appeal to the illiterate now?  I'f they cant figure out what the intentions of the paraphrase are supposed to be then why are they playing Dragon Age?!

Modifié par Lenimph, 11 juillet 2010 - 03:44 .


#268
Demx

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A dialogue wheel you say?

http://api.photoshop...254af71e5a8088e

Modifié par Siradix, 11 juillet 2010 - 03:39 .


#269
Spawny

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Oh ffs! If I wanted to play something that looks like ME2 I would play that game >:( Why couldn't they come up with something else if they wanted change instead of recycling from ME2?
That has been my first real gripe about DA2 so far in the forums. I don't blame console players either, I don't really see how this cop out came about from that, I see it as just a quick hack recycle method and telling us it's a new and exiting development for DA with a big red bow on top.
Kinda like palming off that unwanted toaster from Aunty Mass and re-wrapping it to give to cousin DA :P

Modifié par HagSpawn, 11 juillet 2010 - 04:30 .


#270
orpheus333

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Siradix wrote...

A dialogue wheel you say?

http://api.photoshop...254af71e5a8088e


If i was in that situation I would definatly be draw mike hawke...er...gun

#271
Anathemic

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That is so similar to ME's dialogue wheel

#272
BlackyBlack

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Please BioWare give us full description of what Hawke is going to say !

In ME half the time what I choose and what Shepard says is complete different !

#273
UndercoverDoctor

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BlackyBlack wrote...

Please BioWare give us full description of what Hawke is going to say !
In ME half the time what I choose and what Shepard says is complete different !

The dialogue wheel gives you a very short description of what you're going to say. It's not that hard to wrap your head around.

#274
Fishy

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cone on a cinematic experience can't be bad

Look at this :P

Old memories





#275
BlackyBlack

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@UndercoverDoctor



I want full control over what Shepard says, not say: "AI is bad" , Shepard says I HATE AI AND WANT TO KILL ALL AI !!!