Is there a long list of unvoiced options? Yes.
Are a lot of the choices irrelevant, leading to the same answer? Yes.
Does this system often involve convoluted dialogue looping? Yes.
And yet, it is the system a large percentage of people prefer. There's not many that I have heard say it pulls them out of their character or that it reduces the importance of the interaction. I'm curious where this design concept really evolved from. I can understand the necessity of a dialogue for Mass Effect which was designed for the console. It is a lot easier to navigate a wheel with a joystick than a menu of text. However, Dragon Age is (or was) primarily a PC game and console port.
What does the wheel improve?
Navigation with non mouse input.
Implementation of voiced antagonist.
Reduction in dialogue looping.
Streamline of responses to ease writing burden.
What does the wheel detract from?
Roleplaying.
Creates unpredictable responses to a far greater system than the text responses.
Removes ownership of the character from the player.
It strikes me that, given the genre Dragon Age is developed for (Role-playing) these negatives would far outweigh the positives. Mass Effect sneaks by with the wheel by promoting itself as an action/rpg hybrid (with action first). Granted, perhaps BioWare wishes to move Dragon Age to the same category. The marketing hype certainly likes using the same type of wordplay.
lala_lover wrote...
I am more happy that the dialogue wheel isn't restricted to the good/neutral/or evil opitions like mass effect was than disappointed that there is a dialogue wheel (probably because I already saw this change coming). Hell, at this point I am just happy that they haven't added a morality system.
Yet
Modifié par RunCDFirst, 10 juillet 2010 - 05:39 .





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