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A thought: dialogue preview button


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15 réponses à ce sujet

#1
sel666

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I was thinking of something (which Bioware may already have thought of).

As the camp is so divided between those who want to know exactly what your character will say (as in Dragon Age Origins) before you choose to say it, and those who are ok with the dialogue wheel...

Why not implement a preview button of some sort so you can hear exactly what your character will say and the tone in which he/she will say it. I know it would interrupt the "cinematic flow" of the conversation a bit, but it would be optional, so it wouldn't prevent other "cinematic oriented" players from quickly surfing through all dialogue options if they wanted to.

It may not make some people completely happy, since you would still be voiced, but I think a preview would help you to feel that you thought of something in your head before you said it, and thus make Hawke feel more like "you". You could also choose not to pick a certain "tone setting" (e.g. sarcastic) for a particular conversation, if you don't like what you hear.

I don't know...I just thought it would be a good compromise, since it seems we are getting the dialogue wheel at the very least, whether we want it or not.

Also, this isn't really a "suggestion" (I wouldn't dream that my input would make much difference in this) but more of a "maybe this is how they will implement it, and it won't be quite as bad as everyone thinks".

Modifié par sel666, 10 juillet 2010 - 01:38 .


#2
Brockololly

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They need a damn TOGGLE to fix this Shep Hawke brouhaha.



I definitely prefer a silent PC and a first person narrative like Origins, but being stuck as Hawke doesn't bother me necessarily, its like being stuck as a Cousland or a Aeducan. Its the third person narrative that irritates me. Like you said though, if we could clearly know how Hawke is going to inject tone in his responses, but also know what exactly he is going to say, that would be good. I just loathe ME when I pick an option and Shep says or does something that was not what I intended.

#3
Thomas9321

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Whilst I'm firmly in the camp of wanting to know what my character says (purely because of how appallingly implemented the Dialogue wheel was in Mass Effect 2) I know having a preview dialogue option would certainly shut me up. I think what you suggested could be really successful and please both camps.

#4
Jonp382

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I'd still prefer a silent PC but this doesn't sound like too bad of an idea to try out. It beats guessing and then reloading for sure.

#5
Guest_Colenda_*

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Sounds like a good idea to me!

#6
Utoryo

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I agree, that would be a wonderful compromise. Perhaps make the preview text-only to break immersion a bit less? you'd only *see* the text rather than hear it? You've still got the tone hint in the revamped dialogue wheel to give you an idea of how it's going to sound after all.

I really think a *toggle* for full *text* preview of the dialogue would have all the advantages of both systems, and it should be easy to implement since the data is already there as subtitles. Maybe left click to select the option and right click to preview the text, disabled by default? Pretty please Bioware?

Modifié par Utoryo, 10 juillet 2010 - 07:19 .


#7
ITSSEXYTIME

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sel666 wrote...
 I know it would interrupt the "cinematic flow" of the conversation a bit...


This is why it won't happen.

#8
Guest_Colenda_*

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ITSSEXYTIME wrote...

sel666 wrote...
 I know it would interrupt the "cinematic flow" of the conversation a bit...


This is why it won't happen.


Not if correctly implemented. As Utoryo pointed out, the preview could be text-only.

eta: And while we're talking about toggles, how about an option to conceal the PC's influence with characters? Pretty please, Bioware?

Modifié par Colenda, 10 juillet 2010 - 07:28 .


#9
FollowTheGourd

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The toggle would also have to turn the wheel back into the traditional box, or else require a way to fit the longer text in and make it legible. I don't really see that happening if it's wheel-to-box instead of shorter text in a box to longer text in a box.



And it still wouldn't necessarily address the issue of different selections leading to the same voice over line (vs just the same NPC response), which is easier to get away with using the wheel.

#10
Guest_Colenda_*

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FollowTheGourd wrote...

The toggle would also have to turn the wheel back into the traditional box, or else require a way to fit the longer text in and make it legible. I don't really see that happening if it's wheel-to-box instead of shorter text in a box to longer text in a box.

And it still wouldn't necessarily address the issue of different selections leading to the same voice over line (vs just the same NPC response), which is easier to get away with using the wheel.


I don't mind if the default setting of the game is very much the 'dialogue wheel' - if we just have the option of a little pop-up appear that tells us what our character's going to say, I won't mind if it doesn't seem elegant, and I doubt the other people who would use it would mind either.  

(Possibly I'm being naive. Fans always mind about everything.) ^_^

Modifié par Colenda, 10 juillet 2010 - 08:02 .


#11
soteria

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And it still wouldn't necessarily address the issue of different selections leading to the same voice over line (vs just the same NPC response), which is easier to get away with using the wheel.


You know, there's a simple solution to that. If two dialogue choices are exactly the same thing, eliminate one.

#12
Utoryo

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You don't need a popup - just add it to the top or the bottom of the screen where the subtitles would be afterwards. I fail to see how that would break immersion: it simply gives you the choice between a cinematic feeling where you choose the answer quickly based on your first feelings, or an intense RP experience where you want to have complete control over what your character says.



In fact, I sincerly believe this might be better than the DAO system for a RPer because it means you don't have to see what exactly the alternatives are. If you don't want to respond sarcastically to something, you don't need to think about the exact joke you'd make if that was your intent which, it could be argued, breaks immersion very slightly because that's not your character per-se. Of course, some RPers will always complain that they don't think the character's voice actor fits perfectly but I doubt we'll be given a choice to disable that considering how much Bioware is going to have to pay him.

#13
Guest_Colenda_*

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Utoryo wrote...

You don't need a popup - just add it to the top or the bottom of the screen where the subtitles would be afterwards. I fail to see how that would break immersion: it simply gives you the choice between a cinematic feeling where you choose the answer quickly based on your first feelings, or an intense RP experience where you want to have complete control over what your character says.

In fact, I sincerly believe this might be better than the DAO system for a RPer because it means you don't have to see what exactly the alternatives are. If you don't want to respond sarcastically to something, you don't need to think about the exact joke you'd make if that was your intent which, it could be argued, breaks immersion very slightly because that's not your character per-se. Of course, some RPers will always complain that they don't think the character's voice actor fits perfectly but I doubt we'll be given a choice to disable that considering how much Bioware is going to have to pay him.


Now I just have to hope that lots of devs see this post.

#14
ahnnajade

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if we don't get dialogue previews there's always.. save and reload which I did in DA:O anyway, without a VO. Though even in DA:O things were somewhat paraphrased anyway?



Not the pretty solution but I imagine a lot of us who are this nit picky would do it anyway.

#15
FollowTheGourd

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soteria wrote...

And it still wouldn't necessarily address the issue of different selections leading to the same voice over line (vs just the same NPC response), which is easier to get away with using the wheel.

You know, there's a simple solution to that. If two dialogue choices are exactly the same thing, eliminate one.

They should do it anyway, but ME is full of that. Can't take away our illusion of choice...

Modifié par FollowTheGourd, 10 juillet 2010 - 09:09 .


#16
FollowTheGourd

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Utoryo wrote...

You don't need a popup - just add it to the top or the bottom of the screen where the subtitles would be afterwards.

That sounds interesting, but I think it'd still be frustrating in practice.

Preferably you could see all the full responses without having to switch through them. Sometimes you just want to quickly scan all the responses and then start reading the ones you're most interested in first.

Modifié par FollowTheGourd, 10 juillet 2010 - 09:09 .