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Question on the dialogue system


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#51
wikkedjoker

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Mike Laidlaw wrote...

Brockololly wrote...

So if we constantly choose angry responses, our Hawke will grow devil horns and look all Sith-like or if we're always a nice affable chap we get a nice aura with a glowing halo?;)


I'm going on the record here on those two: No, and......no. With a bonus "hell-no" for the halo. I mean, when the most powerful religion in the world's central tenet is "we pissed the creator off so much that he no longer cares about us, but if we're all really good, maybe he'll pay attention again, maybe, but probably not," there's not a lot of room for halos.


But would you say that the combat in Dragon Age 2 is Evolved. :innocent:

#52
pitchblaq

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-Semper- wrote...

perhaps the same actors are used - from science fiction to medievel :D

I could have sworn I heard Loghain and Morrigan on the Neema...

#53
AlexXIV

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Gill Kaiser wrote...

Mike Laidlaw wrote...

Brockololly wrote...

So if we constantly choose angry responses, our Hawke will grow devil horns and look all Sith-like or if we're always a nice affable chap we get a nice aura with a glowing halo?;)


I'm going on the record here on those two: No, and......no. With a bonus "hell-no" for the halo. I mean, when the most powerful religion in the world's central tenet is "we pissed the creator off so much that he no longer cares about us, but if we're all really good, maybe he'll pay attention again, maybe, but probably not," there's not a lot of room for halos.

But is there some kind of cumulative Hawke personality meter or something? Will the game remember how angry/sarcastic/badass/cerebral you have been or something?


To be honest I personally would prefer a more direct consequence to your actions. Like, the people remember what you did, and have an opinion on it. Otherwise we get to compare apples with bananas again. Like, you helped grandma with her purchase, so you have 20 points, now you can kill an innocent to be back to 0. That's really horrible and disturbs me since KotOR.

#54
AlexXIV

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pitchblaq wrote...

-Semper- wrote...

perhaps the same actors are used - from science fiction to medievel :D

I could have sworn I heard Loghain and Morrigan on the Neema...


Well one of the male generals, the friend of Tali's father (forgot the name) is voiced by the same guy as Loghain. And I think that Tali's captain sounded a bit like Zevran.

Modifié par AlexXIV, 11 juillet 2010 - 12:24 .


#55
Akka le Vil

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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.

Yeah, so if we want an exact phrasing and not a tone, we're screwed...
It was okay with ME, where you just have control of someone else who is the character, but when I *AM* the character, I want to say something, and not "something like that".

I really dislike this. I know what words I use when I speak.

#56
Jorina Leto

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Monstruo696 wrote...

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.


Quick question, why did you do away with the tree and replace it with the wheel?

Other than that, I guess I can make do.  At least I won't accidentally start flirting with Zevran by mistake and be forced to reload the save right before I meet him and slash his throat before he has a chance to wake up.


Well it's still a dialogue tree. Just with a better interface.

#57
DraCZeQQ

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Akka le Vil wrote...

Yeah, so if we want an exact phrasing and not a tone, we're screwed...
It was okay with ME, where you just have control of someone else who is the character, but when I *AM* the character, I want to say something, and not "something like that".

I really dislike this. I know what words I use when I speak.


its the same like in Dragon Age origins ... WITH the benefit of actually knowing what the tone the sentence has ... so its really nice that your "imagination" though that with this exact phrasing the sentence has "this" tone, when in fact the writter gave the sentence completly different tone, to which the NPC reacted ...

#58
Ravenfeeder

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Mary Kirby wrote...

 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.

So it is an actual wheel, even on the PC version?  Shame.  In ME that radial  put me off so much I stopped playing after 2 hours.

#59
pitchblaq

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AlexXIV wrote...

Well one of the male generals, the friend of Tali's father (forgot the name) is voiced by the same guy as Loghain. And I think that Tali's captain sounded a bit like Zevran.

And, of course, there are shared talents that don't sound the same, like Bastila and FemShep.

I imagine that BioWare likes working with people they already know how to work with, and how to get the results they're looking for from those familiar actors.

#60
CybAnt1

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Well it's still a dialogue tree. Just with a better interface.


Not everyone agrees.

I still would rather read what I'm about to say, than decide on the basis of wheel position, a short paraphrase, and a little icon in the center of the wheel. 

But, I guess that just makes me a luddite. 

#61
Dick Delaware

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Eh, it's not so much that I mind a modified dialogue wheel like this, it's that I didn't see what the problem was with a regular dialogue tree. It's a good system and it works just fine.



It's slightly irritating because out of all the things you could have improved, this was it? Really? Poor encounter design (solid combat system though), lots of mobs of samey enemies, a lack of follow-through on providing certain consequences, a run of the mill plot, a world that isn't really all that "dark" despite attempts to portray it as such, and this is what you decide to change?



I mean, it's not a big deal, but I just don't get it. Then again, just because you now have VO doesn't mean all those other things I mentioned haven't been worked on too.

#62
TheRealIncarnal

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Nifty, it does sound like Alpha Protocol's system, which was the only darn part of that game they did right. I think that if you can do both intent and branching then you can get a sufficiently deep conversation. Besides, simplifying it so that the character is definitely human then they will only need a make/female voice actor so that allows for less recording than would have been required for Dragon Age.

#63
Helena Tylena

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I never played Alpha Protocol, but it reminds me a hell of a lot of Rise of the Argonauts, where you had four options during dialogues, each aligning with one of your four patron gods. The Ares option would be aggressive, the Hermes option witty and selfish, Apollo would be compassionate and Athena wise and just. PIcking lots of options of the same god gave you powers from that god, so you were kind of shoe-horned into picking one god, maybe two, and sticking to those.



I'm assuming it's something like this, only without your personality affecting your skills?





What I'm really curious about, though, is what these mood icons will look like. I mean, I can somewhat imagine what 'friendly' or 'angry' might look like, but how the hell does one go about making an icon that means 'sarcastic' or 'flirty'?

#64
Tooneyman

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Heres my ultimate question to bioware!

http://xbox360.ign.c...2/982609p1.html

#65
Lisa_H

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I think I will like this new system, it seems like a good development from the ME dialogue wheel. While the dialogue wheel in ME usually works fine there are moments when I have felt like this is not what I meant. So knowing the tone of the answer will be a great improvement.

#66
Mike Laidlaw

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Dick Delaware wrote...

It's slightly irritating because out of all the things you could have improved, this was it? Really? Poor encounter design (solid combat system though), lots of mobs of samey enemies, a lack of follow-through on providing certain consequences, a run of the mill plot, a world that isn't really all that "dark" despite attempts to portray it as such, and this is what you decide to change?

I mean, it's not a big deal, but I just don't get it. Then again, just because you now have VO doesn't mean all those other things I mentioned haven't been worked on too.


From our page:

-Embark upon an all-new adventure that takes place across an entire
decade and shapes itself around every decision you make.
-Think like a general and fight like a Spartan with dynamic new
combat mechanics that put you right in the heart of battle whether you
are a mage, rogue, or warrior.


I certainly hope that doesn't sound like we're producing an exact clone of Origins with a dialog wheel. That would be disappointingly bland, and I fully agree that there are other things we should have (and, in fact, have been!) working on.

#67
Tooneyman

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Mike Laidlaw wrote...

Dick Delaware wrote...

It's slightly irritating because out of all the things you could have improved, this was it? Really? Poor encounter design (solid combat system though), lots of mobs of samey enemies, a lack of follow-through on providing certain consequences, a run of the mill plot, a world that isn't really all that "dark" despite attempts to portray it as such, and this is what you decide to change?

I mean, it's not a big deal, but I just don't get it. Then again, just because you now have VO doesn't mean all those other things I mentioned haven't been worked on too.


From our page:

-Embark upon an all-new adventure that takes place across an entire
decade and shapes itself around every decision you make.
-Think like a general and fight like a Spartan with dynamic new
combat mechanics that put you right in the heart of battle whether you
are a mage, rogue, or warrior.


I certainly hope that doesn't sound like we're producing an exact clone of Origins with a dialog wheel. That would be disappointingly bland, and I fully agree that there are other things we should have (and, in fact, have been!) working on.


and still are I hope!Posted Image

#68
Brockololly

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Mike Laidlaw wrote..

I certainly hope that doesn't sound like we're producing an exact clone of Origins with a dialog wheel. That would be disappointingly bland, and I fully agree that there are other things we should have (and, in fact, have been!) working on.


Heh- For myself anyways, there were definitely things Origins could have improved on (big consequences not powerpoint slides, more epic environments, nicer technical graphics...) but I think for many of the people freaking out, its due in part to the rather extreme "revolutionary" terms in the marketing hype and buzzwords being bandied about.

Having liked the vast majority of Origins, I recognize it had its flaws, but I'm just concerned that instead of evolutionary, gradual improvements and changes being made, the marketing thus far makes DA2 seem almost completely divorced from much of what I enjoyed about Origins. I understand its a new game with a new story, but at what point do the changes being made disconnect DA2 from what many players loved about DAO?

I'm sure time will tell, but as of now given what limited information we have, its easy to freak out when you see all of the marketing talk being focused on how different DA2 is compared to Origins.

#69
Master Shiori

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Mike Laidlaw wrote...

From our page:

-Embark upon an all-new adventure that takes place across an entire
decade and shapes itself around every decision you make.
-Think like a general and fight like a Spartan with dynamic new
combat mechanics
that put you right in the heart of battle whether you
are a mage, rogue, or warrior.


I certainly hope that doesn't sound like we're producing an exact clone of Origins with a dialog wheel. That would be disappointingly bland, and I fully agree that there are other things we should have (and, in fact, have been!) working on.


Well Mike, the bolded sentence should serve as a great example of why some people might be all up in arms over the changes.

Let's say a person who played DA:O and actually enjoyed the tactical flexibility of it's combat system read that. How is he supposed to interpret it?
Does that means you kept the tactics from Origins but made the combat itself more fluid and visualy impresive or is it supposed to mean the combat is now geared towards button mashing and hack-and-slash?

The way your marketing department wrote that it's not clear if you're giving us an improved version of combat system from Origins or something entirely different.

Modifié par Master Shiori, 11 juillet 2010 - 06:52 .


#70
Revya

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Mike Laidlaw wrote...

Dick Delaware wrote...

It's slightly irritating because out of all the things you could have improved, this was it? Really? Poor encounter design (solid combat system though), lots of mobs of samey enemies, a lack of follow-through on providing certain consequences, a run of the mill plot, a world that isn't really all that "dark" despite attempts to portray it as such, and this is what you decide to change?

I mean, it's not a big deal, but I just don't get it. Then again, just because you now have VO doesn't mean all those other things I mentioned haven't been worked on too.


From our page:

-Embark upon an all-new adventure that takes place across an entire
decade and shapes itself around every decision you make.
-Think like a general and fight like a Spartan with dynamic new
combat mechanics that put you right in the heart of battle whether you
are a mage, rogue, or warrior.


I certainly hope that doesn't sound like we're producing an exact clone of Origins with a dialog wheel. That would be disappointingly bland, and I fully agree that there are other things we should have (and, in fact, have been!) working on.


I like the new story derection its very unBioware like.

Also hopefully you can Implemante the 10 year Jorney better than the Fable sireis.

#71
Lucy Glitter

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 The idea of having a symbol instead of a paraphrased version of the dialogue is really, really innovative. I have totally warmed to the dialogue wheel already from what I hear. 

#72
Arttis

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Lucy_Glitter wrote...

 The idea of having a symbol instead of a paraphrased version of the dialogue is really, really innovative. I have totally warmed to the dialogue wheel already from what I hear. 

They converted you already noes!:pinched:

#73
Rogue Unit

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Lucy_Glitter wrote...

 The idea of having a symbol instead of a paraphrased version of the dialogue is really, really innovative. I have totally warmed to the dialogue wheel already from what I hear. 


I can't tell if thats sarcasm or not.

Yes, I'm slow.

#74
Inverness Moon

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Rogue Unit wrote...

Lucy_Glitter wrote...

 The idea of having a symbol instead of a paraphrased version of the dialogue is really, really innovative. I have totally warmed to the dialogue wheel already from what I hear. 


I can't tell if thats sarcasm or not.

Yes, I'm slow.

The dialogue wheel will have both. The symbol will tell you how the paraphrased dialogue will be expressed.

#75
Tirigon

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I would have prefferred if the dialogue system wasn´t changed. But we´ll see how it works.