This has absolutely nothing to do with the aesthetics of how the words are oriented on the screen. While it is mildly annoying to see a mechanic that looks exactly like part of Mass Effect in a Dragon Age game, that isn't what is fundamentally flawed about the wheel
The problems with the wheel are this:
1. It limits how many words can be displayed
2. This causes the responses to be shortened, significantly, when they are placed next to the wheel
3. The shortened responses result in extreme paraphrasing that often does not reflect what the character says or how they will react.
This is the ultimate problem with the conversation wheel. It has nothing to do with how it looks and everything to do with how it functions. To solve this, the ME team simply shoved "Paragon" responses in the upper right, "neutral in the middle, and "Renegade" in the lower left. This is because, without this orientation it would have been completely impossible for us to determine whether many responses were "good bad or neutral".
There are instances in the game where the Paragon and Renegade responses were the exact same wording on screen, but one resulted in you comforting someone and the other had you beating them mercilessly.
This is detracts from character interaction and immersion because:
- You don't really know what your character is going to say or do. This rip the characterization away from the player and further distances them from the Role-PLaying aspect of an RPG
- You don't know how your character will react and this can result in you needing to restart saves in order to "fix" an action that you didn't actually intend to do.
Yes, I realize they want to put a "mood" indicator next to the words, but that doesn't fix what is flawed with the conversation wheel. The Mass Effect team's solution made it just as easy for you to know what response was "good" or "bad" and it does not help. One of the more startling parts of ME2 was when you flat-out murder someone when you thought you were simply going to incapacitate him. It's very jarring when your righteous and good character suddenly just butchers a character because you didn't know what their REAL response would be in comparison with the 2-word paraphrase.
Worst of all, it severely limits the number of responses that can even be displayed on-screen at a time, thus limiting the possible ways that you even can respond. How many Dragon Age conversations had half a dozen to a dozen responses? Quite a few, especially the more important conversations. You never felt like you were just flipping a coin between 1-3 responses that were "good bad and neutral" you were actually steering your character's personality via many responses that, while similar, were subtlely (or blatantly) different.
To summarize, the conversation wheel
-limits the number of possible responses
-detracts from character immersion
-limits on-screen words and results in paraphrasing that never fully reflects what your character will say or do, resulting in you throwing the dice whenever you pick a response.
-limits the emotional range of the main character
When you can only be good bad or in-between you will never have anything more than a character who behaves in extremes.
Modifié par 17thknight, 14 juillet 2010 - 08:11 .





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