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The Conversation Wheel Is Flawed


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#351
Wizbane

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Gaxhung wrote...

This is a response to the OP
1) Imagine you have full VO
2) Imagine you have fully worded character response, ala DAO
3) Imagine you click on a fully worded character response and the VO voices the exact same wording again.
4) WTF right?

It makes sense in the case of full VOed main character to use convo-wheel, because of point 3.



Who wrote this crap in the first place, a Bioguy?

It doesn't make sense. It's a CRPG or something else? Who cares if it takes some time to read the full answer and once chosen it's played out again with voice acting + cinematic animations or sequences? How long are these answers after all, that they cannot be presented like in DA:O? Reading time won't be shorter with a wheel, the wheel will even need an interpretation, with the same problems of ME, as pointed out in this thread, because options are just an unclear declaration of intents.

The reason of the wheel is that this game is not for PC only. It's a "consolized" CRPG. No other reason.

I hope the wheel will be for console versions only.


  

#352
Spacekungfuman

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This is from another thread that was locked. I have not read this thread yet.



Stanley Woo wrote...







But, I think that there is a reasonable compromise to make everyone happy: Let us choose how dialog is displayed.



This is something I have never understood. how is making us do at least double the amount of work on a system to try and please everyone a "reasonable compromise?" Compromise implies both sides are conceding something. Your "reasonable compromise" is no-lose situation for you, but a lose-lose proposition for us. How exactly does this help when no game is perfect, and no game system or feature will please everyone all the time? Gamers aren't quite as polarized as you seem to think they are.




I appreciate the response, but I don't understand how this creates double the work. You already have a working list dialog system in place. Even if you don't use that, isn't this just a "skin" that displays full lines in a list instead of snippets in a circle? Even back in the days of winamp, you could download a simple skin to change how the information was displayed.



Maybe compromise isn't the right word, since we as fans don't really have any bargaining power on the development process, and only have the power to buy or not buy after the game is released. I suppose a better word would be 'kindness" or "gesture of good will." While it is true that no game is ever perfect, you are literally taking a system which people loved in the first game and replacing it with a completely different system in the second game, so I don't think its really a stretch to assume a lot of people who liked the first game would be happy to at least have the option of using that system again.



Also, and this is a somewhat unrelated point, but interface design is very important to games. This makes perfect sense, because you spend all of your time interacting with it while you play. When I think about playing BG, I don't just think about the combat, story, and characters. The perspective, row of character portraits, and inventory icons stand out too. Maybe these don't seem of critical importance, but you change enough of them and the game loses its "feel." When I think of fallout, the first thing that comes to mind is the look and feel of the entire screen, with the third person iso view, hex grid, and the pipboy touches around the screen. While Fallout 3 may be a fine game (I stopped playing early) it doesn't feel like fallout to me, because my thoughts about the game are so tied into the whole expeience. DA didn't "feel" like BG for a lot of reasons, but it felt like a classic rpg more generally. But with these changes, I don't think it will keep that feel, to me, regardless of the similiarities in story, combat, characters, etc. I'm not trying to beat some kind of fanboy drum here, but I do think that interfaces matter, and that DA2 will feel less like DA1 or like classic RPGs in general, if I can't read the entire lines of dialog, no matter how else the game works.

#353
Addai

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Even a hybrid system where you can choose whether or not you hear the VO and whether you see the full text is going to end lose-lose for the player who doesn't like the new system, because the developers would have expended resources on PC VO that could be used for other things. We all can pretty much guess this is going to be a shorter game with much less re-playability than Origins. If the new system is going to make it that much more awesome to compensate for that fact, time will tell I suppose.

Modifié par Addai67, 19 juillet 2010 - 04:53 .


#354
AlanC9

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Wizbane wrote...
The reason of the wheel is that this game is not for PC only. It's a "consolized" CRPG. No other reason.

  


Dude, DAO  is already consolized. Combat may be different on the consoles, dialog isn't. Maybe that's why DAO conversation options are already short enough to fit on the wheel?

#355
Sylvius the Mad

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This is why I find dialogue wheels difficult:

In a more passive medium, like movies or television, plot back story generally needs to be filled in directly, but character sketches can be deepened through the ways the characters act and speak.

In a game, however, the way characters act and speak are ostensibly directed by the player, and as such either the player cannot learn anything about the character from that behaviour (because the player was its source), or the player is ill-equipped to make those choices that direct action by vritue of not knowing the very things which would otherwise form the basis for those actions.

If you don't know the character, you have no standard by which to judge what he will do in any given circumstance.

The dialogue wheel (as implemented in ME and ME2) hides the character's words and actions from the player, thus producing the narrative structure common to movies I described above. But in doing so, a reasonable player can easily be paralysed with indecision when asked to choose between alternatives on the wheel, as the player lacks the information necessary to reach a conclusion. I both don't know the character well enough to decide what he would do here, and I don't know what these options even entail, so even if I knew what to select I wouldn't be able to do so with any confidence.

Modifié par Sylvius the Mad, 19 juillet 2010 - 05:04 .


#356
mr_nameless

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My opinion Planescape Torment dialogue FTW.

Learn to read people, this is supposed to be an RPG (or not??). I'd rather read it and imagine it acted out as I'm reading....

#357
Wivvix

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Yes, I add my two cents to the weight of others concerns. The dialogue wheel is a very bad idea, and all efforts to return to the full conversational dialogue as per Dragon Age Origins should be made, in order to salvage the already forseeably diminished role-playing experience that will be Dragon Age 2.

#358
soteria

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I disagree. Even "pleasure" reading requires more a more active mental process than watching TV or a movie, in my experience. My brain goes into standby when watching visual media. Visual media sucks out your brain.


So you turn your brain off when you sit down in front of the TV. Ok. I don't.

But you know, Dragon Age is also visual media, and seeing as how all the dialogue in both games was subtitled, this argument just doesn't seem very coherent to me. Maybe it would make sense if none of the NPCs were voiced, but they were. When Lelianna was telling one of her stories, did you mute the game and just read the subtitles? I doubt it.

#359
Aradace

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mr_nameless wrote...

My opinion Planescape Torment dialogue FTW.
Learn to read people, this is supposed to be an RPG (or not??). I'd rather read it and imagine it acted out as I'm reading....


BioWare obviously disagrees with you seeing as how they have basically been quoted as saying that they are going for a more "cinematic" experience.

#360
Addai

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soteria wrote...


I disagree. Even "pleasure" reading requires more a more active mental process than watching TV or a movie, in my experience. My brain goes into standby when watching visual media. Visual media sucks out your brain.

So you turn your brain off when you sit down in front of the TV. Ok. I don't.
But you know, Dragon Age is also visual media, and seeing as how all the dialogue in both games was subtitled, this argument just doesn't seem very coherent to me. Maybe it would make sense if none of the NPCs were voiced, but they were. When Lelianna was telling one of her stories, did you mute the game and just read the subtitles? I doubt it.

Bioware is stating that the back and forth between listening and reading/ analyzing your responses is something they consider "broken."  I like that back and forth.  It is that break to me as the player, and the mental process that it induces, that makes it roleplaying rather than watching a movie.  Cutscenes can be effective, but if there are too many of them, I find it boring.  If I wanted to watch a movie, I'd watch a movie.

Bottom line, I'm saying:  Don't make it more cinematic, please.

#361
AlanC9

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OK, that's a fair description of the phenomenon.. I don't agree that one is roleplaying and the other is not since I'm picking the response either way, but liking the mental state that the old system induces is a matter of taste.

#362
Aradace

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KalDurenik wrote...

Gaxhung wrote...

This is a response to the OP
1) Imagine you have full VO
2) Imagine you have fully worded character response, ala DAO
3) Imagine you click on a fully worded character response and the VO voices the exact same wording again.
4) WTF right?

It makes sense in the case of full VOed main character to use convo-wheel, because of point 3.


Well holy crap! In that case there should be a timer on how long time you have to response before the NPC do / react.
Lets say 2 sec? I mean the fact that one can sit back and go afk for 2 hours and that the other NPC will just stand there and look at you is horrible.

Oh well it wont get changed. Most people on this forum luv it O.o 


Actually, if you look at mine and Addai67's previous posts, you'll see that we've touched on this very same thing....We both seem to appriciate the way Alpha Protocol approached the dialog wheel in that you can't go afk for 2 hours and the NPC just stand there like a moron staring at you....In AP, you have about 2-3 seconds in most cases to think about the response you want and then you have to choose it, otherwise, the game "chooses" for you in some way or another.  It really is a brilliant approach to the Dialog wheel and as Addai stated, BioWare should really consider sitting everyone down for a weekend in the office and playing Alpha Protocol just to see how a real conversation wheel is done Image IPB...Actually, I said THAT lol....But she did say that they could learn a thing or two from AP.

Modifié par Aradace, 19 juillet 2010 - 05:48 .


#363
Heimdall

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Wivvix wrote...

Yes, I add my two cents to the weight of others concerns. The dialogue wheel is a very bad idea, and all efforts to return to the full conversational dialogue as per Dragon Age Origins should be made, in order to salvage the already forseeably diminished role-playing experience that will be Dragon Age 2.


Problem is from what I've seen the board is a bit divided on this issue.  As many people hate it, there seem seem to be just as many who disagree and don't think it detracts from role playing, same goes for VO.

#364
Addai

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AlanC9 wrote...

OK, that's a fair description of the phenomenon.. I don't agree that one is roleplaying and the other is not since I'm picking the response either way, but liking the mental state that the old system induces is a matter of taste.

I never said it wasn't.  It's just a shame that Bioware once valued it enough to defend it as a merit of DAO, but are now throwing it under the bus as something that's "broken" and a thing of the past, despite its success.

#365
soteria

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@Aradace

Eh, I'm not too sure about that. If I get a phone call or have to jump up and leave suddenly because of a minor emergency, I don't want to have to replay back through from wherever I saved last. It's not like I save before every conversation.



@Addai67

Fair enough. I find the same or very similar mental process at work in both systems, but obviously you're different.

#366
Untamed_skies

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I'm pretty sure I read that they have already found the voice actors for Hawke that they intend to use. If I were to jump to conclusions I would assume pretty quickly that those actors are hired and being paid. So isn't that kind of the indication that it's happening? At this point it'd be more expensive to change their minds and you'd have even less just for full silent lines?



On a side note, I was pretty sure Role Playing Game means you are playing a role given to take the form of and play. The point isn't to make it as personal as possible the point is to take the tools you're given and give the character life. Almost all RPG's are not about you, it's about the character they made that they allow you too customize. In DA:O that was appearance, fighting voice, class, and race. Everything else was the exact same, and no matter how much you'd like to change the story the key points never change.




#367
In Exile

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Addai67 wrote...
Being able to add mental nuances is precisely the advantage, and losing that advantage is what we're lamenting.  But I suspect you know this and are now going to tell us that such an advantage is only in our heads and is meaningless.


No. I'm going to say that once you have VO, it is not like a book.

Seriously, the debate was whether or not it is VO that is the problem, or paraphrasing on the dialogue wheel. The person I wad debating with said the paraphrase was the problem, not the VO, hence not making the point you are. When I said that you need a system more complicated than just the line as written for VO, because there is more to what the character is doing than just the line itself and that could lead to confusion, I was told books convey emotion fine. Which is irrelevant, because books are neither visual nor voiced, and hence totally tangent to the conversation.

It would be appreciated if you would read the debate before ascribing a position to me.

#368
maxernst

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Addai67 wrote...

soteria wrote...

Addai67 wrote...
You don't think it requires energy to read? More energy than sitting back and watching TV or a movie? That is interesting, but I would wager it is not the experience of most people.

It depends on what I'm reading. Pleasure reading doesn't take energy, and it's certainly not "active" in any sense, unless you're talking about choose-your-own-adventure stories.

I disagree.  Even "pleasure" reading requires more a more active mental process than watching TV or a movie, in my experience.  My brain goes into standby when watching visual media.  Visual media sucks out your brain.

I saw this rather vividly when I lived overseas and made a conscious decision not to get cable television.  So I had no access to visual media but for the local TV, which was terrible and in a different language so in effect I only listened to radio and read books (and a few internet sites, mostly news) for a year.  The depth of concentration I had was a quantum leap from the usual, not to mention free time, but it was proof to me that visual media creates in us a kind of passive indolence that other kinds of input don't.

Now, I'm not saying that playing a video game should be an intellectual exercise- it's entertainment and should be relaxing.  But the context of that discussion was that visual media is more passive rather than active and in saying that games are becoming more cinematic, to my mind it means becoming more of a passive, inactive experience.


I don't think it requires more energy (for me) to read at all.  When I watch a subtitled film, I don't even notice that I'm reading as well as watching a film.  If anything, reading is less challenging because you're processingly only one kind of information (as opposed to both visuals--which may include text--and sound) and you can do it at whatever pace you like, and flip back a few pages if you've gotten confused about something.

I think it depends a lot on how your brain works.  I am a highly abstract thinker and I often find that movies with a lot of characters confuse me much more than books.  I have a much easier time remembering who's who by their names (which are conveniently referred to with great  frequency in books) than by their faces, and film dialog often doesn't identify people by names often enough for me.

Modifié par maxernst, 19 juillet 2010 - 06:06 .


#369
Aradace

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soteria wrote...

@Aradace
Eh, I'm not too sure about that. If I get a phone call or have to jump up and leave suddenly because of a minor emergency, I don't want to have to replay back through from wherever I saved last. It's not like I save before every conversation.

@Addai67
Fair enough. I find the same or very similar mental process at work in both systems, but obviously you're different.


Actually, AP already thought of that too...You can simply press the start button (or in the case of PC the button they use to typicall pause the action) and it pauses the game.  Minor emergency or no, you should still be able to take the half second to use the "pause" feature....If not, and the emergency is more than "minor", then playing through your last save should be the least of your concerns lol. 

#370
In Exile

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Sylvius the Mad wrote...

This is why I find dialogue wheels difficult:

In a more passive medium, like movies or television, plot back story generally needs to be filled in directly, but character sketches can be deepened through the ways the characters act and speak.


Just before mentioning anything, some things I say here could reasonably overlap with what we discussed in the 3rd person narrative thread, but I am going back to that now to reply to you, so I think it is better that we do not directly reference things from there simply for the sake of brevity.

The problem with this argument is that it pressupposes what it is that makes the medium passive. You take for granted that it is the absence of the full degree of mental manipulation you would like to have in regard to the non-visible action of the player as active, whereas something that happens on screen is passive, because of the perspective yout take.

But you have to grant that for others, it is entirely possible that the game allows for the same amount of internal perspective on character that they have always used, but then allows for more direct and visible action in the game itself, so for the opportunity to visibly exact greater change with choice, hence being more active.

Which is to say that arguing whether or not the medium is active or passie depends very strongly on which presuppositions about video games you have, and these pressupositions are incommensurate.

It goes right back to reading versus watching a book. My experience is that they are equally passive. It is impossible to convice me otherwise because there is simply no case where I read for please or watch TV where I am exerting greater energy in the former case. The opposite is true for others. 

Since we are not using the same terms to represent the same meaning, it would be far better to abandom them and speak directly about the medium.

So instead of saying, in a massive medium like, you can simply make the point in absence.

In a game, however, the way characters act and speak are ostensibly directed by the player, and as such either the player cannot learn anything about the character from that behaviour (because the player was its source), or the player is ill-equipped to make those choices that direct action by vritue of not knowing the very things which would otherwise form the basis for those actions.


It is not a matter of learning from the behaviour; it is a matter of directing the behaviour. Simply put, you have to appreciate that for some people, if the behaviour is not visibly happening, then it is not happening. So VO provides for the ability to direct behaviour in a way that was not possible previously. 

All of this is to say that yes, were one to presume that dialogue and the game-world is as you believe it, VO is restrictive and passive. But as you often tell me when we debate, there is no reason to pressupose this. So telling someone who assumes the opposite than the thing they have direct as true from some premises is in fact false from some different set of premises is, well, not really meaningful. 

The dialogue wheel (as implemented in ME and ME2) hides the character's words and actions from the player, thus producing the narrative structure common to movies I described above. But in doing so, a reasonable player can easily be paralysed with indecision when asked to choose between alternatives on the wheel, as the player lacks the information necessary to reach a conclusion. I both don't know the character well enough to decide what he would do here, and I don't know what these options even entail, so even if I knew what to select I wouldn't be able to do so with any confidence.


I agree with that the dialogue wheel, insofar as ME is concerned, occasionally fails to properly convey information to the player. But the question of relevance is whether or not that is a matter of course of using the dialogue wheel (which is what you think) or whether it is a failure of the writer, in the same way that happens in a purely text-based RPG (as I happen to think).

It always comes back to this: insofar as you grant that people will take a different starting point about what an RPG is from you, it is just not possible to say these things as if they are true. So the wheel could be poor implentation (this we agree on) but for it to hide information from the player as a matter of course requires more fundamental presumptions about what is going on.

#371
Sylvius the Mad

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Untamed_skies wrote...

Almost all RPG's are not about you, it's about the character they made that they allow you too customize. In DA:O that was appearance, fighting voice, class, and race. Everything else was the exact same, and no matter how much you'd like to change the story the key points never change.

That depends how you define the "key points".

In an RPG, I think the core gameplay and story reside entirely in how the PC makes decisions.  That's really all that matters - everything else (including the game's supposedly main plot) is just window-dressing; the rest of the game serves only to offer you a setting in which to roleplay.

If a game takes away the ability of the player to control how his character thinks and makes decisions (even if the decisions themselves are the same), then it isn't allowing roleplaying.

#372
In Exile

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Addai67 wrote...
Bioware is stating that the back and forth between listening and reading/ analyzing your responses is something they consider "broken."  I like that back and forth.  It is that break to me as the player, and the mental process that it induces, that makes it roleplaying rather than watching a movie.  Cutscenes can be effective, but if there are too many of them, I find it boring.  If I wanted to watch a movie, I'd watch a movie.

Bottom line, I'm saying:  Don't make it more cinematic, please.


Certainly, but how is that like reading? The fact that you need to add analyzing to what are doing suggests there is something more than just reading going on. To me, reading is just like a cut-scene. Role-playing as you do it is a profound kind of thinking, as you say, and reading seems completely antithetical to this.

That being said, I think this sort of thing is still very possible with VO. Regardless of what the developers say, sort of giving you no choice in the conversation or timing it as Alpha Protocol did, you have the opportunity to think as deeply about the action as you'd like. Now how restrictive a game could be for your role-playing concept with VO is a factor, particularly if you think events matter over personality, and I freely grant that. But I think you are putting a significant emphasis on text as the neccesary component in the equation when I think the real element is ambiguity.

This is to say, you can have far more character concepts when the game is ambiguous, and the problem is not so much VO but that Bioware wants to make the game less ambiguous.

#373
Sylvius the Mad

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In Exile wrote...

Just before mentioning anything, some things I say here could reasonably overlap with what we discussed in the 3rd person narrative thread, but I am going back to that now to reply to you, so I think it is better that we do not directly reference things from there simply for the sake of brevity.

I would think these are very different discussions.  In that thread we're mostly discussing voice-over.  This thread is explicitly about the wheel.

The problem with this argument is that it pressupposes what it is that makes the medium passive. You take for granted that it is the absence of the full degree of mental manipulation you would like to have in regard to the non-visible action of the player as active, whereas something that happens on screen is passive, because of the perspective yout take.

But you have to grant that for others, it is entirely possible that the game allows for the same amount of internal perspective on character that they have always used, but then allows for more direct and visible action in the game itself, so for the opportunity to visibly exact greater change with choice, hence being more active.

But the wheel only affects half of that equation.  The wheel prevents some people (me) from having as much internal perspective on the character as they are used to.  The visible action (and whether the player is ever directing that is a matter for further discussion) is a feature of the VO and cinematic presentation.

It is not a matter of learning from the behaviour; it is a matter of directing the behaviour.

But the player isn't directing the bahviour.  That's my point.  The obfuscatory nature of the wheel prevents the player from knowing what it is he is choosing.

Simply put, you have to appreciate that for some people, if the behaviour is not visibly happening, then it is not happening.  So VO provides for the ability to direct behaviour in a way that was not possible previously.

Again, this deals more with the VO that with the wheel, so I don't really understand why you're bringing it up.  The wheel, regardless of the presence of VO, causes gameplay problems that vanish immediately upon the removal of the wheel.

Also, I find your point nonsensical.  The character's thoughts aren't represented on the screen.  Does this mean you think the character does not have thoughts?

I agree with that the dialogue wheel, insofar as ME is concerned, occasionally fails to properly convey information to the player. But the question of relevance is whether or not that is a matter of course of using the dialogue wheel (which is what you think) or whether it is a failure of the writer, in the same way that happens in a purely text-based RPG (as I happen to think).

If the implementation of the wheel in ME were intended to be clear, then dialogue options that were short enough to fit on the wheel would have been shown there.  I'm sure you agree that there is no better way to indicate what a sentence will say than to show that exact sentence.  But even in cases where Shepard's line was only a couple of words and needed no context to give it meaning, the wheel option did not show it.  the wheel option always differed from the uttered line, even when there was no reason for it to do so.  Therefore, assuming that BioWare actually used the wheel as they intended, their intent must have been to hide the spoken line from us, regardless of UI concerns.

ME's dialogue wheel was intentionally obfuscatory.  To conclude otherwise assumes incompetence on BioWare's part.

#374
Addai

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Untamed_skies wrote...

I'm pretty sure I read that they have already found the voice actors for Hawke that they intend to use. If I were to jump to conclusions I would assume pretty quickly that those actors are hired and being paid. So isn't that kind of the indication that it's happening? At this point it'd be more expensive to change their minds and you'd have even less just for full silent lines?

Yes, the ship has sailed for DA2 long ago and the discussion is more of an academic one and as regards future games.

The writing was on the wall with Awakening, where the writers kept insisting that the dialogue system in Origins was broken and where clicking on a tree or being surprised by an NPC follower was being presented as somehow more dynamic than deciding where and when to probe your followers for conversation.  It is, apparently, too much to ask of players that they control the pacing of their own story.

#375
AlanC9

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maxernst wrote...
When I watch a subtitled film, I don't even notice that I'm reading as well as watching a film.  If anything, reading is less challenging because you're processingly only one kind of information (as opposed to both visuals--which may include text--and sound) and you can do it at whatever pace you like, and flip back a few pages if you've gotten confused about something.

I think it depends a lot on how your brain works.  I am a highly abstract thinker and I often find that movies with a lot of characters confuse me much more than books.  I have a much easier time remembering who's who by their names (which are conveniently referred to with great  frequency in books) than by their faces, and film dialog often doesn't identify people by names often enough for me.


I've seen serious film critics argue that all foreign films should be dubbed because reading takes a person out of the film, and state this as if it was an obvious truth.. I feel like you do about such films, which makes me think that there really is some sort of difference between how people handle information.

Modifié par AlanC9, 19 juillet 2010 - 06:29 .