17thknight wrote...
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".
I never really thought of it like this. To me, this just seems like one of the conventions that Bioware has always had with conversations. KOTOR for instance always had the Goodbye option last and the return to previous topic option second to last. I don't see why having the good descions at the top and bad ones at the bottom is really a problem if you still understand which is the good choice and which is the bad.
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.
Really? When? I've played through ME1 about 8 times and ME 3 times and I honestly can't recall any part like that.
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
Very occasionally I think "No that's not really what I wanted you to do" but we're talking maybe twice in a 40 hour game.
- 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.
Which has been an irritating staple of RPG games since the beginning. This has happened to me many many times in RPGs with the traditional list of choices dialogue system and isn't made any better or worse by the conversation wheel.
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.
Once again, I don't recall any point in ME2 where the Paragon choice resulted in you butchering a character. As far as I can recall, the option is often paraphrased to "Kill him." in Mass Effect games, which is pretty clear.
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.
I'd have to boot the game up and check but I'd say the majority of DA conversations have no more than 6 choices (bear in mind I'm pretty sure DAO actually had a conversation wheel quite late into it's development). And if there are more than 6 choices there will probably be only 5 important plot changing options and 5 tell me more options, which the wheel is perfectly capable of rendering.
To summarize, the conversation wheel
-limits the number of possible responses
Too many choices can be overwhelming anyway.
-detracts from character immersion
I'd argue no more than in any other RPG.
-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.
Once or twice out of over a thousand options.
-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.
In the case of Mass Effect (which is built around a morality system) yes but Dragon Age has no morality system, meaning Bioware will have to come up with different ways of utilising the system. I'm sure they're not going to tack on a Paragon Renegade meter just to make the conversation wheel work in the same way it does in ME.
Personally I'm actually against the conversation wheel, but that's more because I feel it's a bit too console-y, not because of the actual mechanics.