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Is adding a voice to the main character going to give him less choices?


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#1
jjbens

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Since there are new features like a voice for the main character Hawke will there be less choices than having a main character without a voice?

#2
langelog

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Nope, I'm sure there will still be good, neutral, evil, etc. dialogue. Then again, voicing all that dialogue would take time for so many types of choices, you could be right, but I wouldn't care, DA2 is gonna kick some serious ass!

#3
Faust1979

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how many choices were there in dragon age really? some of those choices didn't really matter in the long run like killing the son or saving him.

#4
Dapper Pomegranate

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I doubt it. People seem to think it will because of ME 1 & 2, but Hawke likely isn't as pre-determined as Shepard and DA2 has a different (and in my opinion, better) writing team.

#5
langelog

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Faust1979 wrote...

how many choices were there in dragon age really? some of those choices didn't really matter in the long run like killing the son or saving him.

True, though we had more dialogue choices, most had the same result as others.

#6
The Console Version is good

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I think it will give it more dialogue reactions, I mean if you think about you only really had 2 different choices to pick from "Good" and "Bad".

You would get the same reaction otherwise.

Modifié par The Console Version is good, 20 juillet 2010 - 02:30 .


#7
Mecha Tengu

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only 6 dialogue choices max...



sux....

#8
DPB

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Mecha Tengu wrote...

only 6 dialogue choices max...

sux....


That's exactly the same number as DAO.

#9
Saibh

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langelog wrote...

Faust1979 wrote...

how many choices were there in dragon age really? some of those choices didn't really matter in the long run like killing the son or saving him.


True, though we had more dialogue choices, most had the same result as others.


Mm...I would that most of the responses from dialogue choices were unique to that particular choice. The end results might not have changed anything--except character approval--but I wouldn't say they were all the same. The only thing I hope for is that they're not relegated to "Good" and "Evil" and "Neutral"--that I'm allowed to pick topics that fall under the evil slot (assuming it resembles the Renegade/Paragon ME wheel) and have it not be actually evil. I'm pretty sure this'll be the case, but still.

Modifié par Saibh, 20 juillet 2010 - 02:34 .


#10
jon372

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Huh, well unless theres ''Investigation'' like ME, then you could have as much as 8

#11
jjbens

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will there be different voice choices or just 1 choice like in M E

#12
Saibh

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jjbens wrote...

will there be different voice choices or just 1 choice like in M E


You mean...a voice actor? Oh god, I don't think the perimeters exist to allow for that many voices for the main characters. No, only the two for male and female.

Modifié par Saibh, 20 juillet 2010 - 02:38 .


#13
errant_knight

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Whether a dialogue choice has a different result isn't really the point. The game has to get fron A to B regardless. The point of having different choices is roleplay. Even the choice of two benign responses is important if they demonstrate a different type of character using them.

#14
Faust1979

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errant_knight wrote...

Whether a dialogue choice has a different result isn't really the point. The game has to get fron A to B regardless. The point of having different choices is roleplay. Even the choice of two benign responses is important if they demonstrate a different type of character using them.


what is the point of being able to respond a certain way if the response doesn't always reflect what you said? 

#15
Saibh

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Faust1979 wrote...

errant_knight wrote...

Whether a dialogue choice has a different result isn't really the point. The game has to get fron A to B regardless. The point of having different choices is roleplay. Even the choice of two benign responses is important if they demonstrate a different type of character using them.


what is the point of being able to respond a certain way if the response doesn't always reflect what you said? 


I'm not sure if errant_knight means the ultimate result, or the response? If the former, I totally agree. Otherwise, I don't feel like I'm roleplaying when even NPCs see me as an AFGNCAAP that they can blandly send off on a quest.

#16
errant_knight

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Faust1979 wrote...

errant_knight wrote...

Whether a dialogue choice has a different result isn't really the point. The game has to get fron A to B regardless. The point of having different choices is roleplay. Even the choice of two benign responses is important if they demonstrate a different type of character using them.


what is the point of being able to respond a certain way if the response doesn't always reflect what you said? 


I was talking about DA:O whare I thought they did. The end result is the same, but that doesn't mean you don't get different dialogue. There's usually at least a few words or a sentence or two that are different, depending on your choice.

#17
Narreneth

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errant_knight wrote...

Whether a dialogue choice has a different result isn't really the point. The game has to get fron A to B regardless. The point of having different choices is roleplay. Even the choice of two benign responses is important if they demonstrate a different type of character using them.


It's a good thing then, that there's more than just "good" and "bad."  Seriously, there's going to be the same amount of dialogue choices as there were in Origins.  Why is this so hard to understand?

If you don't like the VO for your own reasons, fine.  Slapping rationales on it that aren't true is completely pointless, though.

#18
David Gaider

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errant_knight wrote...
I was talking about DA:O whare I thought they did. The end result is the same, but that doesn't mean you don't get different dialogue. There's usually at least a few words or a sentence or two that are different, depending on your choice.

And it is exactly the same in DA2.

jon372 wrote...
Huh, well unless theres ''Investigation'' like
ME, then you could have as much as 8

There is. So you have 5 options on the main wheel plus "Investigate", which brings you to another wheel hub where you have up to 5 more options (plus "Return"). So we do, in fact, have the ability to put up more options than we did in DAO. We're not always going to use all of those, of course (any more than we did all six in DAO) but in terms of the number of choices we put up we are not limited by the wheel at all.

Narreneth wrote...
If you don't like the VO for your own
reasons, fine.  Slapping rationales on it that aren't true is completely
pointless, though.

I think the problem some people are expressing is that they don't like the paraphrase system, and that sometimes the intent of the paraphrase isn't clear. I think the icon system we use (an icon is represented in the middle of the dialogue wheel when we need to express a particular intent, such as "Intimidate" or "Flirt" or "Combat") mitigates that to an extent... but I don't doubt there are people for whom that's simply never going to work. You are also correct, however, that there's no point in assigning problems to the system that simply don't exist... nor in assuming that the style used in Mass Effect's narrative structure will be exactly the same in DA2 simply because we use the same system (though what else do you have to compare it to for the moment?).

Modifié par David Gaider, 20 juillet 2010 - 03:16 .


#19
Arrtis

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David Gaider wrote...

errant_knight wrote...
I was talking about DA:O whare I thought they did. The end result is the same, but that doesn't mean you don't get different dialogue. There's usually at least a few words or a sentence or two that are different, depending on your choice.

And it is exactly the same in DA2.

Will cunning reveal new options?
I found outside of lothering I could not find any new dialogue options.

#20
Brockololly

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I'm also curious how Cunning, Intimidate, Persuade or those sort of more stat driven dialogue choices will work with the wheel? Will there be a little icon in the center for those too or have those been axed?

#21
Narreneth

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Brockololly wrote...

I'm also curious how Cunning, Intimidate, Persuade or those sort of more stat driven dialogue choices will work with the wheel? Will there be a little icon in the center for those too or have those been axed?


That's a good question.  I never even thought of that part.  I'd assume it's still there, but *shrug* certainly can't say for sure.  

#22
In Exile

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Arrtis wrote...

Will cunning reveal new options?
I found outside of lothering I could not find any new dialogue options.


You need very high cunning, I think. Though the only other instance I know of is with the person who teaches you to b a duelist.

#23
jennamarae

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In Exile wrote...

Arrtis wrote...

Will cunning reveal new options?
I found outside of lothering I could not find any new dialogue options.


You need very high cunning, I think. Though the only other instance I know of is with the person who teaches you to b a duelist.


For what it's worth, a few of Alistair's conversations have cunning options if you hold off on talking to him until your cunning is high enough. Can't remember how high you have to have it to see them though. Had one pop up after Redcliffe when he was angry and yelling, and another was in the 'raised by dogs' conversation I think.

#24
Narreneth

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There's also a cunning option when you request the Chantry be allowed to be opened in Orzammar when you talk to the Shaper.

#25
thegreateski

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I'm more worried about what this Hawke fellow is going to sound like.