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How to fix the dialogue system (poll added)


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#51
iTomes

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Scipio203 wrote...

BlackyBlack wrote...
But that's stupid. Making him all goody too shoes makes him look like a wuss and you miss out on rather funny dialogue, but making him all badass will sometimes be too mean and I usually don't know whether, for example, Shepard will act racist and mean or make a sarcastic badass threatening joke


That's why there's a middle option.


that forces me to reload whenever i disliked shepards answer, what i often couldn't know in the beginning... great. besides, to get good dialog options i have to get as much renegade/paragon points as possible...

#52
BlackyBlack

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Scipio203 wrote...

BlackyBlack wrote...

But that's stupid. Making him all goody too shoes makes him look like a wuss and you miss out on rather funny dialogue, but making him all badass will sometimes be too mean and I usually don't know whether, for example, Shepard will act racist and mean or make a sarcastic badass threatening joke


That's why there's a middle option.

That's the worst one. In ME it usually skips a few lines from NPCs and while it doesn't make you sound like a wuss, it makes you sound emotionless and you still miss out on a lot of funny dialouge from the lowest dialogue option

#53
Scipio203

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I think many of you are overreacting on this. Just because Shepard/Hawke says something you don't like doesn't mean you have to load a previous save.



But as it was said before in this thread, top = good, middle = neutral, bottom = "evil"



This brings me back to my earlier post on how this is more role guiding than role playing. Hawke is not supposed to be you. Hawke is Hawke. You are you. It is not like in DA:O where you could easily role play, by directly affecting what your character did. In DA2 you will be more like Hawke's conscious instead of being him. (except for fighting of course, where you will be literally moving him around)

#54
BlackyBlack

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You know, I usually don't agree with the RPG elitists, but BioWare does seem to be removing the ROLE PLAYING aspect of RPGs

And you'll probably think I'm crazy but I replayed EVERY dialogue in Mass Effect a couple of times just to see which options sound the best and it was NEVER always the top ones or always the lower ones. And believe me, people that play 100% paragon are missing out on A LOT (and that's probably a lot of people)

See the quote in my sig? I'm pretty sure a lot of people missed it by always choosing the top option

Modifié par BlackyBlack, 23 juillet 2010 - 03:03 .


#55
Scipio203

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It is still an RPG, just because you don't know exactly what Hawke will say, that is no reason to say this game will have no role playing. You still choose who Hawke will romance (if he even does), what Hawke will look like, if (as BlackyBlack said) Hawke will be a "wuss" or badass, and even how Hawke will fight.



The player still has a considerable amount of control over Hawke, and just because of a dialogue wheel, it doesn't mean there will be no role playing aspect to the game.

#56
DanaScu

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UndercoverDoctor wrote...
No it shouldn't , not with the cinematic direction BioWare is taking Dragon Age II. If people can't figure out what their character is going to say from reading what the option says on the wheel, they shouldn't be playing a game like Dragon Age II then.

On another note. Where exactly is this text going to show up when you right click? over the main character's face?


And if teh cinematics are the direction they are heading, I would rather wait for the movie. Cause I wanted a role-playing game where I'm controlling a character.

ME2 example: Choosing "I'm sorry" in the hint gets you "Who did this? Who shot you?" That just totally flows, doesn't it? And it just totally matches Shep leaning forward and waiting to see whether you'll hit the paragon interrupt and hand out medi-gel. Yes, it was the upper paragon reply. No, it didn't have anything to do with what was actually said, or the action performed. Maybe its just me, but actually getting to pick "Who did this? Who shot you?" would have been fine.

And you know, for the time it takes me to read the possible replies, it wouldn't bother me if it did show up over the pc's face. Matches the "Hold F to end the mission" banner in ME2 that appears over the dialog hints at times, making it hard to see the hints you hope will get you something close to the dialogue you want.

#57
BlackyBlack

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DanaScu gave me an idea. They could make the "full description box" like the "Hold F to end the mission" banner, just place it at the top of the screen. This means it shouldn't be hard to make something like my idea, they'll just copy paste the subtitles

Modifié par BlackyBlack, 23 juillet 2010 - 03:17 .


#58
David Gaider

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Scipio203 wrote...
But as it was said before in this thread, top = good, middle = neutral, bottom = "evil"

No. This is not the case. I'm afraid you're inferring a bit too much from one dialogue screen (without the context of what leads into those lines, as well). We'll get into the pesonality options more soon enough, but they allow you a bit more freedom to determine how your character acts that simply choosing nice/nasty.

#59
Tirigon

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slimgrin wrote...


Edit: I do like the op's idea. 


I can´t believe it.... Slimgrin and I agree! We should declare this an international holiday.

#60
marquiseondore

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David Gaider wrote...

Scipio203 wrote...
But as it was said before in this thread, top = good, middle = neutral, bottom = "evil"

No. This is not the case. I'm afraid you're inferring a bit too much from one dialogue screen (without the context of what leads into those lines, as well). We'll get into the pesonality options more soon enough, but they allow you a bit more freedom to determine how your character acts that simply choosing nice/nasty.


I like the sound of this.  Personality options sounds like it adds a personal flurish to the standard conversation. At least if I'm reading this correctly. 

#61
FieryDove

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David Gaider wrote...

Scipio203 wrote...
But as it was said before in this thread, top = good, middle = neutral, bottom = "evil"

No. This is not the case. I'm afraid you're inferring a bit too much from one dialogue screen (without the context of what leads into those lines, as well). We'll get into the pesonality options more soon enough, but they allow you a bit more freedom to determine how your character acts that simply choosing nice/nasty.


The sooner the better imho.

I want to know what I'm going to say in an RPG. The pick the nice option just to talk to someone example (Jacob in me2 with femshep just made me...gah) No thank you. There are many examples of this in me 1 and 2...

I know the writing team is different here but the wheel is still...the wheel...it's Ebil I say! Posted ImagePosted Image

#62
David Gaider

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FieryDove wrote...
I know the writing team is different here but the wheel is still...the wheel...it's Ebil I say! Posted ImagePosted Image


This is the same writing team that worked on DAO, actually.

#63
Wittand25

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Is that by any chance the dialog mentioned in the ign preview?The screenshot also shows three options and the three variants listed there seem to fit the three lines in that picture.

Modifié par Wittand25, 23 juillet 2010 - 05:18 .


#64
MerinTB

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David Gaider wrote...

FieryDove wrote...
I know the writing team is different here but the wheel is still...the wheel...it's Ebil I say! Posted ImagePosted Image


This is the same writing team that worked on DAO, actually.


Quiet, David Gaider.  You are the DA2 writing team.
We only respect people like David Gaider, brilliant writer of the DAO team!

:unsure:

#65
Demx

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Wittand25 wrote...

Is that by any chance the dialog mentioned in the ign preview?The screenshot also shows three options and the three variants listed there seem to fit the three lines in that picture.


I think we need some clarification on the IGN article. Are we really limited to three options like IGN said?

#66
Dummkopf

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Siradix wrote...

Wittand25 wrote...

Is that by any chance the dialog mentioned in the ign preview?The screenshot also shows three options and the three variants listed there seem to fit the three lines in that picture.


I think we need some clarification on the IGN article. Are we really limited to three options like IGN said?


http://social.biowar...ex/3209421&lf=8

#67
Demx

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@Dummkopf Thank you.

#68
Nighteye2

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BlackyBlack wrote...
I'm sure a lot of you want complete control over what Hawke says. A simple way to solve this is to just add something like right click the dialogue option and make a pop-up box come out that says the EXACT words Hawke is going to say. That would make everybody happy (both people that like ME dialogue and people that want full control over what Hawke says). Just copy paste the subtitles into the pop-up box.


That's still too much of a hassle. As much as the devs may dislike it, what is needed is a toggle to turn off the dialogue wheel and get full-text dialogue options, for those who strongly prefer that.

#69
AlanC9

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David Gaider wrote...

FieryDove wrote...
I know the writing team is different here but the wheel is still...the wheel...it's Ebil I say! Posted ImagePosted Image


This is the same writing team that worked on DAO, actually.


Anyone else remember all the rants about how Bio screwed up by firing the BG2 writers and hiring a bunch of incompetents to write NWN1?

#70
AlanC9

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Nighteye2 wrote...


That's still too much of a hassle. As much as the devs may dislike it, what is needed is a toggle to turn off the dialogue wheel and get full-text dialogue options, for those who strongly prefer that.



That might be unworkable. Hawke's lines don't have to fit on the screen in the new system. You'd still end up with paraphrases.

#71
Saibh

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Nighteye2 wrote...

BlackyBlack wrote...
I'm sure a lot of you want complete control over what Hawke says. A simple way to solve this is to just add something like right click the dialogue option and make a pop-up box come out that says the EXACT words Hawke is going to say. That would make everybody happy (both people that like ME dialogue and people that want full control over what Hawke says). Just copy paste the subtitles into the pop-up box.


That's still too much of a hassle. As much as the devs may dislike it, what is needed is a toggle to turn off the dialogue wheel and get full-text dialogue options, for those who strongly prefer that.



That's an utterly superficial choice that just results in more work for the devs and less unique content. I think the icon and shortline will be sufficient to tell us what we're about to say. I'm sure the icon is there for the same reason people complained about the shortline in the first game: not knowing whether Shepard was going to be sarcastic, rude, kind, etc.

In fact, even in DAO, occasionally a character would react differently than what I meant with my intent.

Modifié par Saibh, 23 juillet 2010 - 09:03 .


#72
BlackyBlack

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The icon is definitely a step up from Mass Effect, but it's certainly not enough for me to completely role play my character.

I really prefered what The Witcher did with a voiced protagonist. What you chose was basically the same as what Geralt said only slightly different

Modifié par BlackyBlack, 23 juillet 2010 - 08:37 .


#73
milkymcmilkerson

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David Gaider wrote...

Scipio203 wrote...
But as it was said before in this thread, top = good, middle = neutral, bottom = "evil"

No. This is not the case. I'm afraid you're inferring a bit too much from one dialogue screen (without the context of what leads into those lines, as well). We'll get into the pesonality options more soon enough, but they allow you a bit more freedom to determine how your character acts that simply choosing nice/nasty.


I believe the IGN write-up on DA2 was a bit simplistic, and maybe even misinformed. Would that be the correct impression?

#74
The Hardest Thing In The World

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"A simple way to solve this is to just add something like right click the dialogue option and make a pop-up box come out that says the EXACT words Hawke is going to say. "



Not sure if it's been mentioned but if Bioware did that, then what would be the point of implementing the "wheel dialogue" option? It makes it redundant. You have ask yourself or Bioware, why they are going towards that approach first.

#75
BlackyBlack

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The dialogue wheel would be for people who like that kind of dialogue and not knowing what Hawke is going to say (only nudging him in that direction), which is probably mostly just BioWare employees



A pop-up box would be optional for people who want complete control over what their character says