Aller au contenu

Photo

How to fix the dialogue system (poll added)


217 réponses à ce sujet

#101
Kandene

Kandene
  • Members
  • 38 messages
It should just be when you roll your mouse over it or highlight it for consoles the text appears in the subtitles section.

#102
Pedrak

Pedrak
  • Members
  • 1 050 messages

jeckaldied wrote...

This would essentially do away with every complaint I have about the dialog wheel. Honestly half the time in the ME series, the not posting what you were going to say seemed like a convenient way to hide the fact that multiple times every dialog option had the same script to it. Shepard did and said things unexpected in dialog to often for me to ever accept him as my character.


Yeah. Sometimes the vague phrasing allowed, say, the "paragon" answer and the "neutral" answer to be the same.

In any case, another vote for the OP's suggestion.

#103
BlackyBlack

BlackyBlack
  • Members
  • 656 messages

jeckaldied wrote...

I know very little about programing, and I'm sure that this would require much more work than I could possibly think it would, but I just hope that Bioware at least seriously considers the OP's suggestion.

Like I said in an earlier post, they could make it like ME2's banner "Hold F to finish the mission" (just place it at the top of the screen) which means it shouldn't be that hard to implement it

#104
Bugzehat

Bugzehat
  • Members
  • 138 messages

Sylvius the Mad wrote...

Bugzehat wrote...

You couldn't really know in Origins, though. Picking a line I thought was a friendly joke and having NPCs react as if I was being cruel, well, that was a huge immersion-breaker for me.

Why?  That the NPC reacted as if you were being cruel doesn't mean ou were being cruel.  Maybe it means the NPC is thin-skinned.  Or is an idiot.


Except some NPCs obviously weren't thin-skinned, or idiots, and this system could make them act as if they were. I get what you're saying about having different perceptions on different playthroughs, but an NPC is never going to be that malleable that any interpretation of their reactions makes sense when taken together with scripted elements of their personalities.

In real life you can reasonably expect someone to understand the intent of what you say from your tone of voice, and if they misunderstand, you can correct them. If NPCs "misunderstood" you in Origins, it could cause them to act out of character -- it shouldn't have been in character for Alistair to react badly to an actual friendly joke, for example -- and for me, it was as if the game put up a big red flashing sign saying "actually you said it like THIS". It was essentially as if the writers had already picked a tone for you but weren't going to let you know about it until you saw how NPCs reacted. I understand that not everyone experienced it that way, but I don't think it's unfair to say that the system in Origins limited roleplaying for a lot of people.

#105
ratcatfish

ratcatfish
  • Members
  • 36 messages
In ME it really annoyed me that I didn't have completely control over what Shepard says and is my biggest complaint about Mass Effect. Half the time what I chose and what Shepard said was completely different. I say: "AI is dangerous", Shepard says: "I HATE AI, KILL ALL AI !!!" which wasn't at all what I was expecting or wanted to say. I had to replay each dialogue a dozen times so that Shepard finally says what I want him to say.

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.

[/quote]

Agreed!!!  That was the one thing that really annoyed me about ME. I would choose a response, shepard would say something dumb and then i would have to reload and replay the conversation till i figured out which options would cause him to say something i liked.    I want to know exactly what im going to say when choosing.  I think your idea is a good one.

#106
Passivehate

Passivehate
  • Members
  • 37 messages

filaminstrel wrote...

I hope BioWare implements this idea.

Slidell505 wrote...

And has anyone noticed that Hawkes hair is brown but his beard is black?


I believe this does happen for some people in real life.


Yes...I am unfortunately one of these cases.

My thoughts are pretty much akin to Sylvius about 90% of the time. Thus, the rest of this post would just be repeating them. As such, I elect them to be my representative. :D

#107
Guest_Darth Hawke_*

Guest_Darth Hawke_*
  • Guests
I fully support this idea and hope the devs implement it. If they do it for DA2, they'll probably do it for ME3 too and that would be awesome

#108
AlanC9

AlanC9
  • Members
  • 35 744 messages
I don't see how to make it work on a console. OTOH they're already screwed in so many ways one more won't make a difference.

#109
jeckaldied

jeckaldied
  • Members
  • 278 messages

AlanC9 wrote...

I don't see how to make it work on a console. OTOH they're already screwed in so many ways one more won't make a difference.

Posted ImagePosted Image

Are you talking about console players or dragon age 2 in general?

#110
Nighteye2

Nighteye2
  • Members
  • 876 messages

Saibh wrote...

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.


I don't mind the icon, but I do mind the para-phrases. Selecting a response based on the paraphrases, thinking about what I want my character to say, and then having my character say something else is a huge immersion-breaker. I'm not the only one wanting complete control over every word my character will say, even if that is limited by having only a few choices - knowing those choices available completely makes a lot of difference.

And if full-text doesn't fit the screen, use a smaller font size or allow scrolling, like BG2 also did in some places.

#111
BlackyBlack

BlackyBlack
  • Members
  • 656 messages

AlanC9 wrote...

I don't see how to make it work on a console.

BlackyBlack wrote...

Like I said in an earlier post, they could make it like ME2's banner "Hold F to finish the mission" (just place it at the top of the screen) which means it shouldn't be that hard to implement it


Modifié par BlackyBlack, 24 juillet 2010 - 09:27 .


#112
Soul Reaver

Soul Reaver
  • Members
  • 291 messages
Great idea, they should really implement it. Bring back the role playing!

#113
BlackyBlack

BlackyBlack
  • Members
  • 656 messages
Bump, come on people! The more people support this idea, the bigger the chances that it'll be in DA2!

#114
AlanC9

AlanC9
  • Members
  • 35 744 messages
Does a "meh" help?

#115
Guest_distinguetraces_*

Guest_distinguetraces_*
  • Guests

David Gaider wrote...

FieryDove wrote...
I know the writing team is different here but ...


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


You can never step in the same writing team twice.

#116
Selerz

Selerz
  • Members
  • 32 messages
Very good idea!

#117
AlanC9

AlanC9
  • Members
  • 35 744 messages

jeckaldied wrote...

AlanC9 wrote...

I don't see how to make it work on a console. OTOH they're already screwed in so many ways one more won't make a difference.

Posted ImagePosted Image

Are you talking about console players or dragon age 2 in general?


Specifically, the console version of DA2. Other games aren't necessarily worse on consoles. Or at least not much worse.

#118
MaaZeus

MaaZeus
  • Members
  • 1 851 messages
Not a bad idea at all! I dont really need it as I was able to follow Shepards line of thought quite well (except on few Renegade options, OPs AI example included) but I understand why this feature is wanted. I support this idea.

#119
Ahriman

Ahriman
  • Members
  • 2 022 messages
I like it and it's easy to do.

#120
BlackyBlack

BlackyBlack
  • Members
  • 656 messages

AlanC9 wrote...

Does a "meh" help?

As long as it's a bump, yes

#121
ViSeiRa

ViSeiRa
  • Members
  • 2 394 messages

jeckaldied wrote...
I know very little about programing, and I'm sure that this would require much more work than I could possibly think it would, but I just hope that Bioware at least seriously considers the OP's suggestion.


Not at all, I'm an experienced programmer, though not in games, but this is merely an interface object, it doesn't require any more work than implementing subtitles, think of it as the codex, only you can access it on the fly and actually on the screen rather than being its own module.

I support the OP's idea of course.... it's a great one, though I need to remind people that no matter how much further advancement we get into role playing, we're still following the writers' story, and I had the same problems in ME as most of you, the icon in DA2 will greatly help in knowing the tone of the phrase but not the actual phrase it self, it's as simple as "I don't want to reload my last save, play at least 5 minutes to get that dialogue again and choose another phrase"....

The writers of DA:O did a great job, and seeing they're the same I know the game will be very good, but even when providing an icon to explain the tone of the phrase, renegade from my perspective probably isn't the same as anyone else, by paraphrasing we might choose a renegade option only not to think of it as renegade at all, because the writer thinks that this line is renegade or paragon doesn't mean the player thinks so too, that's when a full text would help.

Modifié par ViSeirA, 26 juillet 2010 - 03:16 .


#122
FieryDove

FieryDove
  • Members
  • 2 637 messages

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.


I was talking about ME1/2...If they are the same...hmmm I swore me1 was different than DAO.

If it's all the same team working on all games I was led to believe something else...so let me borrow Deekin just for 1 song and all will be better.

Also +1000 approval points for OP's suggestion. I really want...no past that after me1/2...I need to know what my character will say. If it can't be done with wheel...square it. Posted Image

#123
BlackyBlack

BlackyBlack
  • Members
  • 656 messages
ME and DAO had different writing teams. DAO and DA2 have the same writers

#124
Dynamomark

Dynamomark
  • Members
  • 1 009 messages
I support the idea. It could be implemented either through automatic delayed popup or through holding a key as someone suggested.

#125
Arttis

Arttis
  • Members
  • 4 098 messages

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.

How will this work!