How to fix the dialogue system (poll added)
#151
Posté 30 juillet 2010 - 06:26
Though I do think the suggestion of having some way to see the sentence for those worried of what will be said ... but I'm usually a one road person when it comes to these games, never neutral.
I think the icon though would be easy to tell what Hawke is intending to say. Something to be nice, something indifferent, or something to really p*** the person off.
#152
Posté 30 juillet 2010 - 06:38
Alistair4Ever wrote...
read this, and pay attention bout what they say about dialogue: http://comic-con.gam...eatures;title;2
Your point being? it's exactly the same as other previews/ hands-on, aside from the part that says dialogue is more action oriented I do not see much difference...... the problem is that most of you don't understand that this suggestion if implemented is optional, and it's as easy to implement as tooltips, it's not a matter of how hard it is, or how useful it is, it's not even about having two dialogue systems in one game, it's whether Bioware actually has the knack to listen to the major portion of its fans or not, especially this early into development.
#153
Posté 30 juillet 2010 - 09:00
Bioware, I highly suggest that you make use of this idea. A good portion of the community does not like the changes that have been made to Dragon Age 2. Why not do the smart thing and meet the community half-way?
#154
Posté 30 juillet 2010 - 04:26
ThisCrimson Sound wrote...
Bioware, I highly suggest that you make use of this idea. A good portion of the community does not like the changes that have been made to Dragon Age 2. Why not do the smart thing and meet the community half-way?
#155
Posté 30 juillet 2010 - 05:20
That's actually very deliberate. It makes it much easier to select the TYPE of response you'll generate with a high degree of confidence in the impact the devs intended the response to have on game play/game relationships.reddragon567 wrote...
I hate how predictable it is. Top - Good, Middle - Neutral, Bottom - ****.
It's so that you DON'T have to read the sentences in advance. They claim that it helps keep immersion by not forcing you to switch from "playing the character" to "reading what the character says", and back again, every time there's dialogue.
The "phrases" (sentence fragments, really) around the wheel are only to give an idea of what the PC will say, not the text itself. And there's no reason to think that there will always (or only) be three options. Lots of room around a circle. Just happened to be three in the particular screenshot they showed.
'Course making this work (and liking it!) presumes that you'll get so familiar with the interface that you can find the tone you want for a particular encounter without fumbling around and messing things up more often than not.
Personally, I'd want the full text to "fly out" from the response wheel if I hovered the cursor long enough. Most of the time I think I would be able to confidently select an option based on relative position, but if I'm hestitant/uncertain, I'd like more control.
Modifié par Thandal NLyman, 30 juillet 2010 - 05:42 .
#156
Posté 30 juillet 2010 - 07:42
DarthCaine wrote...
ThisCrimson Sound wrote...
Bioware, I highly suggest that you make use of this idea. A good portion of the community does not like the changes that have been made to Dragon Age 2. Why not do the smart thing and meet the community half-way?
I would like to see that question answered, as well.
There's another argument that hasn't been mentioned yet in this thread: it is enjoyable to read through all possible responses, including those you never intend to select. That joy is being taken away from the player by paraphrasing the responses...
#157
Posté 30 juillet 2010 - 07:55
#158
Posté 30 juillet 2010 - 08:38
Felfenix wrote...
"It's SO predictable that I want everything layed out obviously for me, so it will be less predictable, because the predictability of the wheel is always surprising me, because I have no critical thinking ability whatsoever."
Well, pardon us Mr.Smart because we have less than average IQ, either you add something useful and insightful to the matter at hand or you don't.
#159
Posté 30 juillet 2010 - 08:41
Nighteye2 wrote...
DarthCaine wrote...
ThisCrimson Sound wrote...
Bioware, I highly suggest that you make use of this idea. A good portion of the community does not like the changes that have been made to Dragon Age 2. Why not do the smart thing and meet the community half-way?
I would like to see that question answered, as well.
There's another argument that hasn't been mentioned yet in this thread: it is enjoyable to read through all possible responses, including those you never intend to select. That joy is being taken away from the player by paraphrasing the responses...
This something I never thought of, there are always certain situation when I'd never go with a say evil choice, like slaying Connor with the demon in DA:O, but I was still able to know what exact options are there just by looking at the dialogue, paraphrasing just doesn't cut it.
#160
Posté 30 juillet 2010 - 09:14
Good=top
Whatever the middle is
Bad= bottom
Modifié par rob123971, 30 juillet 2010 - 09:15 .
#161
Posté 30 juillet 2010 - 09:22
rob123971 wrote...
How do people have difficulty with the ME dialogue? All the options are in the same places.....
Good=top
Whatever the middle is
Bad= bottom
BlackyBlack wrote...
The problem is, I don't want to be 100% good or 100% evil. 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. I want the protagonist to say smartass stuff whenever possible and threaten criminals saying badass things, while still being nice and kind to other people, but doesn't act like a wuss that's sorry for everything. People that play 100% paragon are missing out on a LOT (and that's a lot of people)
BlackyBlack wrote...
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 optionScipio203 wrote...
That's why there's a middle option.
Modifié par BlackyBlack, 30 juillet 2010 - 09:24 .
#162
Posté 30 juillet 2010 - 10:02
#163
Posté 31 juillet 2010 - 07:13
FarGears wrote...
It not a HUGE problem but i like to see what I'm going to say in stead of bring surprised.
As would almost everyone, I suspect...
#164
Posté 31 juillet 2010 - 08:05
However... I can do without the dialogue wheel. I am not interested in a voice acted main character at all. It is a waste of resources. The voice files eat too much disc space. And what is worse is that DLCs have to be voice acted as well: This will lead without doubt to DLCs which will avoid voice acting. And this we will get us more DLCs that are either hack and slash or are not focused on the main character. We already know from ME1/ME2 that voice acting is expensive and that it is hard to get the voice actors on a schedule that matches the production schedule. So this fear is not unrealistic.
#165
Posté 01 août 2010 - 04:25
rob123971 wrote...
How do people have difficulty with the ME dialogue? All the options are in the same places.....
Good=top
Whatever the middle is
Bad= bottom
I think it is less the problem of knowing what exactly is said then how it is said.
Like ... if the words on the screen are "I can do that", "Possibly" and ... "Not on your life" might not be what exactly is said by Hawke. If "Possibly" is chosen thinking it is a neutral response, and Hawke says "I could possibly do that, but I don't feel like it" and messes up a quest ... that is more what some posters are asking.
Hope that made sense.
#166
Posté 01 août 2010 - 06:29
rob123971 wrote...
How do people have difficulty with the ME dialogue? All the options are in the same places.....
Good=top
Whatever the middle is
Bad= bottom
We know that, we're mainly stating that some options are entirely different from the paraphrase, which the icon in DA2 is gonna solve, to an extent but not entirely, that's why we would like a tooltip like system to be implemented with the dialogue.
#167
Posté 01 août 2010 - 06:31
#168
Posté 01 août 2010 - 06:49
The problem is the options are never fully clear, when I first played Mass Effect and talked to that reporter I had no idea that by saying "this conversation is over" I'd punch out an unarmed woman, and one of my female friends had no idea by saying "gee thanks" to the consort's ****ty gift of words her PC would be raped.rob123971 wrote...
How do people have difficulty with the ME dialogue? All the options are in the same places.....
Good=top
Whatever the middle is
Bad= bottom
#169
Posté 01 août 2010 - 08:54
AngryFrozenWater wrote...
I think the OP's idea is great. It is easy to implement, because the text is already available as a subtitle.
However... I can do without the dialogue wheel. I am not interested in a voice acted main character at all. It is a waste of resources. The voice files eat too much disc space. And what is worse is that DLCs have to be voice acted as well: This will lead without doubt to DLCs which will avoid voice acting. And this we will get us more DLCs that are either hack and slash or are not focused on the main character. We already know from ME1/ME2 that voice acting is expensive and that it is hard to get the voice actors on a schedule that matches the production schedule. So this fear is not unrealistic.
Well said.
#170
Posté 03 août 2010 - 09:04
GodWood wrote...
The problem is the options are never fully clear, when I first played Mass Effect and talked to that reporter I had no idea that by saying "this conversation is over" I'd punch out an unarmed woman, and one of my female friends had no idea by saying "gee thanks" to the consort's ****ty gift of words her PC would be raped.rob123971 wrote...
How do people have difficulty with the ME dialogue? All the options are in the same places.....
Good=top
Whatever the middle is
Bad= bottom
And that's exactly the sort of situation I'd hope to avoid in DA2. The addition of icons may help a little, but it will never be as good as full-text.
#171
Posté 03 août 2010 - 12:55
I much prefer a voicer protagonist over a mute one. It's more cinematic and I get more attached to him/herAngryFrozenWater wrote...
However... I can do without the dialogue wheel. I am not interested in a voice acted main character at all. It is a waste of resources. The voice files eat too much disc space. And what is worse is that DLCs have to be voice acted as well: This will lead without doubt to DLCs which will avoid voice acting. And this we will get us more DLCs that are either hack and slash or are not focused on the main character. We already know from ME1/ME2 that voice acting is expensive and that it is hard to get the voice actors on a schedule that matches the production schedule. So this fear is not unrealistic.
#172
Posté 03 août 2010 - 05:43
#173
Posté 03 août 2010 - 07:14
#174
Posté 03 août 2010 - 07:46
#175
Posté 03 août 2010 - 09:20
BlackyBlack wrote...
I much prefer a voicer protagonist over a mute one. It's more cinematic and I get more attached to him/her
And I'm the opposite. I prefer a mute pc over a voiced one that doesn't sound like I think that my character should sound, doesn't have the inflections in the voice that I think should be there, and ends up using dialogue that I don't want him/her to say. I want to play a role playing game, instead of watch a semi interactive cinematic event/movie that takes a lot of things out of my control. I end up not particularly caring that much about the character.
I've played through DA:O more than ME or ME2. Personal opinion. Every new piece of information makes DA2 more of a "wait and see" game for me. Your mileage may vary.





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