This is a feature I did not like in any measurable way from ME (and the Witcher for that matter.) With ME there really weren't too many moments when Shep would speak without our prompting, but each and every time he did it was kind of a jolt that it ultimately wasn't my story.
Will Hawke speak without our prompting?
Débuté par
CarlSpackler
, juil. 23 2010 02:12
#1
Posté 23 juillet 2010 - 02:12
#2
Posté 23 juillet 2010 - 04:41
The short answer is yes, but not very often.
For the long answer, I'll give you the run-down of when we permit this:
1) If the line is completely neutral in its tone-- the equivalent of what someone pointed out above, when in DAO you'd have one response option and it was simply designed to drive the conversation forward. Things that anyone could be expected to say in that situation.
2) If you've already selected a tone, on occasion we will initiate an exchange that carries on that tone (generally not more than one extra line). This helps on those occasions where it would be awkward to fit everything the player has to say onto one line.
3) The most common use is when initiating conversation with someone whom you already know, or we know why you're returning there (such as to finish a quest). This one I quite like as it prevents the need to have the NPC start the conversation in all cases and thus skips the beginning rigamarole when it's unnecessary.
Again, it's not very frequent-- our default is to allow the player to have input as often as possible. One of the advantages of player voice, however (and there are indeed some), is the ability to make conversation flow more natural and keep player input for things that matter a bit more than stuff like "What do you mean?"/"I didn't know that."/"Tell me more."
It might also help to know, however, that there are generally variations on these lines when they appear to more reflect the choices you make in determining how your character acts. But I'm sure we'll talk more about exactly what that's about in the future.
For the long answer, I'll give you the run-down of when we permit this:
1) If the line is completely neutral in its tone-- the equivalent of what someone pointed out above, when in DAO you'd have one response option and it was simply designed to drive the conversation forward. Things that anyone could be expected to say in that situation.
2) If you've already selected a tone, on occasion we will initiate an exchange that carries on that tone (generally not more than one extra line). This helps on those occasions where it would be awkward to fit everything the player has to say onto one line.
3) The most common use is when initiating conversation with someone whom you already know, or we know why you're returning there (such as to finish a quest). This one I quite like as it prevents the need to have the NPC start the conversation in all cases and thus skips the beginning rigamarole when it's unnecessary.
Again, it's not very frequent-- our default is to allow the player to have input as often as possible. One of the advantages of player voice, however (and there are indeed some), is the ability to make conversation flow more natural and keep player input for things that matter a bit more than stuff like "What do you mean?"/"I didn't know that."/"Tell me more."
It might also help to know, however, that there are generally variations on these lines when they appear to more reflect the choices you make in determining how your character acts. But I'm sure we'll talk more about exactly what that's about in the future.
Modifié par David Gaider, 23 juillet 2010 - 04:49 .





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