Will Hawke speak without our prompting?
#26
Posté 23 juillet 2010 - 10:12
#27
Posté 23 juillet 2010 - 11:13
#28
Posté 23 juillet 2010 - 11:23
#29
Posté 23 juillet 2010 - 12:17
That sounds... acceptable, I suppose. Thanks David.David Gaider wrote...
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.
#30
Posté 23 juillet 2010 - 12:18
#31
Posté 23 juillet 2010 - 12:41
"acceptable"? It's their game, not your's.shepard_lives wrote...
That sounds... acceptable, I suppose. Thanks David.David Gaider wrote...
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.
#32
Posté 23 juillet 2010 - 12:42
AntiChri5 wrote...
@Moose: Bring Garrus along for Mordins LM.
Oh, I know that's where it happens. I just don't get the joke.
#33
Posté 23 juillet 2010 - 12:50
I would have hoped that having a VO for Hawke would have allowed for interjections in cut-scenes to help the flow, instead of having to wait until its "your turn" to speak, and to improve the party banter.
#34
Posté 23 juillet 2010 - 01:00
#35
Posté 23 juillet 2010 - 01:03
Modifié par Palamedes101, 23 juillet 2010 - 01:18 .
#36
Posté 23 juillet 2010 - 01:05
ME & ME2 had the feeling that you were part of a story that honestly was predetermined despite the fact that you had many options. DAO "felt" more open even if it was essentially similar in that you will still being pushed toward a particular set of events. DA feels less cinematic over all than ME/ME2, but more immersive. One of the reasons for this was the lack of specific spoken dialogue for the main character. You get to be the voice of the character rather than a voice actor and in my opinion I think the effect is better.
#37
Posté 23 juillet 2010 - 01:30
UndercoverDoctor wrote...
"acceptable"? It's their game, not your's.
If BioWare didn't want player feedback they wouldn't have a forum. Despite what you may think opinions are useful to developers, even if they choose not to act on them.
#38
Posté 23 juillet 2010 - 01:34
David Gaider wrote...
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.
While not exactly what I was hoping to hear, I appreciate the direct respone. Thanks David.
#39
Posté 23 juillet 2010 - 02:06
UndercoverDoctor wrote...
"acceptable"? It's their game, not your's.
Well, I suppose I still have the right to say that I find this acceptable, do I not? Express my opinion and stuff. Especially since I'm not nearly as loud and rude as most of the other dissenters.
#40
Posté 23 juillet 2010 - 02:43
#41
Posté 23 juillet 2010 - 03:56
Lord Gremlin wrote...
I was deeply disappointed when in DAO my PC's facial expression was out of place. For example, why is he sad when he gladly gave a girl to a kitty demon?! He was supposed to enjoy the view...
I felt that occasionally, I would have liked some emotion. I remember Alistair's kiss on the cheek before he leaves in Awakening, and the PC just stares at him, like:
o_o
Of course, with a voiced PC I'm sure we have nothing to worry about.
#42
Posté 23 juillet 2010 - 04:31
Saibh wrote...
I felt that occasionally, I would have liked some emotion.
Yeah, it was pretty jarring at times. I mean, people around you would get angry, sad and so on, and you'd think "Hey, what a poignant scene!" until you realized that the Warden, your character, was like "I'm going to shred the fabric of reality with my staaaaaaaaaaaaaaare."
#43
Guest_mochen_*
Posté 23 juillet 2010 - 05:19
Guest_mochen_*
Palamedes101 wrote...
If BioWare didn't want player feedback they wouldn't have a forum. Despite what you may think opinions are useful to developers, even if they choose not to act on them.
Absolutely.
And I also found Mr Gaiders response...acceptable.
However I 'm still not into the idea of Hawke speaking at all. But at least it won't be as bad as I feared.
#44
Posté 23 juillet 2010 - 07:45
The only problem I had was when the dialogue didn't match with what I thought the "idea" meant.
Modifié par milkymcmilkerson, 23 juillet 2010 - 07:49 .
#45
Posté 23 juillet 2010 - 11:57
......ending conversation
Hawke : I don't want to hear about this again!
Minion 1 : But-
*Hawke glares*
*Minion 1 sighs*
-end conversation sequence
-Minion 1 in game "But Haw-*
-Without prompting, Hawke says "I said no more!"
Will we have that kind of thing...?
#46
Posté 24 juillet 2010 - 12:53





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