Well, according to this article in eurogamer
http://www.eurogamer...report-debunked
Dragon Age 2 well have dialouge system very similar to those of Mass Effect. I must say I don't really like that for 2 reasons: First, I tend to forget about the investigate option, because it's not integrated into the main flow of the conversation. It's very unnatural and unimmersive in my opinion.
The second reason is that in Mass Effect, I often didn't understand what a conversation choice meant, or worse, I thought it meant something, but It actually meant something else. A good example for that is when Shephard hit the reporter in Mass Effect 2...I was so surprised.
While I can't think of any solution for the first problem, I do have one for the second. Rather then describe the option with one or two word, or describe it with an attitude (Good, Badass, Evil), describe it with a short sentence. You can come and say that this is exactly what's going on in the first Dragon Age, but it's not the case. In Dragon Age: Origins, the protagantist was a muse, so short responses were appropriate. In Dragon Age 2 this will not be the case, and like Mass Effect, the protagantist may even start a short speech. It'll make it impractical to show the entire response. A description of exactly what you're going to do, like "Provoke them to a fight", "Convince him to give you a discout" or "Pretend to not bieng there" will work best for such a dialouge system in my opinion
Dragon Age 2 Mass Effect style dialouge - Problems and Solutions
Débuté par
MegaGuy1
, juil. 26 2010 12:35
#1
Posté 26 juillet 2010 - 12:35
#2
Posté 26 juillet 2010 - 12:56
How to fix / improve the dialogue wheel
Bump the thread, come on people! The more people support this idea, the bigger the chances that it'll be in DA2!
#3
Posté 26 juillet 2010 - 01:38
I don't really understand how your idea is different than what they're doing. Unless you mean how they paraphrase? They do come from the POV of Hawke (i.e. "I'm right beside you") and accompanied with an intent indicator (aggressive, angry, love, whatever).
I'm 99% sure that a different writing team is working on DA2 than ME (I know there's some difference but I don't know who did ME's writing for sure), so perhaps the paraphrasing will be more clear. I do think that the mood indicator will help a LOT. If you're going to punch someone, the icon will tell you.
I disagree about the investigate options. I think it will make dialogue a lot more user-friendly because we won't be looping back around to certain points in the conversation over and over again so we can ask certain questions. I think it's less immersive to have a conversation where you have to repeatedly tell someone to continue or circle back around to reach certain hubs in the conversation.
I'm 99% sure that a different writing team is working on DA2 than ME (I know there's some difference but I don't know who did ME's writing for sure), so perhaps the paraphrasing will be more clear. I do think that the mood indicator will help a LOT. If you're going to punch someone, the icon will tell you.
I disagree about the investigate options. I think it will make dialogue a lot more user-friendly because we won't be looping back around to certain points in the conversation over and over again so we can ask certain questions. I think it's less immersive to have a conversation where you have to repeatedly tell someone to continue or circle back around to reach certain hubs in the conversation.
Modifié par andar91, 26 juillet 2010 - 01:38 .
#4
Posté 26 juillet 2010 - 02:33
My issue with ME1 is -- I cannot tell which dialog option or mostly when it will give you paragon or renegade points. I usually want Shepard to be angry but still be paragon, so I need to be nice when it counts. But I get the impression that I am missing on paragon points here and there because I am not goody two shoes all the time.
DA2 needs to be rid of they type of confusion, perhaps the emoticon will help or maybe needs a stronger dosage, like what people are saying in the "How to fix / improve the dialogue wheel" thread (linked on post above).
DA2 needs to be rid of they type of confusion, perhaps the emoticon will help or maybe needs a stronger dosage, like what people are saying in the "How to fix / improve the dialogue wheel" thread (linked on post above).





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