This isn't a techincal reason. There's no technical reason why they needed to use the wheel.jackkel dragon wrote...
Technical reasons are stupid?
This is a UI decision, and it has potentially serious negative consequences for roleplaying.
This isn't a techincal reason. There's no technical reason why they needed to use the wheel.jackkel dragon wrote...
Technical reasons are stupid?
I was not aware of that, must remember to try it next time I go through.Sylvius the Mad wrote...
There was never so low a limit. BG expressly permitted the importing of any appropriately sized image. I have thousands of BG portraits handy right now. I'm using one as an avatar on this very forum.The Masked Rog wrote...
Same thing for 2D portraits. How can I roleplay properly if I can only select from a dozen or so appearances?
The Masked Rog wrote...
I fail to see how having a voiced protagonist makes it hard to roleplay. For me what stops roleplaying is having my character stare blankly at someone speaking to it. Same thing for 2D portraits. How can I roleplay properly if I can only select from a dozen or so appearances? That worked well for BG because the alternative was going by a sprite that was only dependent on race. Everytime I play BG I get the feeling that I've already played the character before. Not so with dragon age or mass effect, each character feels unique because of the appearance. While I wouldn't mind having more than one voice type, I think the voice allows me to roleplay the character more easily.Miobako wrote...
AmstradHero wrote...
That's not a failing of the system, nor a failure of roleplaying. It's a stylistic concern facilitating a different type of interaction within an RPG.I see the advantages of having a non-voiced system, but also see the benefits of a voiced system.
We didn't explicitly get to choose the tone of our voice for the big decisions in DAO (or almost any CRPG in existence), we had to imagine it. To argue this is "better" is personal opinion, nothing more. I even like having a non-voiced protagonist, but that doesn't mean I'll staunchly support it and declare that anything else "removes roleplaying", because that's simply not true. It's very much a case of "can't see the forest for the trees", in that you're focusing so intently on one aspect of the game that you're not looking at the whole picture.
Lastly, I also think that the complaints that ME's system is "unpredictable" are pretty much outright ridiculous. Once I had made my first "wrong" decision because I didn't know top=paragon and bottom=renegade, Shepard never reacted in a way that I didn't really expect. And none of the interrupts in ME2 did something that I wasn't expecting.
Having a voiced over PC is a critical failure of the system, you are not anymore role-playing yourself-projected-in-that-world, you are identifying yourself with someone else, you play someone who is supposed to be you, but can sentimentally express himself independently to some degree, and voice is a very basic way to identify something as someone-else, something outside of ourself.
When Neverwinters Nights 2 came out, many people were asking for a way to use 2d portraits for their characters, the problems being that they couldn't even identify with their 3d portraits, and Obsidian did patch it and made it possible.
It's all about how someone perceive role-playing, but I think it's about time that Bioware stops using the RPG label and invent something else for their games, something about the cinematic experience they are so proud of.
At worst the wheel offers the some option as Dragon Age. At best it offers more, right? Now, I think too many option kind of break the immersion because you are forced to pause and read through a big list of choices, which sometimes are different to distinguish.Sylvius the Mad wrote...
This isn't a techincal reason. There's no technical reason why they needed to use the wheel.jackkel dragon wrote...
Technical reasons are stupid?
This is a UI decision, and it has potentially serious negative consequences for roleplaying.
I see your point, and understand that to some people it can be a limitation to roleplay. I do not tend to project my voice into the game, partly because I am not a native speaker. For people who don't project their voices into the game, having one side speaking and another just standing there while you pick an option really breaks immersion. You don't seem to be cotrolling a character, but rather just picking lines of text. Different styles of play, I reckon.Miobako wrote...
The Masked Rog wrote...
I fail to see how having a voiced protagonist makes it hard to roleplay. For me what stops roleplaying is having my character stare blankly at someone speaking to it. Same thing for 2D portraits. How can I roleplay properly if I can only select from a dozen or so appearances? That worked well for BG because the alternative was going by a sprite that was only dependent on race. Everytime I play BG I get the feeling that I've already played the character before. Not so with dragon age or mass effect, each character feels unique because of the appearance. While I wouldn't mind having more than one voice type, I think the voice allows me to roleplay the character more easily.Miobako wrote...
AmstradHero wrote...
That's not a failing of the system, nor a failure of roleplaying. It's a stylistic concern facilitating a different type of interaction within an RPG.I see the advantages of having a non-voiced system, but also see the benefits of a voiced system.
We didn't explicitly get to choose the tone of our voice for the big decisions in DAO (or almost any CRPG in existence), we had to imagine it. To argue this is "better" is personal opinion, nothing more. I even like having a non-voiced protagonist, but that doesn't mean I'll staunchly support it and declare that anything else "removes roleplaying", because that's simply not true. It's very much a case of "can't see the forest for the trees", in that you're focusing so intently on one aspect of the game that you're not looking at the whole picture.
Lastly, I also think that the complaints that ME's system is "unpredictable" are pretty much outright ridiculous. Once I had made my first "wrong" decision because I didn't know top=paragon and bottom=renegade, Shepard never reacted in a way that I didn't really expect. And none of the interrupts in ME2 did something that I wasn't expecting.
Having a voiced over PC is a critical failure of the system, you are not anymore role-playing yourself-projected-in-that-world, you are identifying yourself with someone else, you play someone who is supposed to be you, but can sentimentally express himself independently to some degree, and voice is a very basic way to identify something as someone-else, something outside of ourself.
When Neverwinters Nights 2 came out, many people were asking for a way to use 2d portraits for their characters, the problems being that they couldn't even identify with their 3d portraits, and Obsidian did patch it and made it possible.
It's all about how someone perceive role-playing, but I think it's about time that Bioware stops using the RPG label and invent something else for their games, something about the cinematic experience they are so proud of.
Having a VO PC made it hard for me to role-play myself as I project myself in the game world. When the VO PC speaks,it stops to be me, it's me and some other voice I can't identify with. It's like someone else is speaking for me. It prevents me from being myself and going deeper in that experience with myself role-playing in this new world full of adventures. I want to role-play myself as I choos eto do, not some other character.
Sylvius the Mad wrote...
But at the same time, contrary steps are being taken. I want to draw attention to those, because they're not obvious.
Sylvius the Mad wrote...
But then, aribitrarily, on some choices we don't get to select tone. Why? Why do we even need the dominant tone system to select tone for us? Why not just let us select the tone ourselves? The different tones already exist in the game, so there's no development cost associated with letting us choose.
Modifié par jackkel dragon, 24 août 2010 - 11:12 .
Indirectly, yes. I think direct control would be better.RyuAzai wrote...
It is in the end the players choices which decides the tone.
No. Because the PC is voiced DA2 will necessary offer fewer choices than DAO. In DAO you could deliver a line in literally any manner you could imagine. DA2 limits you to the deliveries they record.The Masked Rog wrote...
At worst the wheel offers the some option as Dragon Age. At best it offers more, right?
No, I mean the use of the dominant tone system. If, instead, BioWare just let us choose the tone directly we'd have more control over our characters.The Interloper wrote...
If by contrary, do you mean the inherant flaws of voice acting?
That's what I'm trying to do.You can take it up with them, I guess.
Do people actually pick their responses before the other guy stops talking?As for the wheel, it's designed for the consol, plain and simple. While I agree it has weaknesses, I do think that any "pick the response before the guy stops talking" game should have some sort of set-up where you can tell what tone a response is by the position.
True, but if they'd just gone with the tone selection and skipped the dominant personality system it would be even better.jackkel dragon wrote...
DA2 has been decided to be a fully-voiced game, so BioWare has created the tone and dominant personality system so that the players have more control over the protagonist than most voiced games.
Miobako wrote...
Having a voiced over PC is a critical failure of the system, you are not anymore role-playing yourself-projected-in-that-world, you are identifying yourself with someone else, you play someone who is supposed to be you, but can sentimentally express himself independently to some degree, and voice is a very basic way to identify something as someone-else, something outside of ourself.
When Neverwinters Nights 2 came out, many people were asking for a way to use 2d portraits for their characters, the problems being that they couldn't even identify with their 3d portraits, and Obsidian did patch it and made it possible.
It's all about how someone perceive role-playing, but I think it's about time that Bioware stops using the RPG label and invent something else for their games, something about the cinematic experience they are so proud of.
Modifié par In Exile, 25 août 2010 - 12:44 .
Modifié par Riona45, 25 août 2010 - 12:53 .
In Exile wrote...
The oft-quoted reply to this is that the other character can simply be dramatically socially incapable and constantly misunderstands you, but to me that is just an empty rationalization.
Riona45 wrote...
I agree. If that scenario played out in real life, you could correct the person who misunderstood you. In RPGs, you usually cannot.
Sylvius the Mad wrote...
True, but if they'd just gone with the tone selection and skipped the dominant personality system it would be even better.
This is my point.
The in-game characters misunderstand me far less often than that, but even so you have a far different experience of the real world than I do.In Exile wrote...
Not only that, but no one misunderstands you half the time.
Sylvius the Mad wrote...
The in-game characters misunderstand me far less often than that, but even so you have a far different experience of the real world than I do.
Modifié par Sylvius the Mad, 25 août 2010 - 03:35 .
Sylvius the Mad wrote...
In the real world I often say things straight just to see how people take them. That way I let them drive the conversation (something I'd rather not do myself). Playing DAO (or KotOR, or BG) works exactly like that.
Modifié par Riona45, 25 août 2010 - 03:38 .
Sylvius the Mad wrote...
In the real world I often say things straight just to see how people take them. That way I let them drive the conversation (something I'd rather not do myself).
I'm not forcing them to do anything. I'm giving them a remark that has clear denotative meaning. What they do with it is up to them.In Exile wrote...
Wait, you intentionally make the conversation confusing and force people to read into what you're doing? That might explain your experience of misunderstandings.
Modifié par Sylvius the Mad, 25 août 2010 - 04:08 .
Yes.Riona45 wrote...
You've spoken on this topic before, and you've mentioned how you act in real life. Fair enough, but if you don't see why other people would play the game differently, doesn't that make you not so different from those who hold the position you seem to be arguing against? For example, just because you would choose never to correct those who misunderstand you doesn't mean the option shouldn't be there for those who would use it.
Sylvius the Mad wrote...
As it happens, you'd have less need to correct these misunderstandings if you were allowed to choose your character's tone directly rather than relying on the dominant tone system.
Yes, for the most part.Riona45 wrote...
DA2 does let you choose your tone though, for the most part.
Sylvius the Mad wrote...
Yes, for the most part.
I think we should get to do it all of the time, not just most of the time.