David Gaider wrote...
tmp7704 wrote...
Just
curious, but since the whole range of available options has to be
recorded anyway, why take the direct control away from the player during
these "action" cases and force them to work through such system? You
have the icon system to indicate the tone of response so it's not like
you can't show "threaten (jokingly) and "threaten (aggressive)" as
available choices rather than just "threaten (and try to guess what
personality your Hawke has at the given moment)"
Because
if you have even two action options, that's already six entries you'd
need to display on the GUI-- which was already our limit, even with DAO.
And that ignores any questions you might want to ask, and God forbid
you might want to add a third action option or more.
I don't
think the differences between the options are as drastically different
as you seem to think. Remember that you still have the paraphrase there
to tell you what the gist of the action will be.Perhaps
i have difficulty of getting what exactly is benefit here, since i tend
to pick tone of responses on case by case basis and a system which
tries to second-guess me and presume based on (generally very much
unrelated) choices made in the past without taking into account the
targets of these previous choices, the circumstances etc.... feels
pretty much like something that's just going to get in the way and add
an extra layer between the player and the character they're supposed to
control.
And you still have the option to pick the
tone of your responses-- on the personality choices. With the action
choices you're getting your intended action and possibly motivation (if
it makes a difference)-- the dominant tone just determines how it's
expressed. So, yes, sometimes you will say "no" diplomaticaly and other
times be curt... but that's based on the choices you've made so far. The
alternative (as it was in DAO) would be to simply not have those other
choices available at all and have the choices all take one tone.
Possibly this comes with it's own problems? We'll see. But the idea is
to be more reactive to your choices instead of having you assume one
personality, which I assume is the basis of most people's concern with
the system to begin with.
David Gaider wrote...
Brockololly wrote...
As
far as determining the "dominant" personality goes, does it just sort of
keep track of the number of responses you had Hawke give using emotion
X, tally that score and which ever "tone" comes out on top, thats
Hawke's "dominant" personality?
I can tell you how it works right now, with the understanding this is a system that's subject to testing.
The
first time you pick a personality option, that's your dominant
personality. That personality can "switch" the first time you total of
any other personality exceeds that one by 1 (so if you then picked two
different personality options after the first, it would switch). Each
time it switches, the threshold you need to exceed the total by
increases by 1... to avoid a feeling of schizophrenia (though the
personalities aren't so divergent they feel like different people). So
it's not quite as simple as just tracking the highest total.IF
thats how its keeping track or determining the "dominant" personality,
maybe if it simply utilized the percentages of past response emotions to
generate a given "dominant" personality that could be more in keeping
with the player's past actions rather than simply picking one purely on
numerical supremacy?
So for example, if the player's past
choices had him at 50% angry, 20% sarcastic and 30% friendly, then for a
given moment when the "dominant" personality needs to be chosen, it
generates the personality by kind of a weighted dice roll of sorts with
the percentages affecting the outcome?
Yeah, that probably didn't make any sense...[smilie]../../../images/forum/emoticons/wizard.png[/smilie]
It makes sense, but I think it would be a little random.
The
idea, as I said, was not to have the tones be wildly divergent in their
outcomes-- so it's not as if you're unexpectedly punching Bethany in
the face with one action option and sweetly patting her on the head in
the other. This is just the tone of the option as it's written in the
paraphrase. We use the tones here when we think it adds something extra.
If we're in doubt, we default to the same "neutral" tone that DAO used.
An example: Paraphrase = "Explain yourself. Now."
This
could result in "Start talking" with an aggressive step towards the
target, "I think it's in your best interest to tell me what you did" or
maybe even "If I were you I'd be talking as fast as I could-- but maybe
that's just me?"
That's just off the top of my head... at the
same time we could just opt for the neutral "Tell me everything you
know" if we felt the tones used didn't really add anything.
On
the other hand (and this is more likely, with my example) if having the
target start talking wasn't really an action option and we wanted the
guy to explain himself anyway we could just present all three tone
options complete with their tone icons. It's a bit more elegant than the
DAO solution, from a writing standpoint (which did, actually, force you
into a set personality for the most part), with the context icons
hopefully alleviating a bit of the trepidation some people might feel
about their sense of agency.
Is that clearer? It might be
something you'd have to see for yourself, I suppose, as we've nothing to
really compare it to at this point.
David Gaider wrote...
In case you missed it in the GamePro preview (or are avoiding it due to spoilers):
"Moral choices have been refined in that visual icons of your character's
dialog choices (like showing an olive branch for peaceful replies) will
create less confusion for the context of a reply, while consistency in
your character's tone will be reflected in battle cries and non-option
speech. I don't believe I've ever heard a sarcastic battle cry before,
but if you're glib enough during normal conversation, it'll start to
come out elsewhere."
This
is another effect of your dominant personality: it will change elements
of your soundset. So if you're picking the humorous options, as the
previewer did, you're going to start cracking wise in combat (and other
places).
I'm rather excited to see how this will work out for everyone. It's something I mentioned earlier on (as in "we'll explain that later") and we'll probably go into it in more detail-- but since previewers are already commenting on it, I thought it would be worthwhile to let you guys know what we're doing. Allowing you guys the ability to establish some personality for your character, even in the context of a voiced PC, is something that we thought befitted Dragon Age.





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