Aller au contenu

Photo

So Hawke has three personalities...(after playing the demo)


162 réponses à ce sujet

#101
Guest_jln.francisco_*

Guest_jln.francisco_*
  • Guests

TriviaAeducan wrote...

Yay! DG is OT! Thanks for proper clarification!!! I shall bookmark this page....

Basically, if my PC is almost always sarcastic, the good option is still kinda sarcastic?

Or if my PC is almost always violent, even the good action sounds... erm... violent?:huh:


That's what's got me so iffy. Just because you have a 'dominant' personality doesn't mean that's the filter everything is sent through before you respond/react. You're just as capable toning it down or up depending on the situation unless you're a 'hearts on your sleeve' type.

#102
GameBoyish

GameBoyish
  • Members
  • 3 605 messages

zahra wrote...

TriviaAeducan wrote...

zahra wrote...

Heavenblade wrote...

I wish there was a "send every single person you have to my room" option. We could have a wild party and be tripping balls on blood magic.


There is like a weird mod on the nexus that has mad scenes at the Pearl, mostly all female. I looked at the pictures and ran away screaming didn't find it interesting, but just wanted to point out the option.


There's a mod with Sandal moonlighting at the Pearl:blink:


Ugh some of the mods.... I don't even.... *shudders*. One mod actually made me swear off the nexus for a month. (check out "sexualized ogres") I was like.. WUUUUTTTTTT WHY OH GOD WHY


I think we both need to get to sleep now... Malaysian time damnit...

Oh yeah, DA Nexus lmao but there's no doubt some stuff there are very awesome though...

#103
David Gaider

David Gaider
  • BioWare Employees
  • 4 514 messages

metal_dawn wrote...
Yes, this evidences that Bioware is going to pigeonhole our main character in to their assumption of the personaltiy traits their SYSTEM feels our Player character should have... Cheer away monkey.


Which is based off your choices to date-- and considering that the majority of dialogue options you select are personality choices, it's not as if you don't have plenty of room to determine how you speak to people. The difference, when it comes to action choices, is that we're not forced to have those lines delivered in a single personality always-- as it would have been in Origins (for instance). Even then, you're still choosing the action and possibly the motivation behind that action (if there's more than one).

Is that going to work for everyone? Possibly not, but then neither does voice acting, period. Since that's not up for debate, this system allows you some room to determine how you wish your character's personality to be rather than forcing you to be stoic in all situations.

#104
Guest_slimgrin_*

Guest_slimgrin_*
  • Guests

jln.francisco wrote...

I'm going to have to actually try it before making any kind of judgement. I'll have to see for myself how tone affects conversations.


^This.

But I have to ask Gaider one thing: if the writing itself properly denotes the tone, why should we need a symbol?

#105
zahra

zahra
  • Members
  • 819 messages

TriviaAeducan wrote...

zahra wrote...

TriviaAeducan wrote...

zahra wrote...

Heavenblade wrote...

I wish there was a "send every single person you have to my room" option. We could have a wild party and be tripping balls on blood magic.


There is like a weird mod on the nexus that has mad scenes at the Pearl, mostly all female. I looked at the pictures and ran away screaming didn't find it interesting, but just wanted to point out the option.


There's a mod with Sandal moonlighting at the Pearl:blink:


Ugh some of the mods.... I don't even.... *shudders*. One mod actually made me swear off the nexus for a month. (check out "sexualized ogres") I was like.. WUUUUTTTTTT WHY OH GOD WHY


I think we both need to get to sleep now... Malaysian time damnit...

Oh yeah, DA Nexus lmao but there's no doubt some stuff there are very awesome though...


Yeah, I'm about to nod off, night night Kath! See you tomorrow Malaysian time.

#106
zahra

zahra
  • Members
  • 819 messages

David Gaider wrote...

metal_dawn wrote...
Yes, this evidences that Bioware is going to pigeonhole our main character in to their assumption of the personaltiy traits their SYSTEM feels our Player character should have... Cheer away monkey.


Which is based off your choices to date-- and considering that the majority of dialogue options you select are personality choices, it's not as if you don't have plenty of room to determine how you speak to people. The difference, when it comes to action choices, is that we're not forced to have those lines delivered in a single personality always-- as it would have been in Origins (for instance). Even then, you're still choosing the action and possibly the motivation behind that action (if there's more than one).

Is that going to work for everyone? Possibly not, but then neither does voice acting, period. Since that's not up for debate, this system allows you some room to determine how you wish your character's personality to be rather than forcing you to be stoic in all situations.


I'm really sleepy, but I'd just like to point out that a lot of what Mr. Gaider is saying here has been stated in his previous posts. Kudos to him for taking the time to reassure the forum. That is all. Thanks for being so ninja.

#107
metal_dawn

metal_dawn
  • Members
  • 101 messages

David Gaider wrote...

metal_dawn wrote...
Yes, this evidences that Bioware is going to pigeonhole our main character in to their assumption of the personaltiy traits their SYSTEM feels our Player character should have... Cheer away monkey.


Which is based off your choices to date-- and considering that the majority of dialogue options you select are personality choices, it's not as if you don't have plenty of room to determine how you speak to people. The difference, when it comes to action choices, is that we're not forced to have those lines delivered in a single personality always-- as it would have been in Origins (for instance). Even then, you're still choosing the action and possibly the motivation behind that action (if there's more than one).

Is that going to work for everyone? Possibly not, but then neither does voice acting, period. Since that's not up for debate, this system allows you some room to determine how you wish your character's personality to be rather than forcing you to be stoic in all situations.


Guess I just need to get over it then.

What I can't get past is that, with a voiced PC I cannot infer my own meaning and emotional content to the phrases. Ultimately, rather than me playing the role and assigning importance to my characters speach and actions, the role and motivations are pre-defined and the game is therefore playing me.

Modifié par metal_dawn, 22 août 2010 - 05:16 .


#108
David Gaider

David Gaider
  • BioWare Employees
  • 4 514 messages

TriviaAeducan wrote...
Basically, if my PC is almost always sarcastic, the good option is still kinda sarcastic?

Or if my PC is almost always violent, even the good action sounds... erm... violent?:huh:


First, not all action choices result in a variance on the response's tone. Just when we think it's appropriate or it adds something. Secondly, it will depend on the situation. An aggressive tone may mean being curt/wanting to get right to the point or wary and cautious. The humorous tone can also be charming or simply amused by the situation. Regardless, the context is important... if something sad has just happened you're not going to be punching people in the face or inappropriately cracking wise. Just as in Origins, we writers will apply the tones to the situation as we feel it's appropriate-- the icons are there to help you.

#109
metal_dawn

metal_dawn
  • Members
  • 101 messages

David Gaider wrote...

TriviaAeducan wrote...
Basically, if my PC is almost always sarcastic, the good option is still kinda sarcastic?

Or if my PC is almost always violent, even the good action sounds... erm... violent?:huh:


First, not all action choices result in a variance on the response's tone. Just when we think it's appropriate or it adds something. Secondly, it will depend on the situation. An aggressive tone may mean being curt/wanting to get right to the point or wary and cautious. The humorous tone can also be charming or simply amused by the situation. Regardless, the context is important... if something sad has just happened you're not going to be punching people in the face or inappropriately cracking wise. Just as in Origins, we writers will apply the tones to the situation as we feel it's appropriate-- the icons are there to help you.


Unless your way of dealing with sadness is to react aggresively at the first outlet you can find. "I'm sad" but don't want to deal w/ it or the percieved weakness of being sad/having emotional attachments. *punches someone in the face* ... Better!

#110
Aradace

Aradace
  • Members
  • 4 359 messages

David Gaider wrote...

TriviaAeducan wrote...
Basically, if my PC is almost always sarcastic, the good option is still kinda sarcastic?

Or if my PC is almost always violent, even the good action sounds... erm... violent?:huh:


... if something sad has just happened you're not going to be punching people in the face ...


That depends Dave lol....If someone just killed someone close to me...Yea, Im pretty much in a face punching, boot-to-the-chest kind of mood Posted Image lol

#111
David Gaider

David Gaider
  • BioWare Employees
  • 4 514 messages

slimgrin wrote...
But I have to ask Gaider one thing: if the writing itself properly denotes the tone, why should we need a symbol?


To assist in selecting the dialogue option. You're looking at a list of short paraphrases... if we needed to illustrate in a paraphrase both intent AND tone then it would have to be incredibly blatant.

Example:

Paraphrase: "Is that all it is?" (Humorous icon)

vs.

Paraphrase: "Sounds like a giant monkey!"

They both lead to the amused voiced line "So... it's a giant space monkey? Or is there something you're not telling me?" (This line does not appear in the game, obviously.)

This also helps with actions such as those intended to be flirtatious or lead into romantic situations-- rather than forcing the player to be blatant and aggressive (to avoid a vague paraphrase) we can show the intent to the player without forcing it onto the character.

Make sense?

#112
David Gaider

David Gaider
  • BioWare Employees
  • 4 514 messages

metal_dawn wrote...
Unless your way of dealing with sadness is to react aggresively at the first outlet you can find. "I'm sad" but don't want to deal w/ it or the percieved weakness of being sad/having emotional attachments. *punches someone in the face* ... Better!


Well, sure, but again it's the situation. We're writers and we'll write whatever we think fits the scene in question. My point is that the tones don't dictate the writing any more than they did in Origins.

#113
Aradace

Aradace
  • Members
  • 4 359 messages

David Gaider wrote...

metal_dawn wrote...
Unless your way of dealing with sadness is to react aggresively at the first outlet you can find. "I'm sad" but don't want to deal w/ it or the percieved weakness of being sad/having emotional attachments. *punches someone in the face* ... Better!


.... We're writers and we'll write whatever we think fits the scene in question. ...


I wish you'd tell the people who are complaining about where they fear DA2 is going something like this....Along with the added line "...So get over it?" lol.

#114
Guest_jln.francisco_*

Guest_jln.francisco_*
  • Guests

Aradace wrote...

David Gaider wrote...

metal_dawn wrote...
Unless your way of dealing with sadness is to react aggresively at the first outlet you can find. "I'm sad" but don't want to deal w/ it or the percieved weakness of being sad/having emotional attachments. *punches someone in the face* ... Better!


.... We're writers and we'll write whatever we think fits the scene in question. ...


I wish you'd tell the people who are complaining about where they fear DA2 is going something like this....Along with the added line "...So get over it?" lol.


I can think of no better way of assuaging people's fears and concerns. With possible of exception of 'blow me' added to the end of every response.

Modifié par jln.francisco, 22 août 2010 - 05:31 .


#115
metal_dawn

metal_dawn
  • Members
  • 101 messages

David Gaider wrote...

metal_dawn wrote...
Unless your way of dealing with sadness is to react aggresively at the first outlet you can find. "I'm sad" but don't want to deal w/ it or the percieved weakness of being sad/having emotional attachments. *punches someone in the face* ... Better!


Well, sure, but again it's the situation. We're writers and we'll write whatever we think fits the scene in question. My point is that the tones don't dictate the writing any more than they did in Origins.


But that again flies in the face of the player playing the role. Ultimately it reduces player involvement and makes the experience more of a passive viewing experience than an engaging one. Anyhow, I'm done picking nits. As you've said, DA2 has a voiced PC and this will not change. DA2 is not a role playing game now, but an action adventure where you can make certain dialogue choices within the context of what the writers feel the player character should feel. I can accept that.

I'm going to make a choice to accept DA2 for what it is (as best I can) and try to enjoy it. If I get much more wrapped up in the minutia I will end up ruining the experience for myself because of my expectations.

Modifié par metal_dawn, 22 août 2010 - 05:34 .


#116
Aradace

Aradace
  • Members
  • 4 359 messages

metal_dawn wrote...

David Gaider wrote...

metal_dawn wrote...
Unless your way of dealing with sadness is to react aggresively at the first outlet you can find. "I'm sad" but don't want to deal w/ it or the percieved weakness of being sad/having emotional attachments. *punches someone in the face* ... Better!


Well, sure, but again it's the situation. We're writers and we'll write whatever we think fits the scene in question. My point is that the tones don't dictate the writing any more than they did in Origins.


But that again flies in the face of the player playing the role. Ultimately it reduces player involvement and makes the experience more of a passive viewing experience than an engaging one. Anyhow, I'm done picking nits. As you've said, DA2 has a voiced PC and this will not change. DA2 is not a role playing game now, but an action adventure where you can make certain dialogue choices within the context of what the others feel the player character should feel. I can accept that.


Good...now can we get over it and please move on? lol...This dead horse is FAR beyond bloodied and mangled.

#117
Mr Mxyzptlk

Mr Mxyzptlk
  • Members
  • 949 messages

David Gaider wrote...

slimgrin wrote...
But I have to ask Gaider one thing: if the writing itself properly denotes the tone, why should we need a symbol?


To assist in selecting the dialogue option. You're looking at a list of short paraphrases... if we needed to illustrate in a paraphrase both intent AND tone then it would have to be incredibly blatant.

Example:

Paraphrase: "Is that all it is?" (Humorous icon)

vs.

Paraphrase: "Sounds like a giant monkey!"

They both lead to the amused voiced line "So... it's a giant space monkey? Or is there something you're not telling me?" (This line does not appear in the game, obviously.)

This also helps with actions such as those intended to be flirtatious or lead into romantic situations-- rather than forcing the player to be blatant and aggressive (to avoid a vague paraphrase) we can show the intent to the player without forcing it onto the character.

Make sense?


So when we pick a line that we think is supposed to be humourous Hawke will actually say something lame instead like that gay monkey line or "wakka wakka doo"? I remember there were a lot of those moments in Alpha Protocol, Micheal Thorton tried too hard to be funny so when you picked the humourous option he would say something lame like "I had to send the guards home to get some sleep, they were being kept awake by your shirt" and I was all like "facepalm" but then the guy goes "what the **** did you say" and then Thorton replies with "ah so you cant hear me over your shirt either, no wonder you couldnt hear me sneaking into the place" and then I was all like "hah that is funny after all".

#118
Guest_JoePinasi1989_*

Guest_JoePinasi1989_*
  • Guests

metal_dawn wrote...

David Gaider wrote...

metal_dawn wrote...
Unless your way of dealing with sadness is to react aggresively at the first outlet you can find. "I'm sad" but don't want to deal w/ it or the percieved weakness of being sad/having emotional attachments. *punches someone in the face* ... Better!


Well, sure, but again it's the situation. We're writers and we'll write whatever we think fits the scene in question. My point is that the tones don't dictate the writing any more than they did in Origins.


But that again flies in the face of the player playing the role. Ultimately it reduces player involvement and makes the experience more of a passive viewing experience than an engaging one. Anyhow, I'm done picking nits. As you've said, DA2 has a voiced PC and this will not change. DA2 is not a role playing game now, but an action adventure where you can make certain dialogue choices within the context of what the others feel the player character should feel. I can accept that.


Yet another definition for an RPG. Wow... -_-

#119
Saibh

Saibh
  • Members
  • 8 071 messages

David Gaider wrote...

slimgrin wrote...
But I have to ask Gaider one thing: if the writing itself properly denotes the tone, why should we need a symbol?


To assist in selecting the dialogue option. You're looking at a list of short paraphrases... if we needed to illustrate in a paraphrase both intent AND tone then it would have to be incredibly blatant.

Example:

Paraphrase: "Is that all it is?" (Humorous icon)

vs.

Paraphrase: "Sounds like a giant monkey!"

They both lead to the amused voiced line "So... it's a giant space monkey? Or is there something you're not telling me?" (This line does not appear in the game, obviously.)

This also helps with actions such as those intended to be flirtatious or lead into romantic situations-- rather than forcing the player to be blatant and aggressive (to avoid a vague paraphrase) we can show the intent to the player without forcing it onto the character.

Make sense?


I love how you actually have to specify to us that giant space monkeys won't appear in the game, just so we don't go into meltdown or something. :lol:

#120
jackkel dragon

jackkel dragon
  • Members
  • 2 047 messages
Are there giant space hamsters?

#121
Guest_jln.francisco_*

Guest_jln.francisco_*
  • Guests

metal_dawn wrote...

David Gaider wrote...

metal_dawn wrote...
Unless your way of dealing with sadness is to react aggresively at the first outlet you can find. "I'm sad" but don't want to deal w/ it or the percieved weakness of being sad/having emotional attachments. *punches someone in the face* ... Better!


Well, sure, but again it's the situation. We're writers and we'll write whatever we think fits the scene in question. My point is that the tones don't dictate the writing any more than they did in Origins.


I'm going to make a choice to accept DA2 for what it is (as best I can) and try to enjoy it. If I get much more wrapped up in the minutia I will end up ruining the experience for myself because of my expectations.


I'll probably do the same if I pick up the game. No reason to fuss over what we want in an rpg anyway. A game can still be fun and very engaging with an entirely predetermined character and linear story. It's just that I really didn't want something like that from the DA franchise. Oh well, enjoy life's pleasures when you can and be ready to move on when you have to.

#122
DaringMoosejaw

DaringMoosejaw
  • Members
  • 1 340 messages

metal_dawn wrote...

David Gaider wrote...

metal_dawn wrote...
Unless your way of dealing with sadness is to react aggresively at the first outlet you can find. "I'm sad" but don't want to deal w/ it or the percieved weakness of being sad/having emotional attachments. *punches someone in the face* ... Better!


Well, sure, but again it's the situation. We're writers and we'll write whatever we think fits the scene in question. My point is that the tones don't dictate the writing any more than they did in Origins.


But that again flies in the face of the player playing the role. Ultimately it reduces player involvement and makes the experience more of a passive viewing experience than an engaging one. Anyhow, I'm done picking nits. As you've said, DA2 has a voiced PC and this will not change. DA2 is not a role playing game now, but an action adventure where you can make certain dialogue choices within the context of what the writers feel the player character should feel. I can accept that.

I'm going to make a choice to accept DA2 for what it is (as best I can) and try to enjoy it. If I get much more wrapped up in the minutia I will end up ruining the experience for myself because of my expectations.


Only flies in your face if you're a passive-aggressive twit, apparently. If DA2 isn't an RPG, then neither was DA:O.

#123
Guest_slimgrin_*

Guest_slimgrin_*
  • Guests

David Gaider wrote...

slimgrin wrote...
But I have to ask Gaider one thing: if the writing itself properly denotes the tone, why should we need a symbol?


To assist in selecting the dialogue option. You're looking at a list of short paraphrases... if we needed to illustrate in a paraphrase both intent AND tone then it would have to be incredibly blatant.

Example:

Paraphrase: "Is that all it is?" (Humorous icon)

vs.

Paraphrase: "Sounds like a giant monkey!"

They both lead to the amused voiced line "So... it's a giant space monkey? Or is there something you're not telling me?" (This line does not appear in the game, obviously.)

This also helps with actions such as those intended to be flirtatious or lead into romantic situations-- rather than forcing the player to be blatant and aggressive (to avoid a vague paraphrase) we can show the intent to the player without forcing it onto the character.

Make sense?


I think so. My first impression of this dialog system was that using icons was a bit of an insult to the reader.

It sounds like you guys are developing a 'personality system', one that will track Hawke's choices and consequently form his identity?

Anyhow, if the writing is good like the first game and the choices are clear ( sounds like they will be) you'll get no complaint from me.

Modifié par slimgrin, 22 août 2010 - 05:41 .


#124
Apollo Starflare

Apollo Starflare
  • Members
  • 3 096 messages

David Gaider wrote...

slimgrin wrote...
But I have to ask Gaider one thing: if the writing itself properly denotes the tone, why should we need a symbol?


To assist in selecting the dialogue option. You're looking at a list of short paraphrases... if we needed to illustrate in a paraphrase both intent AND tone then it would have to be incredibly blatant.

Example:

Paraphrase: "Is that all it is?" (Humorous icon)

vs.

Paraphrase: "Sounds like a giant monkey!"

They both lead to the amused voiced line "So... it's a giant space monkey? Or is there something you're not telling me?" (This line does not appear in the game, obviously.)

This also helps with actions such as those intended to be flirtatious or lead into romantic situations-- rather than forcing the player to be blatant and aggressive (to avoid a vague paraphrase) we can show the intent to the player without forcing it onto the character.

Make sense?


You know, I can't help but think of the 'oh crap, a pop up' line from Mass Effect 1. That was one of the paraphrases given, and a lot of people chose it hoping to hear that exact line (it would have been perfect given the context of the AI Mira's greeting). Unfortunately what Shepard actually says is: "How do I shut this thing up?" due to it actually just being the paraphrase for a renegade reply.

What you've written above seems to indicate DA2 will handle throwaway lines like this differently. almost the other way around if anything. With the paraphrase being somewhat basic but with a symbol while the reply itself takes whatever form your dominant personality requires. Basically the funny stuff is more likely to come out in dialogue rather than restricted to being something we see in a paraphase? So in the ME example using this system it would be:

What is this? (humerous icon) result: Oh crap, a pop up, how do I shut it up?

Or is that a terrible example and I've got the wrong end of the stick?

#125
David Gaider

David Gaider
  • BioWare Employees
  • 4 514 messages

Mr Mxyzptlk wrote...
So when we pick a line that we think is supposed to be humourous Hawke will actually say something lame instead like that gay monkey line or "wakka wakka doo"? I remember there were a lot of those moments in Alpha Protocol, Micheal Thorton tried too hard to be funny so when you picked the humourous option he would say something lame like "I had to send the guards home to get some sleep, they were being kept awake by your shirt" and I was all like "facepalm" but then the guy goes "what the **** did you say" and then Thorton replies with "ah so you cant hear me over your shirt either, no wonder you couldnt hear me sneaking into the place" and then I was all like "hah that is funny after all".


You are correct. This system does not have the power to transform bad writing into good writing. I'm sorry.

Clearly panic must ensue.  ;)

Modifié par David Gaider, 22 août 2010 - 05:54 .