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Would ME be better with dialogue problems?


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#1
TheShadowmancer

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I feel that the conversations in ME are too easy. For example you are trying to stop a turian from being convicted of murder and you are defending him in court. Then in the game you are given a red and blue option that instantly solve the situation. Is that not a bit cheap? It takes out the realism in the game and if there were not these "instant kill" options I would be  edge when talking to an important figure. So what I would want is a selection of options that force the player to think while in dialogue and think of the best options. The way the conversation system is in ME 2 does not feel like a real life flowing conversation because you are given options to revisite and the NPC will say exactly the same thing, which makes you remember you are playing a game. I played both games fearing if some options would provoke and or intimidate an alien but then I found out that conversations do not really change anything apart from the renegade and pragon options. I feel that if another system was implemented the game would feel realistic and thus improve the "Awesome space commander" experience.

#2
coinop25

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 Maybe there's something in the air today ... I started a very similar thread within only a few hours of yours.

I don't necessarily think that the best option is one that forces the player to think for longer – actually, you'd probably be even more on edge if you had to pick an answer on a timer, like in Alpha Protocol. But yeah, I agree that having the instant-win option of red/blue responses ends up taking away most of the sense of decision-making out of the dialog. This didn't bother me one bit in Mass Effect 1, as there was a gameplay cost to make those options available (i.e., sacrificing combat prowess), so there still felt like some degree of "choice." In ME2, though, I kind of felt like the only choice was between getting "good" at conversations versus indulging in some occasional variety...

#3
robtheguru

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I'd like to see situations like court cases, speaking to the council etc decided by your use of collected evidence. So say you need to prove to the council the Reapers are coming. Throughout your game you collect evidence. Then at a certain point you bring it all before the council. However as they ask questions, the way in which you answer affects their overall decision to belive you or not. So in the end, rather than one red or blue answer, you end up being offered multiple white ones, and the combination of those choices is what gives you an outcome.