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A dissenting opinion from a disappointed dragon age fan


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#126
Meltemph

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So, when making points about DA2 I don't think people have necessarily tabletop D&D in mind.




I'm specifically talking about VO's and the "my character" effect. The idea, to me that the character is yours, is only partially true, since you are always limited to what they want.



Wanting different gameplay mechanics, is not really what I mean.

#127
Meltemph

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Neverwinter Nights multiplayer with a DM has the ability to come as close as you can to table top DnD.


Yes, that is true, but then it is completely unlike that of a DA. Where the story is controlled by a constant DM. DAO's main engine, is its story/world. NWN's system allowed for a more accurate play through, but that is because you had the ability to, essentially, do anything you wanted with your character(and even still a LOT of the skills and feats in D&D could not be translated properly to the games).

Modifié par Meltemph, 08 octobre 2010 - 04:56 .


#128
Lyssistr

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Meltemph wrote...

So, when making points about DA2 I don't think people have necessarily tabletop D&D in mind.


I'm specifically talking about VO's and the "my character" effect. The idea, to me that the character is yours, is only partially true, since you are always limited to what they want.

Wanting different gameplay mechanics, is not really what I mean.


ok then I'm with you. I like VO on protagonist, not that I mind variety and seeing games without a VO'd protagonist that have different racial backgrounds that matter like origins did, but overall I'd rather have most games with a protagonist VO'ed.

 People say that its a dumb down in cRPGS but it really isn't. In BG/BG II your race had little to no impact at all. Of course they implemented everything, as everything stayed 99.99% same throughout the game irrespective of the race. 

 TLDR: I  agree it's not worth spending assets to get VO for all possible backgrounds but a game now and then a'la origins (which was really a novelty DAO introduced in single player RPGs) is also welcome. 

#129
MerinTB

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Meltemph wrote...

 

Why make a movie of a comic or book or game?  Why make a comic of a tv show or game or movie?  Etc.


Because they can be done, by making very substantial changes to the content and also, because books(comics) and theatrical(moves, plays, theater) translates back and forth really well.



Really?  Because, let me tell you, a good novel has to have so much cut out to be a 2 hour long movie it is ridiculous.

Comic books and movies and novels are often translated back and forth (as are games - how many "movie" games are there that basically tell the movie story with action sequences that you get to play), but that doesn't mean it's easy.

You really are disconnected from what goes into such translations if you find it "easy" - let me tell you that converting a movie SCRIPT to a comic book SCRIPT is a pretty major undertaking of writing.  And that's just script to script.

I was giving an example which I really don't want to puruse as you'll will try to prove the analogy false, but...

many people will disagree with you about it being fine to make books into movies (well, at least when it comes to their favorite novels.)

However, trying to make CRPG's play like table top, at least currently, can not be done.  Anyone who has played table top should now this.  The limitations just do not allow the proper mechanics.  I would argue that the only current genre that can get close to it, is an MMO, but even then it still has its limits, with character control.


I 100% disagree.  My personal experience has been that about half the time I table-top I am frustrated with distractions, with how long it takes to get anything done, how off-topic people get, how STUPID some players act all the time, the limits on how much I can get to do and how often I (or my character) gets ignored because the DM can't focus on multiple people at the same time...
whereas if I get a good game like, say, IWD, I make my RPG party using D&D 2nd Ed rules - and I go out on an adventure with my party, exactly like how smoothly (and fast) I'd wish the table-top experience would go.

It comes down to WHAT about table-top gaming are you saying you can't get with a cRPG?

A group of players working together?  Try almost any MMO.  Get five friends and fire up BG2.
A group of players working together against a DM?  Try playing NWN in a persistant world.
Rules mechanics?  Try playing ToEE or any of the Infinity Engine games - they are by far more true to the rules than they change the rules.

What, exactly, are you saying the game can't emulate?
The ability to BE your own character?  Have you played V:TM-B?  Or DA:O more than once with a different personality (and origin) in mind, because I certainly played 4 very different characters who reacted to situations and had situations react to them FAR BETTER than any table-top campaign I've ever played in - and I've played for many years, in many places, with many different groups of players and DM's and such.

What experience, exactly, are you saying that cRPG's can't copy from the table-top game? 
Sitting around a table with a bunch of friends playing the same game together?  Heck, you can get that with Halo.

All I really see missing, all that I see that the cRPG is more or less poorly designed to handle, is the slowness, tedium, physically rolling of dice... but, again, you can get a lot of that if you get 5 friends together to try playing BG2 toegether (well, maybe not the dice rolling... though you could roll for who gets to be the speaking role)...

I mean, unless your RL RPG experiences are all the overly dramatic "improv acting" style gaming groups, where the stats and rules and dice don't matter - then, yes, the cRPG would have to incoporate more Skype and less rules, and just set up to be a set of tools to transmit images, sounds and... no, you know what, a cRPG could be designed to do this, too.

All I can think of is that the act of there being a computer and pre-designed software strikes you as the problem.
If so, you've never played with a DM running a pre-packaged module and pre-genned characters (like D&D Encounters)
and you're gaming groups are different than mine, where there's always at least 3 people (me often one of them) with laptops open during gaming to help with gaming (character sheets, dice rollers, note taking, PDFs of rules books...)

---

The whole common wisdom of "cRPG's can't emulate the table-top experience" is a fallacy based on presumptions of the speaker as comparing what THEY consider "important" to the table-top experience as compared to a selective presentation of certain cRPGs that don't provide those options.

Now, to be absolutely fair...
if you mean this specific example: "Single-player, story-heavy, mostly linear cRPGs can never offer the same experience as sitting at a table with a bunch of friends and a DM who constructs the adventure on the fly based on where the players want to go and do" then, yes, you are absolutely right.
And you are constructing a very specific scenario.

cRPGs emulate table-top games VERY WELL.  With NWN's online component (and similar game multi-player options) you get very, very close to them being exactly the same thing.

#130
GulfWarVet

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www.criticalgamer.co.uk/2010/10/08/dragon-age-ii-at-eurogamer-expo/ 

Report from Eurogamer expo in the uk from last weekend.

take from it what you will.

#131
FedericoV

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Brockololly wrote...
Frequently, my character will say something which I  categorically had no intention whatsoever for them to say, in a way  which just doesn’t suit the character I’m trying to be. I’ve been forced to choose from a small selection of directions which are compromised  abstractions, the result being frustration with my character and the  game.


It happens even with silent protagonist, since you're not in the mind of the writer.

I’ve got to listen to the mouthy bugger, and if I skip this I have no idea what he’s just said because of the limitations of the  aforementioned abstractions which are representative only of my  character’s initial response and not the entirety of the rambling speech he then goes on to make.


Help me: I fail to understsand the logic of the argument. He's saying that voice over is bad because you have to listen to it? Lol.

I am my character (right?), so why do they do things and  say things which I have little control over, and know a whole bunch of  stuff which I don’t? I mean, I’m meant to be them, but I’m having it  rammed down my throat that I’m quite clearly not them. They are  themselves more than I am them. If that’s what I was looking for I’d  watch a film, a really good film that has a century-long legacy of  perfecting this kind of storytelling.


No, he is not right. You are (at best) your interpretation of a Bioware charachter written by a Bioware writer. Just like a "make your own adventure" book game. And even with a list of written dialogue paths, you suffer the same kind of limitations. Only... you suffer in silence. 

In summary - why give me a choice, the illusion of control, only to immediately remind me who's really in charge? I don't get this  kind of frustration, certainly not to the same degree, playing a game  with purely linear cutscenes.


Because it's an illusion that costs a lot in term of storytelling and visual rapresentation of the game without giving you anything in return in terms of freedom.

Having read all the options, considered whether it fits with the character you have established and any potential outcomes, there is no  need for you to hear your character speak this information out loud  again (a trap fallen in to by earlier games, such as Ion Storm’s Deus Ex) because you’ve already just “heard” it in your head when reading it. And so, the act of clicking replaces the act of speaking.


I really don't get that "reading in your head thing". They are called VIDEOgames for a reason. If I want to read in my head, a book is a better form of entarteinment. And as I've said before, I do not believe that written choices are more complete (since they cause misunderstand too if they are not unreadable wall of text). Quite the opposite: I remember getting lost many times reading Torment dialogues...

The other points are mostly semanthic. At the end, it's a matter of tastes (and habit me thinks). I respect a person who prefer silent protagonist because he like it that way and he prefers the old school feel of the silent hero. But there is no way to prove with arguments that it's a better approach "a priori" or that voice over has some inherent flaw that the silent system is missing.

Modifié par FedericoV, 08 octobre 2010 - 05:44 .


#132
Sylvius the Mad

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AmstradHero wrote...

Because that's all we have to go on.

We also have the PC's intent.  I mean, you picked that line for a reason, didn't you?

 Just like with Leliana's response to the player calling her silly. If we actually delivered that line in a serious tone telling her we thought she was stupid, then she would react accordingly.

Would she?  How do you know that?

She doesn't, so we obviously haven't delivered the line in this fashion.

If you say something to someone, and that person misunderstands you, do you automatically assume that you said it wrong?
 
I know I don't.  So why would my character?

Yes, there are some lines in which you can leave the delivery open to some interpretation, but there are some where you cannot because of the strong reaction of the NPC involved. Unless of course you want to have them act completely out of character for the occasional line of dialogue.

It's not for me to determine what is out of character for an NPC.  Presumably everything they do is "in-character", given that they are pre-written characters.

#133
Addai

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Meltemph wrote...

The argument against a voiced protagonist is always of that it is , "my" character, in essence, wanting a D&D table-top experience, with the developer being the DM... And honestly, I just don't get it.  When tabletop D&D never, to me, is done correctly in videogames, and I also don't understand how you feel the character is yours, when your choices are so limited versus tabletop.

Because there's a spectrum, and I'd rather be going in the direction of choice and player agency than the other way.

Plus I just find protagonist VO really, really annoying.  Time-consuming, unnecessary, intrusive and takes game resources away which IMO are better spent elsewhere.

#134
TimelordDC

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FedericoV wrote...

Brockololly wrote...
Frequently, my character will say something which I  categorically had no intention whatsoever for them to say, in a way  which just doesn’t suit the character I’m trying to be. I’ve been forced to choose from a small selection of directions which are compromised  abstractions, the result being frustration with my character and the  game.


It happens even with silent protagonist, since you're not in the mind of the writer.

Wrong. You have read the complete sentences available to you. Not just 2-3 word phrases.

FedericoV wrote...

Brockololly wrote...
I’ve got to listen to the mouthy bugger, and if I skip this I have no idea what he’s just said because of the limitations of the  aforementioned abstractions which are representative only of my  character’s initial response and not the entirety of the rambling speech he then goes on to make.


Help me: I fail to understsand the logic of the argument. He's saying that voice over is bad because you have to listen to it? Lol.

Actually, yes. Voice actors aren't always good. Plus, you need the ability to read what is being said if you are playing on mute or low volume (which I do a lot). That means turning on subtitles -> so the written word is already in the game -> why not show it initially itself? What's the point of those phrases?
And if subtitles are not there, I don't know....that will be an incredibly stupid decision.

FedericoV wrote...

Brockololly wrote...
In summary - why give me a choice, the illusion of control, only to immediately remind me who's really in charge? I don't get this  kind of frustration, certainly not to the same degree, playing a game  with purely linear cutscenes.


Because it's an illusion that costs a lot in term of storytelling and visual rapresentation of the game without giving you anything in return in terms of freedom.


Lol. Are you serious? Getting protagonist VO will likely cost more and take much more time than adding in lines for dialogue. As I said before, said lines should already be present in written form for subtitles...

#135
Meltemph

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MerinTB wrote...

Meltemph wrote...

 

Why make a movie of a comic or book or game?  Why make a comic of a tv show or game or movie?  Etc.


Because they can be done, by making very substantial changes to the content and also, because books(comics) and theatrical(moves, plays, theater) translates back and forth really well.



Really?  Because, let me tell you, a good novel has to have so much cut out to be a 2 hour long movie it is ridiculous.

Comic books and movies and novels are often translated back and forth (as are games - how many "movie" games are there that basically tell the movie story with action sequences that you get to play), but that doesn't mean it's easy.

You really are disconnected from what goes into such translations if you find it "easy" - let me tell you that converting a movie SCRIPT to a comic book SCRIPT is a pretty major undertaking of writing.  And that's just script to script.

I was giving an example which I really don't want to puruse as you'll will try to prove the analogy false, but...

many people will disagree with you about it being fine to make books into movies (well, at least when it comes to their favorite novels.)

However, trying to make CRPG's play like table top, at least currently, can not be done.  Anyone who has played table top should now this.  The limitations just do not allow the proper mechanics.  I would argue that the only current genre that can get close to it, is an MMO, but even then it still has its limits, with character control.


I 100% disagree.  My personal experience has been that about half the time I table-top I am frustrated with distractions, with how long it takes to get anything done, how off-topic people get, how STUPID some players act all the time, the limits on how much I can get to do and how often I (or my character) gets ignored because the DM can't focus on multiple people at the same time...
whereas if I get a good game like, say, IWD, I make my RPG party using D&D 2nd Ed rules - and I go out on an adventure with my party, exactly like how smoothly (and fast) I'd wish the table-top experience would go.

It comes down to WHAT about table-top gaming are you saying you can't get with a cRPG?

A group of players working together?  Try almost any MMO.  Get five friends and fire up BG2.
A group of players working together against a DM?  Try playing NWN in a persistant world.
Rules mechanics?  Try playing ToEE or any of the Infinity Engine games - they are by far more true to the rules than they change the rules.

What, exactly, are you saying the game can't emulate?
The ability to BE your own character?  Have you played V:TM-B?  Or DA:O more than once with a different personality (and origin) in mind, because I certainly played 4 very different characters who reacted to situations and had situations react to them FAR BETTER than any table-top campaign I've ever played in - and I've played for many years, in many places, with many different groups of players and DM's and such.

What experience, exactly, are you saying that cRPG's can't copy from the table-top game? 
Sitting around a table with a bunch of friends playing the same game together?  Heck, you can get that with Halo.

All I really see missing, all that I see that the cRPG is more or less poorly designed to handle, is the slowness, tedium, physically rolling of dice... but, again, you can get a lot of that if you get 5 friends together to try playing BG2 toegether (well, maybe not the dice rolling... though you could roll for who gets to be the speaking role)...

I mean, unless your RL RPG experiences are all the overly dramatic "improv acting" style gaming groups, where the stats and rules and dice don't matter - then, yes, the cRPG would have to incoporate more Skype and less rules, and just set up to be a set of tools to transmit images, sounds and... no, you know what, a cRPG could be designed to do this, too.

All I can think of is that the act of there being a computer and pre-designed software strikes you as the problem.
If so, you've never played with a DM running a pre-packaged module and pre-genned characters (like D&D Encounters)
and you're gaming groups are different than mine, where there's always at least 3 people (me often one of them) with laptops open during gaming to help with gaming (character sheets, dice rollers, note taking, PDFs of rules books...)

---

The whole common wisdom of "cRPG's can't emulate the table-top experience" is a fallacy based on presumptions of the speaker as comparing what THEY consider "important" to the table-top experience as compared to a selective presentation of certain cRPGs that don't provide those options.

Now, to be absolutely fair...
if you mean this specific example: "Single-player, story-heavy, mostly linear cRPGs can never offer the same experience as sitting at a table with a bunch of friends and a DM who constructs the adventure on the fly based on where the players want to go and do" then, yes, you are absolutely right.
And you are constructing a very specific scenario.

cRPGs emulate table-top games VERY WELL.  With NWN's online component (and similar game multi-player options) you get very, very close to them being exactly the same thing.


I was going to respond with a point by point disagreement... but then I realized that I'm just arguing perspective.  I understand your point completely, and, I'm obviously not explaining myself good because you are missing what I'm trying to say.

So, I'll just say, I, personally do not feel I have enough control in games "LIKE" BG/DA/BG2 or ect for the character to actually feel truly mine, with only my perspective on the character.

#136
Sylvius the Mad

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In Exile wrote...

I played around with a 2-handed warrior on a speed-run recently. I use to think they were absolute garbage. They're really not. They just need to be buffed right and have the right specs, i.e. a full on strength dump. Some of their abilities that hit twice are absolutely devastating.

The negative reactions to the 2H in DAO were based, I think, not on how effective the build was, but on how effective it looked and felt to play (which is, of course, an idiotic way to make decisions).  The 2H warrior in DAO played very differently from the others, and was very differently effective.  It was like a whole new class.

Maverick827 wrote...

The silent, passive protagonist is a construct of the past's limited technology, not a specifically chosen narrative technique. By and large a voiced character, who can take the center stage and actually act as a protagonist, is simply a better way to tell a story.

If you happened upon Tolkien working on a rough draft of Lord of the Rings using the first person voice, you would undoubtedly say to him "You know, you might want to look into third person omniscient, it's probably a better storytelling method for what you're trying to do."

And if all these games did was tell a story at us without requiring our participation at all (like a book or movie) then that comparison would actually be relevant.

But that's not the case.

In Exile wrote...

VO makes a different kind of protagonist possible.

And it also makes almost every protagonist not specifically imagined by the writers impossible.

(iii) third option I can't recall (lol)

Why are you laughing at that option?  That's a terrific dodge if you don't want to talk about it (because you're too emotional) or want to keep it secret (because you don't trust the King not to have been in on Howe's plan).

#137
In Exile

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Kilshrek wrote...
Well yes, but I did ask how did it make a game immediately better? Like you said, there is a trade off involved. I am only saying that some people like the silent protagonist, and some people don't.


I think in a game, a passive hero is bad. While you can have a very powerful and brilliant narrative around a side-kick, I think a game that casts you in this light effectively fails to convey a compelling story.

In essence, it is about empowering the player. I believe the absence of VO drastically reduces the ability of the player to be part of the world, when the NPCs have VO. It makes the game less reactive, it makes the PC static, and it foregrounds the other characters as opposed to the PC in dramatic scenes.

But in response to your meeting Cailan scene, Cailan responds to the dialogue options you pick. In terms of the scene playing out of course your character seems like a mere prop but the responses from Cailan and Duncan are to your choices.


Right, but they drive the scene. Your character is the background, not the foreground. I think a video-game needs the player to be in the foreground.

For example when Duncan suggests you move on, picking the "A hot meal first would be nice" option gets you a chuckle and a response. None of the other options do. Would it be any weaker than if the PC had a dialogue wheel option saying "I'm hungry" and then hearing "A hot meal first would be nice"?


Yes, because it is not about how the PC says it so much as it is how the PC is constructed as part of the scene.

In terms of interactivity between characters I imagine a voiced character and Duncan would make it a more cinematic sort of experience where the player is involved in an interactive film, but like I said earlier, this isn't what everyone wants in their RPGs. I personally sit on the fence, I have no disagreement with either way of presenting the character but I do dislike the way the silent protagonist is immediately seen as a weak form of story telling.


It is not that I want a cinematic experience. I would be fine with no VO in the game at all. My problem is with a game that has already surrended abstraction to dramatic presentation. Everything but the PC is choreographed and well-structured, so the absence of VO forces the PC into the background. And that makes for a poor game.

With VO, you can have a PC that is either in the background or foreground; the design does not by its nature force the PC into the foreground. But the absence of PC VO combined with NPC VO does force you to be in the background. Hence I think it is an inferior design.


@ Brockolloly

Having read all
the options, considered whether it fits with the character you have
established and any potential outcomes, there is no  need for you to
hear your character speak this information out loud  again (a trap
fallen in to by earlier games, such as Ion Storm’s Deus Ex) because you’ve already just
“heard” it in your head when reading it. And so, the act of clicking
replaces the act of speaking.

[/list]I believe this may just be an idiosyncracy on my part, but I cannot read voices. I have a universal narrator voice for everything I read. I have a hard time describing this, but the best way I can put it is that when I read, I have only one voice: mine, and this is a voice that has no dramatic force.

So when I read a line, I did not "hear" it. I had it dictated to me by the same voice that reads the back label on a milk bag.

The experience
becomes less about communicating information via voice, and more about
communicating via the written word. This  opens the door to a whole new
world of immersive experiences that voice  and dialogue can never get
even remotely close to. You can certainly get quite close using sound
and the moving image, with judicious use of  voice, but you will never
have the time or a big enough team to realise  this in a game the size
and scope of Dragon Age.

[/list]Unless you're me, apparently, in which case it forces you to listen to the same try inner voice you have for everything.

I really wish I could experience how other people read. It has to be more dramatic or exciting than my way.

#138
In Exile

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[quote]Sylvius the Mad wrote...

And it also makes almost every protagonist not specifically imagined by the writers impossible. [/quote]

We disagree whether this is ever possible. I contend that independent of VO, it is never possible to play a character not specifically imagined by the writers.

[quote[Why are you laughing at that option?  That's a terrific dodge if you don't want to talk about it (because you're too emotional) or want to keep it secret (because you don't trust the King not to have been in on Howe's plan).[/quote]

Oh, I wasn't. I meat, I actually couldn't recall the third option and (since it was late at night) found it a little funny that I was writing: (iii) I forgot, when I had just said I would be paraphrasing it. I think it made a lot more sense in my head at 2:00 am yesterday that it does to anyone else reading it.

#139
Sir Ulrich Von Lichenstien

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Addai67 wrote...

Meltemph wrote...

The argument against a voiced protagonist is always of that it is , "my" character, in essence, wanting a D&D table-top experience, with the developer being the DM... And honestly, I just don't get it.  When tabletop D&D never, to me, is done correctly in videogames, and I also don't understand how you feel the character is yours, when your choices are so limited versus tabletop.

Because there's a spectrum, and I'd rather be going in the direction of choice and player agency than the other way.

Plus I just find protagonist VO really, really annoying.  Time-consuming, unnecessary, intrusive and takes game resources away which IMO are better spent elsewhere.


Thanks for the laugh, your post is totally hysterical.

I mean... by your argument surely you should be saying that NO character should be voiced, because surely even NPCs voiced would be time-consuming, unnecessary, intrusive and taking game resources away that could be better spent elsewhere.

Let's take games back to the dawn of when movies were first made and have everything silent other than some simple piano music played to give emphasis to the scenes shown.

/Sarcasm

I really don't understand people that whine about VO leads. Even with silent lead characters when it comes to games like DAO, KotOR, BG etc... you are still limited in what you say due to the limited number of 'options' given to you. I can't quite recall what the maximum number of lines/sentence there was in DAO, but I distinctly remember a good majority of them being about 4 (not counting the ones when your getting information from people). So if a good majority of DA2 conversations has the alleged 3 on the right and investigate on the left then that pretty much sounds the same as was there before.

As someone else has pointed out, despite some silly claims to debunk the theory, there was tone in a good portion of the sentences said by the lead in DAO. Hence why the NPCs gave responses the way they did in reply to what was said. Hell if I recall correctly some people complained about the lack of choices available in DAO when speaking to people on some things. The fact is voiced or not voiced, there is ALWAYS going to be limitations on what potential things we can say in conversations in such games. Whether someone is voiced or not bears nothing with regards to this.

#140
Addai

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Because there are always going to be some limitations, more limitations is better. I like that logic. Stick to snark, you appear to be better at it.

#141
FedericoV

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TimelordDC wrote...


Wrong. You have read the complete sentences available to you. Not just 2-3 word phrases.


And you have still to interpret them since it's not a functional writing but an artistical/gamey one and you do not know what the writer means but only guess. There is no way to proove that is more complete or clear. You can feel it's like that but in my opinion is all about taste and habit, wich is cool of course but not a topic where you can reach anything objective. Look, in one of my aborted attempt to play DA:O for the second time, I metagamed some dialogue and the way to reach the best optimal outcome in term of approval, choosing the best dialogue choices at every choke point, was misterious at best. Moreover, in your opinion, is more clear/complete ME2's dialogue system or Torment's one?

FedericoV wrote...

Help me: I fail to understsand the logic of the argument. He's saying that voice over is bad because you have to listen to it? Lol.

Actually, yes. Voice actors aren't always good.


That's not the point. Even game writers aren't allways Cormac McCarthy and it's annoyng as hell as well.

Plus, you need the ability to read what is being said if you are playing on mute or low volume (which I do a lot).


You can't blame the game if you're not using it as it was supposed to be used.


That means turning on subtitles -> so the written word is already in the game -> why not show it initially itself? What's the point of those phrases?
And if subtitles are not there, I don't know....that will be an incredibly stupid decision.


Maybe because subs are there for deaf persons or for people who do not understand the language of the game? Mind, just a guess...

FedericoV wrote...
Because it's an illusion that costs a lot in term of storytelling and visual rapresentation of the game without giving you anything in return in terms of freedom.


Lol. Are you serious? Getting protagonist VO will likely cost more and take much more time than adding in lines for dialogue. As I said before, said lines should already be present in written form for subtitles...


Lol what... have you actually try to understand what I was talking about? I was talking about the tools that suite best videogame's storytelling and not about development costs. Every feature in a game have cost and return and maybe Bioware is better than us in doing the math since they are professional dev with a successfull story on their back. Bioware for DA2 thinks that is better to invest those money in VO protagonist than (say) origins. Critical and commercial success of the game will estabilish if it was a smart move to make or not.

Modifié par FedericoV, 08 octobre 2010 - 07:11 .


#142
Sylvius the Mad

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In Exile wrote...

We disagree whether this is ever possible. I contend that independent of VO, it is never possible to play a character not specifically imagined by the writers.

That other people manage to do it isn't evidence worth considering?
 
If I can justify every dialogue selection, haven't I played that character?

#143
Sylvius the Mad

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Sir Ulrich Von Lichenstien wrote...

As someone else has pointed out, despite some silly claims to debunk the theory, there was tone in a good portion of the sentences said by the lead in DAO.

Those "silly claims" had actual justification behind them.  They're not going away just because you call them names.

#144
J-Reyno

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Maverick827 wrote...

The silent, passive protagonist is a construct of the past's limited technology, not a specifically chosen narrative technique. By and large a voiced character, who can take the center stage and actually act as a protagonist, is simply a better way to tell a story.


That isn't an entirely objective statement.  There is a tradeoff between having a voiced character and a silent one.  It depends on what one values more.  It will vary from person to person but it isn't something you can say applies universally or is a fact.  Well you can say that,but it isn't true.

#145
Addai

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Reyno411 wrote...

Maverick827 wrote...

The silent, passive protagonist is a construct of the past's limited technology, not a specifically chosen narrative technique. By and large a voiced character, who can take the center stage and actually act as a protagonist, is simply a better way to tell a story.


That isn't an entirely objective statement.  There is a tradeoff between having a voiced character and a silent one.  It depends on what one values more.  It will vary from person to person but it isn't something you can say applies universally or is a fact.  Well you can say that,but it isn't true.

+1 and don't you love people who a) assert their preferences as the way things just ought to be done and B) apparently think anything new is better just because it's new.

#146
sonlockdon

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im renaming this game dragon age: the land of ninja assassins

#147
Meltemph

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I think the tones are evident of the actions based on the dialog, personally. If there are very specific actions that MUST take place, then to me, that is more important then anything you can translate from the wordage.

There are too many spots in DAO(and many others) where if I interjected my own personality or motive the actions followed up by the PC just doesn't fit. For a very simple instance, no matter what motives or personality you give your dwarf commoner he MUST take the place of the Noble to fight in the ring. Which leaves 0 room for any type of personality that would not do it.

There are to many situations, like those, that force me to accept that the writing as specific actions in mind that give you obvious meaning to certain reaction dialog. Some people may be able to ignore it, but that seems more like form of psychosis that I just can't do, I can't remove myself from reality that much.

Modifié par Meltemph, 08 octobre 2010 - 07:21 .


#148
Sylvius the Mad

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Meltemph wrote...

I think the tones are evident of the actions based on the dialog, personally. If there are very specific actions that MUST take place, then to me, that is more important then anything you can translate from the wordage.

There are too many spots in DAO(and many others) where if I interjected my own personality or motive the actions followed up by the PC just doesn't fit. For a very simple instance, no matter what motives or personality you give your dwarf commoner he MUST take the place of the Noble to fight in the ring. Which leaves 0 room for any type of personality that would not do it.

There are to many situations, like those, that force me to accept that the writing as specific actions in mind that give you obvious meaning to certain reaction dialog. Some people may be able to ignore it, but that seems more like form of psychosis that I just can't do, I can't remove myself from reality that much.

You're going about it entirely backward.  For the tones to work with the PC at all, they need to known to the player before he chooses the line.

With a silent PC (or with ME), those tones were never knowable in advance, so they can't have been relevant to the selection.

#149
TimelordDC

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So, you are telling me that in an RPG, whose basic definition is that the player gets to dictate the role of the player to a certain extent, not knowing what your character is going to say helps the story-telling?

I think you are not getting the distinction between the plot of the game (which you cannot change to any significant degree) and the story - which is driven by the player's character and how he reacts/influences events/other people.



Subtitles are there for a lot of reasons...maybe some folks need to be on call while playing games too. On call includes work, kids, wife, anything. Fact is, subtitles are already written. What the VO actors are going to speak is already written. Just give those of us who don't want VO an option to turn on subtitles and remove VO.



I also think investing in game length and story is better than investing in VO but as you said, it is Bioware's (or EA's) decision. I certainly don't have to think it is a good thing though.

#150
Meltemph

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You're going about it entirely backward. For the tones to work with the PC at all, they need to known to the player before he chooses the line.

With a silent PC (or with ME), those tones were never knowable in advance, so they can't have been relevant to the selection.


But if I create a certain character and I have in my head a very specific type of personality, and then the actions go AGAINST what I would normally dictate my personality would do, then I would have to assume that there are some implied tones or meaning behind the dialog. Which means the NPC's can only truly react to those unknown tones and the only real way around that is justifying to myself actions I would have never taken given the tones and responses I have in my head.

So for you, perhaps, every action in the game in DAO represented the tones you had in the game.  However, for me there were plenty of times I thought to myself that, if I was that character, there are just some things I wouldnt say or do. And then you have reactions from NPC's, where if I interjected my own tone, so to speak, those reactions make 0 sense, to the point of breaking my character.

Modifié par Meltemph, 08 octobre 2010 - 07:36 .