Upsettingshorts wrote...
Once you voice the protagonist and the person theyre talking to, it's become a simulated conversation and no longer talking head theater. I like the dialogue wheel and its paraphrasing a lot - and think the addition of visual cues about tone is a great step forward - because it accomplishes a conversational feel. If I know what my character is precisely going to say before he says it, it feels like he or she is repeating themselves as I've been exposed to the line twice. I want to hear or read it once.
That's where we sit, as well. I don't doubt there's people who are stuck on the necessity of knowing
exactly what they're going to say, but for us we just can't get around the fact that the player actually reads the line in their heads before they hear it spoken out loud-- so, for them, it's repetition.
This is the same reason why we have rules about what can go in the paraphrase as opposed to the actual line. We avoid things like repeating words and phrases between the paraphrase and the actual line, and making it so that the actual line logically follows the paraphrase and if they had both been spoken out loud they could go together logically
(ie. paraphrase "What do you mean?" with actual line "I thought everyone avoided this part of town." The actual line works fine on its own, but had both been spoken out loud they would flow together naturally.)
Does this mean it's objectively better? No, of course not. There's pros and cons for every system, and no matter what you do you're giving up something in order to get something else. In this case, however, we felt the benefit of more cinemetic conversation was worth the added ambiguity-- and hopefully the icons help ameliorate that.
Upsettingshorts wrote...
Yeah, but then there's that whole
thing about how every time a forumite calls for a toggle a developer
kicks a puppy in the face. Which you either have to take as an honest
representation of how difficult it would be to implement, or choose to
view as just an excuse for not doing it. I tend to believe them when
they say it isn't that simple.
It's "punts a kitten through a plate glass window", but yes.
Having a toggle isn't a solution when it changes the way we intend the game to be played. We don't allow players to give themselves what we think is a sub-optimal experience just because they liked that feature better in another game. Toggles
can be great as options, but only in select cases.
But, as mentioned, that's something for another one of those "why I like/don't like conversation wheels" threads.
Modifié par David Gaider, 26 octobre 2010 - 07:53 .