Associate producer Heather Rabatich on GameSpot
#126
Posté 02 décembre 2010 - 12:36
As others have said in this thread, was very nice to NOT hear the silly marketing catchphrases, and to see someone who actually seemed enthused about the game, rather than just reading off cards or something.
My only complaint would be the lack of gameplay footage shown to us. But since they're showing it off at conventions - or wherever that was - maybe we can see some soon also?
#127
Posté 02 décembre 2010 - 12:43
TJPags wrote...
See, that interview I liked.
As others have said in this thread, was very nice to NOT hear the silly marketing catchphrases, and to see someone who actually seemed enthused about the game, rather than just reading off cards or something.
My only complaint would be the lack of gameplay footage shown to us. But since they're showing it off at conventions - or wherever that was - maybe we can see some soon also?
I doubt we'll be entertained with gameplay footage until the game goes gold. That would be on January. After the signature edition promotion is over. Just to ****** the informed consumer.
#128
Posté 02 décembre 2010 - 12:49
I agree, it's nice to see someone geuinely enthusiastic.
#129
Posté 02 décembre 2010 - 12:55
Shinian2 wrote...
She kinda reminds me of Felicia Day
I agree, it's nice to see someone geuinely enthusiastic.
Definetly. There are some good pointers to take there.
First one: "Ingore whatever marketing insists you on saying".
#130
Posté 02 décembre 2010 - 12:56
I see the Felicia thing too, in that she's a pretty girl who says things like "tank" and "rogue is awesome" without batting an eyelash. But Heather is a part of DA2, so she's just innately more full of awesome (her awesomeness was definitely the result of two button pushes, not just one).
#131
Posté 02 décembre 2010 - 01:03
Still hopping to see the PCUI before 2011.
#132
Posté 02 décembre 2010 - 01:09
Shinian2 wrote...
She kinda reminds me of Felicia Day
I thought this too. It's nice.
#133
Posté 02 décembre 2010 - 01:33
Because even a monkey can point at a flash card.Piecake wrote...
I just dont see how 'dumbing down' applies to the dialogue wheel.
I liked the interview, but that's the one part that makes me want to curse and spit- where she says "you still won't know what your PC is going to say" when you make your dialogue choice. She says it so enthusiastically like that is a great thing. It must be a great thing, for some people. That's what I can't fathom.
#134
Posté 02 décembre 2010 - 01:46
And then extort it for more information on the game.
#135
Posté 02 décembre 2010 - 01:56
#136
Posté 02 décembre 2010 - 01:58
#137
Posté 02 décembre 2010 - 01:59
Onyx Jaguar wrote...
There are more effective ways to extort information out of someone
But we don't know where they live...
#138
Posté 02 décembre 2010 - 02:04
Addai67 wrote...
Because even a monkey can point at a flash card.Piecake wrote...
I just dont see how 'dumbing down' applies to the dialogue wheel.
I liked the interview, but that's the one part that makes me want to curse and spit- where she says "you still won't know what your PC is going to say" when you make your dialogue choice. She says it so enthusiastically like that is a great thing. It must be a great thing, for some people. That's what I can't fathom.
Your monkey bit makes very little sense
I'm perfectly fine with the dialogue wheel. I know the gist of what they will say and the intent of it, and thats good enough for me. Frankly, knowing the intent is an improvement to me because there were a few cases in DAO that didnt get the reaction that i was expecting. Also, If they didnt do a dialogue wheel with a voiced protaganist, I would feel like the protaganist is just repeating himself and words like 'redundant, stupid, waste' would enter my mind, and that definitely doesnt help with immersion.
Modifié par Piecake, 02 décembre 2010 - 02:05 .
#139
Posté 02 décembre 2010 - 02:09
Choosing a response when all you know is "flirt" or "aggressive" is far more simplistic than reading actual dialogue and having to think about what you want to say as a response.Piecake wrote...
Addai67 wrote...
Because even a monkey can point at a flash card.Piecake wrote...
I just dont see how 'dumbing down' applies to the dialogue wheel.
I liked the interview, but that's the one part that makes me want to curse and spit- where she says "you still won't know what your PC is going to say" when you make your dialogue choice. She says it so enthusiastically like that is a great thing. It must be a great thing, for some people. That's what I can't fathom.
Your monkey bit makes very little sense
I'm perfectly fine with the dialogue wheel. I know the gist of what they will say and the intent of it, and thats good enough for me. Frankly, knowing the intent is an improvement to me because there were a few cases in DAO that didnt get the reaction that i was expecting. Also, If they didnt do a dialogue wheel with a voiced protaganist, I would feel like the protaganist is just repeating himself and words like 'redundant, stupid, waste' would enter my mind, and that definitely doesnt help with immersion.
But it's mainly the voiced protagonist that ruins it for me. With that system, I don't really care how the interface works.
#140
Posté 02 décembre 2010 - 02:16
Less Greg and Ray at the moment anyway.
Combat: I can't believe anyone claiming to have played DA2 can call it a pure hack n slash with allusions to combos and button bashing. There are still cooldowns for abilities and the basic attack is no more powerful than it was before. It just doesn't seem like we played the same game. (
Graphics and style: So far the 'artistic reinvention' hasn't seemed that drastic to me, I mostly just notice improved graphics. Those few things that are obviously changed (Flemeth, Darkspawn) don't bother me enough to dislike the new style, in fact overall I prefer it. Flemeth alone looks so much better than in DAO.
Those were just general replies to a few posts I read earlier in the thread, I'm too tired to play the quoting game right now.
#141
Posté 02 décembre 2010 - 02:17
Addai67 wrote...
Choosing a response when all you know is "flirt" or "aggressive" is far more simplistic than reading actual dialogue and having to think about what you want to say as a response.
But it's mainly the voiced protagonist that ruins it for me. With that system, I don't really care how the interface works.
I guess that is the point of contention then because I am thrilled that we are going to get a voiced protaganist
#142
Posté 02 décembre 2010 - 02:56
Addai67 wrote...
Because even a monkey can point at a flash card.Piecake wrote...
I just dont see how 'dumbing down' applies to the dialogue wheel.
I liked the interview, but that's the one part that makes me want to curse and spit- where she says "you still won't know what your PC is going to say" when you make your dialogue choice. She says it so enthusiastically like that is a great thing. It must be a great thing, for some people. That's what I can't fathom.
Have to agree with this. I'm not really happy with the idea of choosing a dialogue option when I don't know exactly what's going to be said . . . .
#143
Posté 02 décembre 2010 - 03:06
#144
Posté 02 décembre 2010 - 03:16
It all hangs together, of course. If we didn't have a voiced protagonist, we wouldn't have the paraphrase and could choose actual wording rather than pointing at a symbol and hoping for the best.Piecake wrote...
Addai67 wrote...
Choosing a response when all you know is "flirt" or "aggressive" is far more simplistic than reading actual dialogue and having to think about what you want to say as a response.
But it's mainly the voiced protagonist that ruins it for me. With that system, I don't really care how the interface works.
I guess that is the point of contention then because I am thrilled that we are going to get a voiced protaganist
#145
Posté 02 décembre 2010 - 03:27
#146
Posté 02 décembre 2010 - 03:47
#147
Posté 02 décembre 2010 - 03:48
You're acting like they have removed all words from the dialogue system and replaced them with emoticons.Addai67 wrote...
It all hangs together, of course. If we didn't have a voiced protagonist, we wouldn't have the paraphrase and could choose actual wording rather than pointing at a symbol and hoping for the best.
The symbols are there to give you a clearer idea of how the paraphrased dialogue will be spoken by the PC.
Now I understand you don't like it, but it isn't "dumbed down" just because you dont like interpreting paraphrases.
#148
Posté 02 décembre 2010 - 03:48
Addai67 wrote...
It all hangs together, of course. If we didn't have a voiced protagonist, we wouldn't have the paraphrase and could choose actual wording rather than pointing at a symbol and hoping for the best.Piecake wrote...
Addai67 wrote...
Choosing a response when all you know is "flirt" or "aggressive" is far more simplistic than reading actual dialogue and having to think about what you want to say as a response.
But it's mainly the voiced protagonist that ruins it for me. With that system, I don't really care how the interface works.
I guess that is the point of contention then because I am thrilled that we are going to get a voiced protaganist
Is is really your position that the paraphrase actually contains no information whatsoever, so we're reduced to just pointing at the symbol? Or was that just silly overblown rhetoric? I don't want to waste time arguing a point without knowing if you're serious about it.
#149
Posté 02 décembre 2010 - 03:59
AlanC9 wrote...
Is is really your position that the paraphrase actually contains no information whatsoever, so we're reduced to just pointing at the symbol? Or was that just silly overblown rhetoric? I don't want to waste time arguing a point without knowing if you're serious about it.
Well, in many of the interviews for ME1 back when the dialogue wheel was some new thing, they always mention how they wanted it to be a quick way of simply not even having to look at the text but just memorize the position of the response tone to keep the conversations looking fluid and cinematic, so you could just flick the controller to the proper direction without even having to read.
Essentially, if the diplomatic option is always in the upper right, sarcastic in center right, and aggressive lower right with investigate on the left, and we're left partially guessing about the true meaning of the paraphrases, then it simply contains the bare minimum information and likely lacks any of the perceived nuance of being able to read all the full text options.
#150
Posté 02 décembre 2010 - 04:08
Emoticons are exactly what they are.Atakuma wrote...
You're acting like they have removed all words from the dialogue system and replaced them with emoticons.Addai67 wrote...
It all hangs together, of course. If we didn't have a voiced protagonist, we wouldn't have the paraphrase and could choose actual wording rather than pointing at a symbol and hoping for the best.
The symbols are there to give you a clearer idea of how the paraphrased dialogue will be spoken by the PC.
Now I understand you don't like it, but it isn't "dumbed down" just because you dont like interpreting paraphrases.





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