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About the icons that represent intent


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#201
unspoken_demise

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AlanC9 wrote...

That's extremely silly. Hawke isn't looking at icons in the first place.


Unless you share my own intended play style in which the Hawke I'm playing, prior to each response, envisions a Rorschach test in which each ink pattern appears to be female genitalia.

Just kidding...

#202
Addai

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In Exile wrote...

Addai67 wrote...
Well, I'm confused.  If NPCs misunderstand, how do you know your line wasn't essentially sarcastic and they just missed it?


Because the game doesn't acknowldge it. You could be barking like a dog and Alistiar might just be insane and think you're expressing sympathy at Duncan for all the difference it makes in-game.

You know your line wasn't sarcastic because people consistently act in a way that takes it hostile.

There's a difference between:

Alistair, put on the damn crown. <_<

And

Alistair, put on the damn crown. :D

I didn't use a hostile emoticon because we don't have one. But you can see how you can totally change the meaning of a sentence just by changing the emotional context around it.

For fun, this one has a different meaning too:

Alistair, put on the damn crown. :huh:

And in all those cases, Alistair answers "Maker's breath" and we go on as before.  You could fill in how you thought the line should have been delivered.  There's no cognitive dissonance at all.  I understand completely what you're saying, but this isn't a very good example.

 Expression is irreelvant except insofar as it makes other people act the way I want. If I can't predict how my dialogue choice will make people act, then the system fails.

You still won't be able to.  That's what Mary Kirby is confirming earlier in the thread, that the little icons will not predict how an NPC will react.

#203
fchopin

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AlanC9 wrote...

That's extremely silly. Hawke isn't looking at icons in the first place.



We are playing a role playing game so we are supposed to become Hawk while playing the game, whatever disturbs the player breaks immersion with the game character.

Modifié par fchopin, 06 décembre 2010 - 02:07 .


#204
Morroian

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fchopin wrote...

Morroian wrote...

fchopin wrote...

If as you say the text will not be self explanatory and we will need a silly icon to know what direction the conversation will follow then we are really playing a guessing game in regards to text as we will have no idea what our character will say or in what way unless we check what kind of icon is showing and go by that.
 
Don't you think that is being treated like a child?

No because communication is inexact. What may be obvious to 1 person may not be obvious to another. As ME proved.



We are not talking about ME we are talking about DA which is an rpg with options.


But so is ME and the dialogue system is similar.

#205
Maria Caliban

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unspoken_demise wrote...

Unless you share my own intended play style in which the Hawke I'm playing, prior to each response, envisions a Rorschach test in which each ink pattern appears to be female genitalia.

Just kidding...


How crude. My Hawke will constantly imagine Georgia O'Keefe paintings.

#206
unspoken_demise

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Maria Caliban wrote...

unspoken_demise wrote...

Unless you share my own intended play style in which the Hawke I'm playing, prior to each response, envisions a Rorschach test in which each ink pattern appears to be female genitalia.

Just kidding...


How crude. My Hawke will constantly imagine Georgia O'Keefe paintings.


"It's just a flower."

*cough* Bullsh... *cough*

#207
In Exile

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Maria Caliban wrote...
And there are times in the beginning where you can talk about disliking the Wardens. You can play the role of a reluctant hero.

But later in the game, you accept the Wardens and your role in them. No option. How you go about being a Warden can vary, whether you mix your past and your Warden business can vary, but the PC considers themselves a Warden.


Right, and that's just the writers overwriting your character, just like SHEP SMASH SAREN! in ME1. I understand why the writers did it, dispite not liking it. Initially, I just pointed out it's there.

Likewise, in ME, you want to be a SPECTRE. Why is up to you, but it's something the PC wants. 


Not quite; Shepard can do it only because it's want humanity wants for him, and then actively work against the Council for the sake of the Alliance. Obviously I'm not asking to undermine the Wardens for the Blight (that would be stupid) Shepard doesn't have to consider himself a part of the greater galactic community as a Spectre, whereas the Warden does.

If you desire an RPG where the developers won't hamper your ideal for the character, you need something a bit more open-ended like The Elder Scrolls, Diablo, or Fallout series.

In story-based RPGs, which is all that BioWare makes, there are limits to what PCs can express.


Oh, I'm totally onboard with that. I just don't want Bioware to lie to me. So when they tell me I have an Origin, they don't mean that. What they really mean is that it's flavour background before my true indentity of a Grey Warden. If DA:O was honest about that, I would have been a lot less upset.

#208
Dave of Canada

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Hell, Shepard gets a dozen minor choices that go.

"Who are you?"

Choice 1 - I'm a Spectre.

Choice 2 - I'm with the Alliance.

Choice 3 - Why does it matter?



Small choice but it tells a great deal about Shepard.

#209
fchopin

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Morroian wrote...

fchopin wrote...

Morroian wrote...

fchopin wrote...

If as you say the text will not be self explanatory and we will need a silly icon to know what direction the conversation will follow then we are really playing a guessing game in regards to text as we will have no idea what our character will say or in what way unless we check what kind of icon is showing and go by that.
 
Don't you think that is being treated like a child?

No because communication is inexact. What may be obvious to 1 person may not be obvious to another. As ME proved.



We are not talking about ME we are talking about DA which is an rpg with options.


But so is ME and the dialogue system is similar.


Similar is not the same.

#210
upsettingshorts

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fchopin is either on a different level of consciousness from the rest of us, or is definitely worthy of being added to my unofficial "don't bother, way too obtuse" list.

Modifié par Upsettingshorts, 06 décembre 2010 - 02:22 .


#211
Ziggeh

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fchopin wrote...

Similar is not the same.

It's the same in the way that's revelant to his point.

#212
AlanC9

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jackkel dragon wrote...

Sylvius the Mad wrote...
There's a credible argument to be made that "story-based" and "RPG" are contradictory.


Doesn't BioWare constantly say they strive to make the best story-based games?


What Bioware is trying to do with their games and what Sylvius likes about their games aren't necessarily related.

#213
In Exile

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Addai67 wrote...
This has nothing to do with the dialogue delivery system.  It is a function of having limited dialogue choices.  Nothing about that is going to change in DA2.


ME2 having Shepard go RAWR SHEP SMASH COUNCIL had nothing to do with the paraphrase - it had to do with limited dialogue choices. Not something that ever changes.

#214
AlanC9

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fchopin wrote...

AlanC9 wrote...

That's extremely silly. Hawke isn't looking at icons in the first place.


We are playing a role playing game so we are supposed to become Hawk while playing the game, whatever disturbs the player breaks immersion with the game character.


So you're doubling down on the silliness? OK, I'll play.

Hawke -- with an E, dude -- really has a list of possible lines in front of him that he picks from when he's talking to people? Nah, you're not saying that; silly's one thing, but crazy's another.

So the only meaning here is that you personally are disturbed by the tone icon and you are not disturbed by the list of canned phrases. Well, subjective tastes are not debatable. But that's all you've got. Try not to dress your personal tastes up with nonsense.

#215
In Exile

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I'm pretty sure we just got trolled. No other explanation is reasonable.

#216
upsettingshorts

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In Exile wrote...

 No other explanation is reasonable.


I thought mine was.  Still, you might be right.

#217
In Exile

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Upsettingshorts wrote...
I thought mine was.  Still, you might be right.


I like to assume the best of people? Mostly I fear for our fates if you are right.

#218
Sylvius the Mad

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Maria Caliban wrote...

*Tries to remember the last undefined protagonist RPG that had tactical combat*

Wizardry 8? Maybe the original BG? Wow, modern RPGs must be very frustrating to you.

Very.

Though, since I don't perceive the intent in the PC 's dialogue options in games with traditional full-text alternatives (which is why I deny that it's there), I find that games like DAO and KotOR do an adequate and sometimes good job of offering player agency.

You've probably already heard about it, but maybe Age of Decadence?

I've heard of it now.  Thank you.

Dodge-Venom wrote...

What you are saying doesn't make a lot of sense though. To suggest choosing whether an intent or a fully formed response allows you to more completely carry out your character agency is flawed. Either is still restrictive, a finite choice.  Someone else is giving you your responses, that is immediately restricting your ability to freely design your character. What if according to the logic you have created for your character none of the responses are appropriate?

That's far more likely if you're trying to convey intent rather than just expressing that particular sentence.  With intent, you have a specific intent, and if you want to have the PC's words and actions match that you're working with a very narrow set of acceptable outcomes.

Whereas, with expression there's no necessary connection between the PC's intent and the outcome of your selection (which you'll know with certainty anyway because you got to see it first).  Whatever your character's intent, there's a wide set of responses which are consistent with that intent, without necesssarily expressing it.  As such, there are many fewer possible outcomes which will violate the character's design.

Even if you accept that within the scope of such a game you a working within these pre-defined limitations what you are saying still doesn't make much sense. Bioware doesn't know your intent, they don't need to know
it. They care, that’s why they give you a choice. Yet they're giving you an intent. Your character WILL have one of a selection of intents. There is no free agency in that. Your experience is the culmination of multiple pre-defined choices, all of which are wholly created by Bioware. If you can't accept that and enjoy the experience for what it
is, then why are you here?

I reject your premise.  I deny that my character will have one of BioWare's pre-determined intents if the game doesn't make that explcit with something like DA2's iconsystem.  In DAO, my character can have literally any intent I can imagine.  And there is absolutely no evidence to the contrary.

jackkel dragon wrote...

Doesn't BioWare constantly say they strive to make the best story-based games?

Yes, they do.  They also claim that their games are RPGs.

As such, we can't necessarily trust their labelling criteria.

Modifié par Sylvius the Mad, 06 décembre 2010 - 04:47 .


#219
AlanC9

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Sylvius the Mad wrote...
In DAO, my character can have literally any intent I can imagine.  And there is absolutely no evidence to the contrary.


Though this can sometimes mean that either your character is terrible at communicating or the NPCs are incredibly obtuse. But as I said upthread, unless you pick an ironic PC line the situation is very unlikely to arise.

#220
Zlarm

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Sylvius the Mad wrote...
Yes, they do.  They also claim that their games are RPGs.

As such, we can't necessarily trust their labelling criteria.


Ouch....

As for BioWare making the best story driven games, that used to be the case but they're last two games (DA:O and ME2) had rather subpar main storylines.   Maybe they should change their motto to "we strive to make the most streamlined and intense games", those seem to be their favourite buzzwords these days. 

But more on topic, I would say the icons are a bit of a step up from Mass Effect (I would still prefer knowing exactly what they're going to say though).  I'm wondering how many there are? 3?  Sarcastic, Diplomatic, Jerk?  Maybe romance/flirt one?  Maybe one more for I'm about to stab/punch you (take physical action)?

#221
AlanC9

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 There's at least an "aggressive" icon too according to screenshots -- I don't think it necessarily means immediate violence, though I imagine it'll be attached if Bio decides to give you something like  " :devil:(Kill him)" as an option.


And possibly a flirt icon, depending on whether Mary Kirby was being serious or just giving a hypothetical.

#222
Sylvius the Mad

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AlanC9 wrote...

Though this can sometimes mean that either your character is terrible at communicating

Communicating isn't a thing, so it doesn't make sense to describe someone as being good or bad at it.  It doesn't exist.

or the NPCs are incredibly obtuse.

While that's always possibly true, it would be unreasonable to conclude that the NPC is obtuse.  That said, my characters are not always reasonable.

What I think of the NPC's response doesn't matter at all.  All that matters is what my character thinks of the NPC's response.

#223
Piecake

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Zlarm wrote...

Ouch....

As for BioWare making the best story driven games, that used to be the case but they're last two games (DA:O and ME2) had rather subpar main storylines.   Maybe they should change their motto to "we strive to make the most streamlined and intense games", those seem to be their favourite buzzwords these days. 

But more on topic, I would say the icons are a bit of a step up from Mass Effect (I would still prefer knowing exactly what they're going to say though).  I'm wondering how many there are? 3?  Sarcastic, Diplomatic, Jerk?  Maybe romance/flirt one?  Maybe one more for I'm about to stab/punch you (take physical action)?




To me, there is more to a story than just basic plot.  Personally, I am a lot more interested in characters than plot, and since I felt that the characters in ME2 were a lot more interesting than ME1's cast I enjoyed ME2's story more than ME1.  Heck, some of my favorite novels have very little 'plot'.  I do realize my preferences probably do put me in the minority though.

Modifié par Piecake, 06 décembre 2010 - 06:18 .


#224
AlanC9

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Sylvius the Mad wrote...

AlanC9 wrote...

Though this can sometimes mean that either your character is terrible at communicating

Communicating isn't a thing, so it doesn't make sense to describe someone as being good or bad at it.  It doesn't exist.


Huh? Interpretation of other people's tone, gestures, and so forth is a skill. It's testable, and to some extent trainable. So is expressing your intent to others through such means, or concealment of  intent if that's the goal.

What I think of the NPC's response doesn't matter at all.  All that matters is what my character thinks of the NPC's response.

What do your characters think when an NPC completely misinterprets what the PC said?

#225
AlanC9

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What was wrong with the ME2 plot, anyway? The structure is BG2 all over again. Of course, they're not using a companion or your soul as a MacGuffin this time, but that's not a bad thing, is it?