In fact I think the best way to do a busy city street is to have it have a ton of unclickable people, but have a general ambient crowd noise.
Modifié par Upsettingshorts, 23 décembre 2010 - 07:40 .
Modifié par Upsettingshorts, 23 décembre 2010 - 07:40 .
Brockololly wrote...
According to this, Origins had about 68,260 lines of character dialogue. And ME2 had "over 25,000" lines of conversational dialogue. So if DA2 is about 30,000 lines of character/conversational dialogue, thats less than half of the dialogue that was in Origins and about the same as ME2, which, sadly, if the game is supposed to be ME2 length, probably makes sense. [smilie]../../../images/forum/emoticons/sad.png[/smilie]
Upsettingshorts wrote...
I don't mind if most people are unclickable and the ambient noise is mostly "rabble rabble." It just seems more "real" that way to me. I am out to talk to who I'm out to talk to, not everyone I run across on my way to the shop. That'd be weird.
Piecake wrote...
I'd rather have ambient NPCs look like they are going about their daily lives - meaning movement, talking to shop keepers, going in and out of shops, houses, etc. Have some hustle and bustle.
That is definitely what was lacking in DAO, the NPCs didnt wander around, they didnt feel 'alive' so the city didn't feel alive.
That's fine. I don't like clicking on things unless there's a real reason to do so. As long as it sounds like they're actually speaking... Kirkwallian, I guess... then chatter is fine by me.Upsettingshorts wrote...
I don't mind if most people are unclickable and the ambient noise is mostly "rabble rabble." It just seems more "real" that way to me. I am out to talk to who I'm out to talk to, not everyone I run across on my way to the shop. That'd be weird.
In fact I think the best way to do a busy city street is to have it have a ton of unclickable people, but have a general ambient crowd noise.
Graunt wrote..
Err, did we play the same games? I think Origins took me approximately 35ish hours (maybe less) on my first "Normal" playthrough, and that was with a single romance and I didn't skip any cutscenes or randomly mash my keyboard when given text options. Mass Effect 2 took me approximately the same amount of time because I did everything there was to do in it.
Modifié par Brockololly, 23 décembre 2010 - 08:36 .
Upsettingshorts wrote...
I don't mind if most people are unclickable and the ambient noise is mostly "rabble rabble." It just seems more "real" that way to me. I am out to talk to who I'm out to talk to, not everyone I run across on my way to the shop. That'd be weird.
In fact I think the best way to do a busy city street is to have it have a ton of unclickable people, but have a general ambient crowd noise.
Modifié par Piecake, 23 décembre 2010 - 08:43 .
slimgrin wrote...
To me, that's an example of sacrificing game design for realism.
Piecake wrote...
Sounds fantastic
Modifié par Upsettingshorts, 23 décembre 2010 - 08:45 .
Addai67 wrote...
That's fine. I don't like clicking on things unless there's a real reason to do so. As long as it sounds like they're actually speaking... Kirkwallian, I guess... then chatter is fine by me.Upsettingshorts wrote...
I don't mind if most people are unclickable and the ambient noise is mostly "rabble rabble." It just seems more "real" that way to me. I am out to talk to who I'm out to talk to, not everyone I run across on my way to the shop. That'd be weird.
In fact I think the best way to do a busy city street is to have it have a ton of unclickable people, but have a general ambient crowd noise.
Modifié par slimgrin, 23 décembre 2010 - 09:21 .
Upsettingshorts wrote...
slimgrin wrote...
To me, that's an example of sacrificing game design for realism.
Wat. What's so great about clicking on a dude 5 times to hear 5 canned phrases? You can still have the occasional random NPC with something to say, just make them clickable. But for general noise you don't need canned phrases that get old after you've already heard them once, especially if you're going to hear them a thousand times.
I've heard "Youre getting old granny" about 1841 times in The Witcher - ok, it's closer to like 90. But still, I was amused for maybe the first... two.Piecake wrote...
Sounds fantastic
That was indeed the reference, though of course I don't actually mean just layering the sound of people babbling over each other.
Upsettingshorts wrote...
Wat. What's so great about clicking on a dude 5 times to hear 5 canned phrases? You can still have the occasional random NPC with something to say, just make them clickable. But for general noise you don't need canned phrases that get old after you've already heard them once, especially if you're going to hear them a thousand times.
slimgrin wrote...
And yet it's perfectly feasible to talk to random people on your way to the shop.
Modifié par Addai67, 23 décembre 2010 - 09:04 .
Then I'd expect to hear them say "good day to you" or something like that, not whatever random comment usually comes out. Which would also be boring and repetitive.slimgrin wrote...
And yet it's perfectly feasible to talk to random people on your way to the shop. I've always found that immersion and ambience are generally lacking in Bioware's games but meh, I guess If one wants to be continually reminded you are just playing a game then I guess their version of area design is serviceable.
Upsettingshorts wrote...
Wat. What's so great about clicking on a dude 5 times to hear 5 canned phrases? You can still have the occasional random NPC with something to say, just make them clickable. But for general noise you don't need canned phrases that get old after you've already heard them once, especially if you're going to hear them a thousand times.
I've heard "Youre getting old granny" about 1841 times in The Witcher - ok, it's closer to like 90. But still, I was amused for maybe the first... two.
Modifié par slimgrin, 23 décembre 2010 - 09:09 .
Addai67 wrote...
Some areas in ME2 have NPCs that are clickable with only one line. I kind of hate that, actually, though I think it's done to give you in-game information (like on Jacob's quest).
Atakuma wrote...
You like when different groups of people have the exact same conversation over and over again?ToJKa1 wrote...
Addai67 wrote...
Ambient dialogue is very important to make the world realistic, though. Unless you want to have a lot of NPCs wandering around saying nothing or repeating the same line over and over every time you get near.
I saw a mudcrab the other day...
Ambient dialogue, and that they actually do something. That's what i love about Bethesda's games, the NPCs work, eat and sleep during the day.
Modifié par Upsettingshorts, 23 décembre 2010 - 11:54 .
Upsettingshorts wrote...
In terms of the character... I could say that my guess is that while Dragon Age Origins had a lot of choice in the beginning, not a lot in the middle, and some at the end - Dragon Age 2 will have not a lot of choice in the beginning, a lot in the middle, and some at the end.